Tuesday, September 17, 2019

0086 - The Great Escape - Part II

0600 07 AUG 2000, near Dobrodzień, Poland
============================
Muggy was the only way to describe it. The sun had just risen and the day promised to be a hot one as the team rolled through the barriers protecting the entrance to the cantonment. The deck hatches were open, letting a small breeze into the troop compartment.
Robinson had been chosen as the driver on this mission, with Potato hand his massive bulk filling the turret. He would be the commander and gunner for the mission. The rest of team had found places in the troop compartment, with boxes of C4, jerry cans, MREs and extra ammo stowed on the empty seats. An RPG was strapped on the inner hull, ready for use if the team needed. The same could be said for the AT-3, but they had only one missile, so they would need to consider its use wisely.
Half an hour later, the team approached Olesno and Robinson left the main road, choosing instead smaller roads the led them around the town. The roads were far enough away from the town that the encounter with a Soviet patrol was considered unlikely, although the team kept their guard up.
Thirty minutes after leaving Olesno behind them, the team spotted the sign telling them they had entered the town of Praska. The town itself looked similar to a lot of other towns around Central Poland at the beginning of the new millennia. There had been some low level fighting and armed men in Soviet uniforms milled around the streets. All of them watched the team roll by before slowing standing and walking in the direction that the team had gone.
Robinson guided the OT-64 around burnt-out hulks that cluttered the city streets. As they turned onto the main East-West thoroughfare, they found more vehicles had been used to block the street. The wrecks had also been fortified with sandbags. This was not a good sign in anyone’s book.

Gameplay

The mission itself is one I drew from a list of possible PA missions and plot hooks that I maintain. It is a simple “rescue” mission.
The general plan is for the team to travel on the most direct route, traveling north before turning east at Sieradz. On the return trip, the team will continue southeast until they meet up with the highway south, where they will continue on until the are near Czestochowa. The team will then turn west and return to the cantonment over Lubliniec. So much for the plan.
The distance to Zdunska Wola is approximately 130km. The OT-64 will make approximately 250km on ethanol before they are running on fumes. The distance can be traveled on road on the outbound trip and will take the good part of a period, if all goes well.
During the trip, the group will pass through:
  • Olesno
  • Praszka
  • Weilun
  • Zloczew
  • Sieradz
  • Szczercow
  • Lubliniec


For those that have been following the story, they know the group has actually traveled through some of these towns, hence they are known there by sight. This may have an impact on the mission. For those that have not followed the story, a few notes on the towns:

  • Sieradz: The team assisted the Soviet commander in the town to recover food from an ambushed convoy trapped in a minefield. The team drove off some East German marauders with the same idea. Following the recovery, the team was allowed to pass through the town. The Russians in the town know them but it is doubtful if they want to see them again. This will be the main challenge.
  • Zloczew: the team engaged a large force of stragglers that had taken over the town, forcing them out of the town. The town has a high opinion of the team and will probably assist them if they pass through the town.
  • Olesno: the team skirted Olesno while traveling after encountering Russian OPs on the outskirts of the town. The team will again bypass this town on the way north, just to be safe, as there is known resistance there.
The team moves out and bypasses Olesno as planned before approaching Praszka. Praszka has a chance of being the first area where the characters may encounter resistance. As we know from the town’s description, a 50-man force of marauders holds the town, lead by a former Soviet sergeant. From this information, we can generate a few notes about the time for our notebook:
Settlement Size: 5,000 (controlled by a 50 man marauder group)
Settlement Attitude: Frightened
Settlement Government: Captive
Settlement Crisis: Impending attack (Marauders)
I took the opportunity to generate the marauder stats as well as the motivation for the marauder leader.
Motivation:
-----------------------------------------------------
Very violent: The NPC loves a good fight and either is or wants to be a warrior.
Somewhat ambitious: The NPC will be inclined towards boastfulness and a desire to impress his peers.
Very violent as a motivation means that the NPC will probably want to mix it up with the characters, especially since the marauders outnumber the characters. Still, you never know. Top it off with a random Russian name (Sergeant Leskov Mili Makarovich) from an online generator and we have an NPC.
Now we are ready to conduct our first scene. I am not going to go into detail on what a scene is, but you can find more information on scenes in the Mythic GM Emulator.
In order to set up the scene, we can establish some background. Neither said failed their observation roll. The marauders also control the town, maybe their presence has left some visual clues. Let’s ask the GME.
[GME: Are there signs of marauder activity or abuse of the population visible in the streets? - Chaos Rank 5 – Somewhat Likely (65%)- 85% - No]
The marauders have been cleaning up after themselves or, more likely, forcing the population to do it.
[GME: Have the marauders put up roadblocks and defenses? - Chaos Rank 5 – 50/50 (50%)- 43% - Yes]
So there will be obstacles that the characters may have to contend with. Now we can prepare our scene setup.

Scene 01 – Passing Through Praszka (CR 5)

Scene Setup
The team will attempt to quickly drive through the town, avoiding checkpoints, obstacles and troop concentrations with the goal of leaving the town behind them as soon as possible..
The roll for the scene resolution is a 1, resulting in the scene being altered. The most obvious alteration is that the marauders attack the characters as they move through the town.
Well, we knew we probably wouldn’t get there without a fight. Time to draw up a map and prepare to fight it out.


0085 - The Great Escape - Part I

1200 06 AUG 2000
==============
It had been nearly two weeks. Two weeks ago the team had buried their comrade in arms, friend, brother Schmitty. Following the destruction of the Fifth, the team had held up west of Kalisz as the division died. When the fighting had died down and the frantic calls on the radio had ceased, the team had reluctantly decided to leave their hiding position east of Kalisz and attempt to break out toward the south. Soviet and Polish troops still patrolled the countryside but maybe fate would smile on the team and they would slip through the noose.
What followed was a week of hectic travels interspersed with quick, brutal combats. They had met bandits, primitives and stragglers. Soviet patrols had been encountered and defeated, new friends gained and some lost. Villages had been freed of oppression and deals made with some unsavory characters. Somehow the team had made it through, finally arriving at Dobrodzień, where once again they were among friends.
Similar experiences had also been had by the troops of B Troop, 1/116th ACR. They had fought and killed, traveled and fled before returning to their cantonment in Dobrodzień. Here they meant to stay, as did the team. A lot of thing were in short supply, including manpower. That problem was about to be addressed.
After a week in which the team had the opportunity to heal and rest, they had been called to a briefing. Although nothing really out of the ordinary, the atmosphere felt different this time. A general air of desperation mixed with a glimmer of hope filled the room as the flip charts were carried in, covered with worn cavalry guidons. Now it was time to learn the details of the mission that they were being asked to execute. Time to learn what fate had in store for them.
Captain Elizabeth Warren, commander of B-Troop entered, followed my Major Ed Harris, the team's commander as all present in the room stood at attention. Both took their places at the front of the room before being joined by impressive bulk of First Sergeant John Blue Elk, the First Sergeant of B-Troop.
Major Harris had the rank but it was Captain Warren’s cantonment. An agreement had been reached whereby the overall command of the cantonment fell to Captain Warren and Major Harris had direct command of the team. Each worked hard at supporting the other and the agreement had worked so far and both agreed that no one would be served well with a direct conflict about the chain of command.
Top Blue Elk flipped up the first guidon, revealing a map of central Poland including Kalisz. A slight but noticeable shiver went through the group. They had recently escaped from that hellhole and had no great need to return any time soon. No horses left in the world were going to drag them north ever again. As with many things in the world, they were wrong about that too.
After giving the team a few minutes to let the shock sink in, she addressed the team: “Judging by the look on your faces, I can probably safely assume that everyone is familiar with the area of operations for this mission. That being the case, I will skip all the BS and get down to the meat of the mission. We have received word from various merchants travelling in from the north, that a large group of POWs from the 5th are being held in an improvised camp near the old train station in Zdunska Wola. Your mission is to infiltrate the WP lines, find the prisoners and effect their rescue before acquiring local transport and bringing them back to our cantonment.”
The room remained silent. Everyone understood that they needed to rescue their comrades in arms but they were being asked to throw themselves again into the thick of things. No one relished the return to the north, regardless of the reason. Before any voices could be raised in opposition to the plan, Harris addressed the team: “It is a hard mission, I have to admit, but those guys are our guys and they need our help. The last report mentioned that many were in terrible condition and some had died already due to exposure. They will all literally die without our help.
We will travel north in Can-Can using captured Russian uniforms as disguises. We have also managed to acquire written orders stating that we are searching for stragglers from the 5th. They should be enough to get us through any casual inspections or roadblocks we encounter.
Our primary mission is the rescue of NATO POWs. Our secondary mission is to cripple the enemy logistical formations in order to slow any possible pursuit. Weapons use is at our discretion with the only stipulation being that if we do engage enemy units, no survivors may leave the encounter. If one survivor remains it will endanger our cover. If we fight, we kill them all, regardless of the situation.”
The room was quiet before but as Harris finished, it became as silent as an unopened tomb. For the most part, the team had never been that bloodthirsty before. They had given quarter and expected the same from the enemy. This mission was different and each team member would have to decide how they would deal with their own personal ghosts later.
Harris continued, “Potato will draw the uniform of a Soviet Captain and will be ‘in charge’ in all encounters with the enemy that require negotiation. Wally will draw a Polish lieutenant’s uniform and will be Potato’s Polish liaison officer. The rest will draw Russian infantry field uniforms.
Once we leave the general vicinity of the cantonment we are on our own. We cannot call anyone for backup and we will be travelling fast and we will try to avoid enemy encounters where we can.
Captain Warren has provided us with ammunition for the PK and we will draw medical supplies and engineering materials from our cache.
We kick off tomorrow at 0600. Any questions?”
The last part was purely rhetorical. The mission was simple and the fact that they would be going it alone was nothing new to the team. Same, same, as always.


Friday, September 13, 2019

0084 - Preparing to Go Back Up North

0900 06 AUG 2000
==============
"Wally came onboard before we jumped off for the Great Escape expedition. Wally was a Pole, born and bred it turned out in Dobrodzień. He worked in a factory for a while and then came back to his home town to work for his uncle. Wally was a genius with a ratchet and I swear he could fix a Ferrari with parts from a water boiler.

Wally spoke English but with an accent. Strangely enough, he always sounds like Mel Gibson. Turns out that Wally is a Mad Max fan and he struts around with that sawed-off double barrel and I truly believe he has a set of leathers hidden somewhere. Still, despite that he is a great guy and has helped us out of a crunch more than once."


Replacements are needed and I rolled up Walerian 'Wally‘ Losinski. Wally, as Mitchell mentioned, is a factory worker and mechanic. He is 37 and a native of the town that currently serves as the groups base. I added the Mad Max story to add depth to the character and to explain his English skills. Wally is a draftee and has an initiative of 1. He is not going to be the first to jump into the fight but he has valuable skills the team needs. Here is his character sheet.

The team wants to pass themselves off as a Russian patrol. In addition to the Russian uniforms, the need to grab a few WP weapons. Luckily they have gathered a few over time. In addition, they need to plan what they want to take with them, as the Gypsy caravan they have had up to now is probably a bit over the top.

Wally and Potato, being both OPFOR characters, are not the problem. The rest have US uniforms and equipment or civilian clothing, in the case of Klasha. There is a smattering of WP weapons already in the group, such as the AKR that Robinson has and the PM Makerovs that Klasha and Griffin have. The important issue would be to have common calibers for the ammunition, if possible.

The group has some RPKs and an AKM that they have captured but not a lot of ammunition. They do have a lot (1,666 rounds) of 5.45MM B, in addition to some RPK-74, AK-74 and an AKR. There are also an RPG-16 and an AT-3 laying around. Still, a little more ammunition and a few more magazines would probably be a good idea. First we divide up what we have and then off to the market.

Marshall gets the AKR and three 30-round magazines. Harris changes out his M16 for an RPK-74 with 4 magazines. Macron also changes his M16 out, this time for an AK-74 with three magazines. We can give a Vz-54 to Griffin since his high initiative (6) will allow him to aim and fire in the same turn and it has a similar range and damage potential when compared to his FN-LAR. The telescopic scope is also a bonus. This leaves with only Logan with a NATO weapon. We could go shopping but we do have one AKM laying around with 6 full magazines. It should be sufficient for the mission. We are not planning to get into a long, drawn out firefight and the chances are good that we can find more ammunition on the way.

Finally, we have Klasha. She is not talented with a rifle but we do have a few PPSh-41s laying around with 6 71-round magazines. The recoil should be OK for her to handle and the stats are similar to her UZI with a little less weight and more than double the magazine capacity. That is probably a good option for her.

We will also grab some medical supplies, the demo kit and some plastic explosive and all the MREs and Soviet Field Rations (a total of 59 person/days of rations) we have available. We will have to see about finding some Jerry Cans and fuel, as I do not want to be pulling the tank trailer on this mission.

Off to the Market

We can assume that Captain Warren will arrange for the armorer to give the characters the 800 rounds of 7.62mm L for the PK on the OT-64 and that the vehicle is topped off. That is a handsome payment in itself. The rest we will have to find on our own.

First of all on the shopping list are missiles for the AT-3. These normally have a price of $1200 and an availability of (R/S), which translates to a roll of 40 or less on a D100. Unfortunately the roll is 75, meaning no new rockets today. Let's look for jerry cans and fuel then.

Can-Can has a fuel capacity of 320l, which translates to 16 Jerry Cans. The questions is how many can we get. Seeing a they have a price of $25 and an availability of (V/V), they should be easy to find. Since the availability of Very Common translates to 100 or less, we do not need to roll to find them, just to see how many are available. We roll and find that 13 are available. Not quite enough, but still, better than nothing. With fuel, the price will then 25 (for the Jerry Can) + 15 (for the ethanol) = 40 per can or a total base price of $520. This is modified for the sale price (7 + 5) * 10 = 120% or $624. That is a lot, so we at least have to let someone try to talk him down. Klasha still has the highest asset, so she gets the honors.

[Convince the merchant to lower the price of the Jerry cans – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 11] - Failure. No dice.

So the price to beat is $620. First on the block is RPK. We still have two, so we can afford to trade one. The base price is $1000 and he is willing to give us (2+5)*10 = 50% of the price or $500 for it. Let's see of Klasha can get some more for us.

[Convince the merchant to raise his offer for the RPK – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 6] - Success.


He raises his price to $550. We are not going to push our luck here. So, we are still about $74 short. We have an M9 with three magazines (Base Price $150). He is willing to give us (2+3)*10% = 50% or $75. Close enough for government work. A handshake and we have our Jerry Cans with ethanol.

With that, we have the basics of the stuff we need. Can-Can is loaded and we are ready to leave.

Wednesday, September 11, 2019

0083 - Jump Ahead

0900 06 AUG 2000
==============

Referee's Note: as the group has reached a safe harbor, we are going to advance the timeline. Roleplaying all the aspects of a week ends up being a lot of paperwork without much to show for it. This means skip it. If you're not enjoying, drop it like you would in any face-to-face game.

"We spent the next week on something like R&R. We did not really have any duties at the moment and Top Blue Elk let us be and gave our time to get our crap together. He could see that we needed some time to reconstitute.

Our physical wounds closed up nicely, with the medics checkin' our progress everyday and Logan making sure they did it correctly. He is picky like that. The wounds to our souls were still open and bleedin' but only time would heal those. Still, we were alive and had a duty to carry on for those that we had lost.

Harris dragged out the old battalion sign, complete with our unit coat of arms. Once again, we were the 1st Battalion, 173rd Infantry Regiment (Alabama National Guard), Major Edward Harris commanding. It felt good to show our colors around those cav guys. Time to gettin' back to servin' all proper like. Wear the uniform with pride."


As noted in the NPC description, Captain Warren will interview all Americans entering the town. This should not be much of a problem, as neither side has any need to escalate the encounter. The only difficulty is the situation with Major Harris, who outranks the good captain. Instead of a direct conflict about the chain of command, I have instead decided that it would be plausible for Major Harris to reactivate his battalion, as small as it may be. The battalion may be short a few bodies, but it also provides the motivation for our next adventure.

"Harris had daily briefings with Captain Warren. She was nice enough, but you always had the feeling that somethin' wasn't quite right in the management offices upstairs, if you know what I mean. Anyway, Harris came back one day with a scheme that can only be described as hare-brained. Sure, we all knew that we would have to go back out sometime and we generally had no problem with that. The problem was not that we were going out but where we were going.

Harris sat us all down for a good talk and explained the situation. 'Over the past week we have talked to a lot of people coming in from the north. There are rumors of a lot of our brothers in arms from the 5th held in POW camps up around Kalisz. It is our duty to help them and this is something both Captain Warren and I agree on. Our mission is to return north and search for evidence of POW camps. If we should find such camps, we will attempt to rescue everyone we can and return them here, where they will be integrated into the 173rd or B Troop, depending on their preference. We will don Russian uniforms and we have obtained written orders to patrol for stragglers, so hopefully the bad guys will leave us alone. Potato will receive a Major's uniform and will pass himself off as our commander. We will take one vehicle, Can-Can and we will be travelling light, scavenging as necessary.'"


The crucial element missing here is a mechanic/scrounger to replace Mitchell. I will be developing a new character to replace him since OT-64 with it's wear value of 10 is not going to get far without one. Even with, it is doubtful.

We can assume that Captain Warren will provide fuel for the OT-64 and ammunition for the PK, as the group also needs to come back. Russian uniforms should not be a problem and the orders could have been taken from a unit ambushed by Captain Warren, meaning they are legitimate. The team has enough captured WP arms to appear real and the odd piece of NATO equipment is not going to cause that much suspicion. Still, a lot of stuff will need to be secured in their quarters.

Now it is time to reorganize before the team rolls out.

Monday, September 9, 2019

0082 - Healin' and Tradin' - Part II

"While I was babysitting Logan, Klasha and Macron went shopping. I asked them to bring me back something nice. I was not expecting Macron to know what that means but I am sure Klasha knows. They went down to the market where appearently a lot of people were busy runnin' around. Business was good and the people were relaxed. That is always a good sign nowadays."

First on the shopping list is to find someone to repair the Mk-19. Normally, this would have fallen to Mitchell but we know how that story ended. In addition to being the only mechanic, Mitchell was also the master scrounger. The only other scrounger is Logan but he is under the knife at the moment.

This will force the group to find an armorer who can repair the Mk-19. The first stop would be the HQ platoon of B Troop. Here it would probably be best to approach 1SG Blue Elk, as any good first sergeant knows what is going on in his company, troop or battery (my personal favorite). Finding the first sergeant would not be difficult, as he is a man on a mission to see that everyone gets what they need. The question is, does the troop have an armorer.

When we look at the amount of equipment and weapons present in the troop, it is unlikely that they do not have an armorer. Still, we can ask the GME.

[GME: Does B Troop have an armorer? - Chaos Rank 5 – Likely - 5% - Exceptional yes
]


I think this is to be interpreted that they not only have an armorer but most likely a fully equipped workshop, open for business. That is great. Definitely need to make a note of that in my description of the unit. Now it is a matter if they have parts or not.

I generally use the same availablity chance for the item also being the chance of having the necessary parts. I roll then for each necessary part individually. For the Mk-19, we need two parts and the Mk-19 has the following data in the price list: Mk-19: Price: $5000 (S/R). The two parts are going to be Rare and the characters are currently in a town, meaning the chances of finding the parts are 1 on D10. Not a really good chance but you never know. Unfortunately the roles (8, 3) mean we are out of luck. That is unfortunate. Maybe next time.

Next on the list would be getting some ammunition for the KPV and the PK on the OT-64. Maybe we will have better luck with something made in the east. The ammunition we need is 14.5mm B (14.5x114mm Bloc) and the standard price is $30 per case. The availability is S/C, so we have a good chance of finding some.

Common items have an availability of 7 or less on a D10. You can roll the against the availability and decide how many items you want available or instead roll a random number of items. For example, you could use the following chart:

Location Very Common Common Scarce Rare
Major City 2D20 1D20 1D10 1D5
City 1D20 2D10 1-5 1-2
Town 2D10 1D10 1-2 1
Village 1D10 1-5 1 None
Encounter 1-5 1-2 1 None

I prefer to roll for each item individually. As soon as one roll fails, no more items made be found. This tends to keep me honest. In this case, the roll failed on the second roll. This means we have one 100-round belt available. The armorer is not greedy and we may be able to trade off some the stuff we have been picking up along the way. The asking price is (7 + 4) * 10% = 110% of the base price or $33. Maybe Klasha can talk him down:

[Convince the armorer to lower the price of the belt – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 15] - Failure, but at least it was not catastrophic this time.

We have a couple of WP Grenades that we picked up along the way and we could get rid of them. They normally sell for $20 each. The armorer is willing to "pay" (3 + 4) * 10% = 70% or $28. That is really close. Maybe Klasha can get him to up his bid:

[Convince the armorer to raise his offer on the WP grenades – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 11] - Failure. Nope, he is sticking to his price.

We are still too short on the price. We could throw in a couple frag grenades. We did capture a couple in previous encounters. He is willing to give us (3 + 2) * 10% = 50% of the normal sale price of $4 or $2 each. We would need three to meet the price and we walk away with a new belt of 14.5mm.

Now for the question of ammo for the PK. The PK takes 7.62mm L (7.62x54mmR Long) and each case has a standard price of $70 and an availability of (S/C), which is a good thing. The availability is 70% and we make the roll. Using the table above to save time, we roll 1D10 and find that he has 8 100-round belts available. The big question is what is he going to gouge us for. He wants (7 + 4) * 10% = 110% or $77 a belt. This comes to a total of $616. That is a lot.

Klasha tries to convince him to drop the price a bit, as we are buying in bulk.

[Convince the armorer to lower the price of the 7.62mm L belts – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 15] - Again, a failure.

Now to meet the price. We have 3 M231s that we would gladly get rid. They normally sell for $300 (V/C) but he will only give us (3+2)*10% = 50% or $450 for the lot. Of course we need to try to get him to up the price.

[Convince the armorer to raise his offer on the M231s – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 20] - Ouch. Catastrophic Failure and a natural 20. It does not get worse than that.

That probably means he sends us packing. Still, at least the KPV can put holes in things again.

Friday, September 6, 2019

0081 - Healin' and Tradin' - Part I

"We were busted up when when we ran into the cav troopies. We had lost Caitlyn and a lot of us were shot up bad. We had been in some scrapes and what we needed more than anything was a little time to rest and heal. A little time and a beer. Everything works better with beer."
After reaching their billet and performing the paranoid-fuelled inspection one would expect from a group of post-apocalyptic survivors, it is time to take stock of what condition we are in.

First of all, the injuries (not including Mitchell being dead). We have the following injuries:

  • Mashall - Uninjured
  • Logan - Abdomen (Slight), Right Leg (Scratch), Left Leg (Critical)
  • Griffin - Right Leg (Slight)
  • Harris - Head (Slight)
  • Potato - Head (Scratch), Abdomen (Scratch), Right Arm (Scratch), Left Arm (Slight), Right Leg (Scratch), Left Leg (Slight)
  • Robinson - Head (Serious)
  • Macron - Uninjured
  • Klasha - Head (Slight), Chest (Scratch), Abdomen (Scratch), Right Arm (Scratch), Left Arm (Scratch), Right Leg (Slight), Left Leg (Scratch)

All of the injured have previously received medical care and the Scratch wounds will not be a problem, as they will heal within 24 hours. The most recent wounds are those taken by Logan, Potato and Klasha. The rest were sustained during the battle with the primitives and have been healing since then. Robinson's head wound was infected and has been slower to heal but he is well on the way to being his old self.

Normally, first aid wound reduce a critical wound to a serious wound but since Logan was pretty much treating himself, it will have to heal naturally from the critical stage. An alternative would be to have surgery performed on the wound. This would require a doctor but the question remains, is there a doctor present?

[GME: Does B Troop have a doctor? - Chaos Rank 5 – 50/50  - 43% - Yes]


So, there is a doctor. The group wants the doctor to operate on Logan. The doc is probably want to have something for his time. As the group has medical supplies, the can use that to pay for part of the costs. So, we can assume that the doctor will ask for 5 RTs for his services. Maybe Klasha can talk him down.

[Convince the doctor to lower the costs of the surgery – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 20] - Catastrophic failure. Not only does he say no, he is really upset by it.

Maybe doc doesn't want to continue to discuss the surgery.

[GME: Will the doc refuse to operate on Logan? - Chaos Rank 5 – Somewhat Likely - 65% - No]


We got lucky on that one. Still, we need to pay for the operation. The asking price of 5 RTs ($100) is going to have to be matched. Luckily we have some stuff to trade. One of the items would be a PM Makerov ($150) with three magazines ($8 total). As the doctor is really insulted by the whole discussion, we are going to consider him Moderately greedy (-10% modifier to the "buying" price). He is willing to take the pistol at (3+2)*10% = 50% - 10% (moderately greedy) = 40% of its value or $63.

Next up, a set of Thermal Fatigues ($100). Doc is willing to give us (6+2)*10%= 80% - 10% (moderately greedy) = 70% of its value or $70. This is a total of $133, so we can assume that doc will provide the whole blood and the group will provide the total anesthetic. The deal being made, Logan goes under the knife.

"Since I was one of the ones with only a natural number of holes in my body, I got elected to watch over the proceedings. No one is left anyone alone anymore when something like this went down. American or not, the doc was getting watched and I was doing the watching, Logan got the anesthetic and his eyes fluttered a bit before he went under. I kept my hand on my pistol the whole time"


The doc has an asset level of 13. The total anesthetic will give the doc a bonus of +3 and +2 for the whole blood, for a total of +5 to the asset level, making his asset level effectively 18. The task itself is Formidable (x1/2).

[Perform surgery on Logan – Asset Level 18  – Formidable (x1/2) – Target Number 9 – Roll(s): 13] - Failure.

"The doc did what he could but the damage to Logan's head was severe and some time had passed since he was wounded. That was valuable time he would have needed but it was gone now. No use discussing it now."

The surgery was unsuccessful and Logan will have to heal naturally.

Wednesday, September 4, 2019

0080 - Labor, Wealth and Slavery

Recently, on my post regarding trade in Faceboook, Jesse commented that he does not use gold in his PA game. The main reasoning being you can't eat it and it does not lend itself well to being cast into bullets. These are valid points and I thank him for his comments because it got me thinking.

Barter works fine when both sides have something that they want to trade that the other side wants. This system becomes more difficult when one side is providing a service over an extended period of time. The second problem with barter comes when one starts to think about portable wealth. More on that in a minute.

I took a look at how other PA game handle this problem. Most have a similar approach that I have, mainly a barter system. Each item has a "price" and other items of similar worth can be used to "pay" for them. As Wayne also mentioned in the comment, many of these also miss the profit motivation for the merchant. Many often overlook the fact that the worth of something is also dependent on the person's individual needs. It is great that I have 10,000 rounds of .50 BMG but what I really need at this moment is some antibiotics in a bad way. I have tried to simulate that a bit. It may not be perfect but it works for me.

Labor & Services

Let's talk about the problem of people providing services. With wide scale electrical nets and most fossil fuels a thing of the past, a lot of things have been replaced by manual labor. Any large scale project, be it building, farming and such, is now going to be very labor intensive. The field you plowed in two hours with your tractor is going to take a lot more time by hand and do not even get my started on harvesting.

You also have a work force that is going to contain a lot of people at two very different ends of a scale. The first group will contain those with specialized knowledge that is valuable in the PA, such as bakers, doctors, mechanics and such. Some of those jobs may have been looked down on before the war but this has more to do with a general feeling in our society today that associates education with the worth of a job. That lawyer there enjoys a better standing than that butcher over there. We have forgotten the people who actually facilitate the very existence of our "civilization". That has changed in the PA, as many jobs, such as the lawyer's, have lost their importance in the day to day survival of the human race. Sure, that lawyer helped you out that time in court but the butcher is the one that provided the food that your family needed to get through the winter.

Still, a lot of people with nothing to trade are going to have to find some kind of work they can do in exchange for the basics like the food needed for survival. Others, with a specialized skill, will also offer their services in order to survive. Others will offer to provide protection for anyone and anything, such as the guards that accompany merchants, and they in turn will expect something in return.

Reading through D20 Apocalypse I discovered the term Trade Unit (TU). The TU was the games equivalent of money and used to price both items and services in the game's "barter" system. A TU was equal of one day's rations for a person. This can be directly translated to T2K, as we know the daily requirements for a person as well as the "cost" of food.

Let's look at the "price" of food.

Food Type                 Price / kg             Availability        Daily Requirements/person    Total Price/Day
MRE                         $8                         (S/S)                  1.5kg                                        $12
Soviet Field Rations $6                         (S/S)                  1kg                                           $6
Domestic                  $5                         (C/C)                  3kg                                          $15
Wild                         $3                         (V/V)                   4kg                                         $12

MREs and Soviet Field rations are desirable for their weight but literally no one is going to want to eat them all day, every day. Been there, done that and know why no one is going to want to.

If I where to chose a basis for our TU, then it would probably be domestic food. This is something that is usually tasty and may even be preserved to allow someone to put something away for the winter. This is definitely our gold standard as far as food goes.

I am not really happy with the TU term, so I am going to just call it a ration ticket (RT). You can call it anything you want, script, credits, etc. It is just a name. I am going to stick with RT.

We cannot, however, forget the "profit" motive here. Working a day to eat a day is fine, as I will survive, but I cannot put something away for a rainy day, which might be quite literal in this case. To support this idea, we can increase the value of a RT of domestic food to $20, allowing the person to put away a quarter ration to trade or eat later. Now we have something that we can use to judge the value of labor.

For simplicity sakes, we can divide laborers into three categories:
  • Simple Laborers: people performing the back breaking, monotonous work that does not required skilled labor. Porters, farm hands tending crops, workers clearing rubble, etc.
  • Skilled Laborers: people performing work that requires some type of specialized training that is valuable in the T2K world. These will include butchers, chemists, construction workers, etc.
  • Specialists: These are individuals with specialized, advanced training. These will include individuals such as doctors and other professionals, etc.

For guards, ORMO soldiers and the like, you can use the same basic categories. A barely trained ground pounder may be classified as a simple laborer while a trained mortarman may rate the category Skilled. An engineer officer with many years of experience would probably be rated as a Specialist. I am purposely keeping this list and categories vague, as how you choose to divide the laborer into these groups is up to you based on the current situation.

Let me give you some practical examples.  Tomas was an accountant in pre-war society. After the war and the collapse, Tomas has been forced to turn to manual labor to keep himself alive. He spends his days tending crops of turnips and potatoes on the farm of Mr. Marek. He is grateful for the job, although the work is back-breaking. Still, it puts food on the table. Tomas will be classified as a Simple Laborer.

Marie was a baker before the war and nothing has really changed since then. Sure, the flour may not be as fine as it was before the war and she has had to substitute honey for refined sugar, but she is experienced in her job and provides the basic services the community needs. Marie is a skilled laborer.

Pavol is a former Major in a Polish parachute regiment. He has extensive experience in military matters and is responsible for the creation of the town militia and the defenses that now surround the town. Pavol has also implemented a training regimen for the militia and oversees the regular patrols into the surrounding countryside in order to nip potential bandit problems in the bud. Pavol is a Specialist.

So, how much is each group getting paid? Tomas will probably get the standard wage of one RT a day. Marie on the other hand will probably get at least twice as much, in the form of actual RT as well as having a share of what ever is not sold on that day. In the end, it may even be three times as much.

Pavol has a key position in the community. He is literally tied to its survival and he is probably going to get 3-5 times as much. This is dependent on the government of the town but one is wise not to bite the hand that protects them. Better to pay the man than lose it all to bandits.

So, we know what they make a day, but how does that work in a day to day setting? It is doubtful that some on is going to be waiting at the end of the day to hand out ration packets as the workers leave work. It may work small scale, but when several thousand people are involved, it would be difficult to keep this up. A common form would be some kind of ration ticket that could then be traded for food. These will generally be local in scope, as they depend on an organized community and some way of ensuring that they will be respected by all parties. A small family farm could simply have one or more common meals to pay their workers.  A city of 2000, with people coming and going at all hours, cannot implement a common meal easily, so they may have community warehouses where the workers can draw rations or the rations ticket may be a form of currency or barter items. Now the system comes together.

Pavol has been training his militia for a while but decides to take some of the rations tickets issued by the town and do something good for himself. Taking the trip down to the market, he gathers his evening meal at a vendors stall and even manages to snag a local bear to wash it down (1 RT). Wandering the stalls, he comes up a new bike and manages to haggle he price down to 4 RTs. It the merchant had not looked so hungry, it may have cost him more. Still he traded something he had but couldn't eat for hot meals for four days. Finally, Pavol runs into Rita, a working girl. He knows of her reputation and they haggle but Pavol still hands her the 2 RTs. Looking back the next day, Pavol has to admit it was worth it. So, for a total of 7 RTs, Pavol has had an eventful evening. Good thing he saved some up.

Using this ration ticket system, a list of common services can then be established. These will generally be standardized within the community so as to prevent discussions or problems when purchasing these services.

Portable Wealth

Ration tickets will probably not be respected outside the community. When travelling from one town to another, you need some form of portable wealth. Actual items are good, but depending on the items, may be rather bulky. That tanker of ethanol is a good mine, have to admit, but you actually have to move that wealth over 160km of hostile territory. Anyone seeing the tanker will probably immediately know what it is and you are going to receive a lot of attention. Other things such as livestock or a large still are also going to be a problem as well.

Merchants have to transport their items but say you want to travel to the next town to buy 10 tons of grain for your community. Your community produces sailing boats and equipment but the town you want to buy from is landlocked. Your product has not value there so what is the alternative? This is going to be a common problem. One solution is an old concept called Hacksilver (https://en.wikipedia.org/wiki/Hacksilver).

This allows communities to trade for items with its own population or with an different town without have to transport tons and tons of material. In a previous post, we put the price of a gram of gold at $50. This was based on the current market price for gold. Silver itself today was trading at $0.62, but of play purposes we could set the price at $1. So, to buy 10 tons of wheat (we will consider it domestic food and leave the price at $5 a kilo or $50,000 for the lot. If we were to trade an equivalent amount of ethanol ($15 a liter), we would be looking at transporting 3,333l or ethanol or an almost full 5000l tanker truck. Hart do move and very obvious.

Consider our example with the sail boats. The price is the same as 10 small sail boats but the other community does not need them. We would have to transport them to someone that does, trade for something the first town needs and transport them back. Very hard and very dangerous. Maybe we do need a system of gold and silver.

The same amount can be paid in gold (1 kg) or silver (50 kg) with less trouble. A saddlebag or pack horse are sufficient to transport the items. You can easily trade the gold and silver for RTs or barter for items at your destination. The system of Hacksilver would probably be replaced later by minted coins of standard weights. This would probably be something that large cities, such as Krakow, or organizations, such as merchant guild, would probably push for or obvious reasons.

Organized trade between major towns and cities may also be conducted by letters of credit guaranteed my large merchants and city governments. This is dependent on a certain amount of trust between the parties. A letter of credit can be given from a party for a certain amount (say $10.000) and can be cashed in at the other end by the second party. This would likely be something that large merchant guilds would practice and is a precursor to banking systems.

Either system diverges from the pure barter system but allows you to transport wealth from one place to another easily.

Slavery

As we mentioned, the world in T2K is much more labor intensive. It will bring back the spectre of slavery because you will need a lot of cheap labor to get things done. Assuming you were just feeding them the bare minimum but they are producing a full load of crops for you, you would be making a handsome profit. I am in no way condoning this practice but one can understand how this practice would come back into existence.

Slavery adds a lot of potential for conflict and adventure. The characters can set off to rescue towns people kidnapped by slavers or maybe the encounter a group on the road willing to sell their fellow human beings. The potential is there. It is also there for those players of "flexible" moral codes to also join in a slaving operation.

The price for a slave would vary greatly, depending on many factors such as the health and age of a slave as well as the general availability of slaves and the communities acceptance of slavery. I am not going to try to put a price tag on a slave but a GM should try to work a price for slaves in their campaign based on those factors. A healthy male working on a farm for 365 day will require food and upkeep but has the potential to produce a lot of work in that time. A scrawny slave may be worth less as a farm laborer but if he had a working knowledge of leather working, he would be worth more when used for that purpose.

Conclusion

Wealth comes in many forms and work has an intrinsic value that can be measured and compared with other items. Using the system above you can work to earn rations tickets to trade for gold that you use to travel to the next city with.

In one of my next posts, I will be looking at an economic model for towns and villages.