Thursday, August 29, 2019

0079 - Trade in Twilight: 2000

Barter is the most common form of commerce in the war-torn countryside of Twilight: 2000. To make it simple, one side wants to trade for something the other side has. The question is what the "cost" of the item is and this varies depending on the current situation of each participant. If the characters are trying to buy a farmer's only weapon, he is not going to just give it away, as his life may depend on it. On the other hand, if he just finished his harvest, he may be more willing to trade for some food.

The general starting point for trade is the base price of the item. This can be determined by consulting the equipment lists. This price is modified by other factors which I will mention below.

Wear Value
Remember when selling vehicles to divide the base price by the wear value, as stated on page 152. A price of $20000 and a wear value of 8 give you a base price of $2500. So much for selling junkers.

If you want to do the paperwork, you can use wear value for basically anything in the game. Alternatively you can roll the wear value for an item when it becomes relevant. Maybe Chico has dropped those NVGs just once to often and now you are going to get nothing for it at the market. It does add interesting detail to the campaign.

Buying or Selling
Generally, I will modify the base price depending on whether the merchant wishes to buy or sell the product. The merchant wants to make a profit, so there will be a difference (generally) between the price he will pay for an item compared to the price he will ask for the item - buy low, sell high.

When buying a product, the base price for the merchant will initially offer is (D6+3) * 10%, resulting in a price that is 40-90% of the base price. Reduce the price by the following amounts if the NPC is greedy (based on his motivation):

Very greedy         -15%
Moderately greedy    -10%
Somewhat greedy    -5%.

For a practical example, the characters want to sell an M16 (Price $400) to a merchant. I roll a 3 on a D6, resulting in a 3. The merchant is willing to pay (2 + 3) * 10% or 50% of the base price. This results in an initial price of $200. The same M16 being bought by very greed merchant would result in a base price that is 30% - 15% = 15% of the base price, in this case $60.

Selling functions in a similar way. The base price here is determined with a random roll (D6+7) * 10%, resulting in a value between 80-130% of the base price. Using the M16 above with the same roll, the base price would be (3 + 7) * 10% or 100% of the base price or $400.

Here again, the greediness of a merchant modifies the base price, this time as a positive value:

Very greedy         +15%
Moderately greedy    +10%
Somewhat greedy    +5%.

Our M16 being sold by a greedy merchant would then be 115% of its base price or $460.

Persuasion
The characters can try to persuade the merchant to accept a different price. This is a Difficult:Persuasion task normally, but may be changed to Formidable:Persuasion if the merchant is difficult or hostile.

A successful check will reduce the base price (if the characters are buying) or increase the base price (if the characters are selling) by 10%. The task may be attempted a second time but the difficulty level is increased by one. The task may not be attempted more than twice. Outstanding success causes the price to be increased or decreased by 15%. Catastrophic Failure has the exact opposite effect. Note however, that normal failure has no effect.

Paying for it all
So, now you know the price, how are you going to pay for it? Basically, you have to come up with something of value that matches the price being asked (if you are selling) or you have to choose items you want to have.

To make it simple, I usually determine the buying price of the item to be bought compared to the selling price of items to be used to pay for it.  We can, however, use the Persuasion skill again to get the seller to accept payment that is up to 10% less than the asking price, This is Difficult but failures have no negative effects. This is a go/no go kind of thing.

An Example
Let's try an example: Our very greedy merchant is offering to sell us an M16 for $460. We are desperate for some reason so we start putting things up for offer.

First of all, we have a Bicycle, with a base price of $100. We will use the variant with wear value and the 1 (practically right out of the package), giving us a revised base price of $100 (=100 / 1). Of course our merchant is not going to give us $ 100 for it. Instead he offers us (4 + 3) * 10% = 70% - 15% = 55% (greedy bastard). Klasha starts to haggle with him and has a Persuasion Asset of 8. She attempts to get him to raise his offer.

[Convince the merchant to raise his offer for the bicycle – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 7] - She succeeds

The merchant raises his offer by 10% or $60. Can she convince him again?

[Convince the merchant to raise his offer for the bicycle again – Asset Level 8  – Formidable (x1/2) – Target Number 4 – Roll(s): 8] - She fails but she at least go the 10% out of it.


We now have a total of $60 on the table of the $460 that we need. Next we have two 20l Jerrycans with ethanol. Each is worth $160 (for the ethanol) + $25 (for the jerrycan) = $185 ea. or $370. What is that cheap bastard going to give us for it? (6 + 3) * 10% = 90% - 15% = 75% or $278 (rounded).

Klasha will try to convince him again.

[Convince the merchant to raise his offer for the ethanol – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 12] - She fails

The old geezer is sticking to his price. We now have a total of $338. Still not enough.

Next we have a Geiger Counter, with a base price of $500. Here is something we could use the wear value on again. Rolling randomly, we get a wear value of 6, reducing the base price to 500 / 6 = 83 (like he is even going to pay that). He is willing to us (3 + 3) * 10% = 60% - 15% = 45% or $37. No we unleash Klasha on him,

[Convince the merchant to raise his offer for the Geiger counter – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 5] - She succeeds

He will now offer us $40. Still, Klasha persists.

[Convince the merchant to raise his offer for the Geiger counter again – Asset Level 8  – Formidable (x1/2) – Target Number 4 – Roll(s): 20] - She fails badly. Maybe the last comment about his family tree was uncalled for.

The price for the Geiger counter is now 15% less than it was before, meaning we actually get less than we originally had. His final offer is $34. We now have a total of $372. Still not enough.

Next up is an L42 (Price: $400). Again we use the wear value (7) and we have a base price of $400 / 7 = $57. The merchant will give us (4 + 3) * 10% = 70% - 15% = 55% or $32. Despite the last snafu, Klasha tries again.

[Convince the merchant to raise his offer for the L42 – Asset Level 8  – Difficult (x1) – Target Number 8 – Roll(s): 5] - She succeeds

He raises his price by 10% or 35$. She tries again.

[Convince the merchant to raise his offer for the L42 again – Asset Level 8  – Formidable (x1/2) – Target Number 4 – Roll(s): 1] - She succeeds.

The price is raised by 10% again, giving a total of $39 (rounded). Now we have a total of $411. Still not there.

Finally, we have an antitank mine (Price $100). We will not use the wear value, as they are pretty durable. That gives us a base price of $100. The guy is only willing to give us (4 + 7) * 10% = 70% - 15% = 55% or $55. No need to haggle, as that is enough.

So, after some haggling, we have our M16 but somehow the feeling that we have been swindled. We leave the merchant with a few choice words and take aware our "new" M16 before we use it on him.

Gold, Gold, Gold
In major cities and towns, gold may be used as payment medium. I generally set the price of gold at $50 per gram (which I googled today, as a matter of fact). Jewelry is a convenient form of gold and the following table has a list of generic jewelry items and their average weights:

Jewellery item (Average weight)

  • Small ring / Women's ring (2 grams)
  • Big ring/ Men's ring (4 grams)
  • Chevalière (8 grams)
  • Thin mesh bracelet (5 grams)
  • Medium and rigid mesh bracelet (15 grams)
  • Big mesh bracelet (20 grams)
  • Thin mesh necklace (10 grams)
  • Thick mesh necklace (30 grams)
  • Small pendant (1 gram)
  • Big pendant (4 grams)
  • Pair of earrings (6 grams)

This conjures up images of treasure boxes filled with gold, but we need coins. Here are some real coins for comparison.
  • 1 Ounce Gold Britannia (31 grams = $1500 in T2K).
  • 1/2 Ounce Gold Britannia (15 grams = $750 in T2K)
  • 1/4 Ounce Gold Britannia (7 grams = $350 in T2K)
  • 1/10 Ounce Gold Britannia (3 grams = $150 in T2K)
Be careful with gold bars so. A 400-troy-ounce (12.4 kg or 438.9 ounces) Good Delivery gold bar would come out to a whopping 12,400 grams or $620,000.

So, when all is said and done, we have a barter system, a new use for the Persuasion skill and a rule set for using gold. Good days work, if I do say so.

 

0078a - First Sergeant John Blue Elk


Name: First Sergeant John Blue Elk

Appearance: Top Blue Elk is a barrel of a man but not fat but rather powerful. HIs appearance is Native American and he has let his hair grow out, with his long strands of salt and pepper hair held back by a bandana made from an old guidon. He looks and acts like a professional warrior and carries himself as such.

Quote: "The Russians won't care what doesn't work when they get here so find something that does!"

Background:
Blue Elk is a professional soldier and has been since he turned 18. To hear him tell it, he has been all over and done everything but he uses that experience to the benefit of his troops.

He has been with Captain Warren since the balloon went up and has become increasingly worried about her mental state. Although he has not really said anything, he is watchful of her actions.

Roleplaying: Top's first and last thought everyday is the welfare of his troop. Sure, Captain Warren says where they are going but Top and his NCOs get the work done. He is constantly patrolling the troop area and will always be on the look out for things that need to be straightened away, troops that need support or a good talk and any situation that may be detrimental to the troop. He is loud and outspoken and speaks in terms that even the thickest of soldiers will understand.

Stat Block: Veteran NPC (Initiative: 6, Attributes: 7, Assets: 13, UCD: 4)

Combat Assets:
Small Arms (Rifle), Armed Martial Arts, Autogun

Other Assets: Scrounging: 12, Instruction: 13, Persuasion 8

Motivation:

War Leader: The NPC is an unusually good leader in combat situations. He has an instinctive grasp of  tactics and a good eye for terrain, and never panics in a fight. In game terms, treat the character  as having an Initiative of 6. In addition, the referee should assume that the NPC can anticipate many situations in combat and will make the best allowances for them possible.

Very ambitious:
The NPC will be overwhelmed by a desire to manipulate and control the people around him, to become a ruler of men.

Location: Dobrodzien, Poland

Hits:
OOOOO OOOOO OOOOO OOOOO -1 Initiative
OOOOO OOOOO OOOOO OOOOO -2 Initiative
Note: initiative modifiers are cumulative.

Main Weapon: M16A2 with 2 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon:
Hatchet (This is what the generator spit out. Still, at tactical tomahawk has potential....)

Grenades: Fragmentation Grenade []

Equipment:
Fatigues, Steel Helmet, Pack, Flashlight

Food: 5kg of Domestic Food and 3kg of Soviet Field Rations

Meeting 1SG Blue Elk:
If the players attempt to enter Dobrodzien, they will meet first sergeant Blue Elk. He generally sizes up all groups seeking to enter the town and takes cares of integrating new soldiers into the troop.

0078 - First Contact

1145 30 JUL 2000
==============

"They still had the pennants flying. Seeing those little red and white flags did a lot to relax us. They had some form of discipline and unit cohesion, so that was a good sign. Still, we approached the city like one would any other town nowadays: with the finger on the trigger and our heads on a swivel."
Upon reaching the city, we can assume that the team can make contact easily enough. They have heard the voices on the radio and would probably have taken the opprotunity to make radio contact. This means that their approach will not surprise anyone. We also know that Captain Warren is going to want to interview them but given her addtional responsibilities as the commander of the town's defense, it is unlikely that she will meet them at the checkpoint in person.

"We entered the kill zone in front of the first checkpoint. A bulldozer had been used to tear up the road, creating holes and berms that we navigated around under the watchful eyes of the cav troopers. They were calm but vigilant, just like we were. Macron stopped us about 20m from the barrier and I dismounted. Being the vehicle commander of the first vehicle, I got the "say hello" honors. These days, it is a big thing and you wonder if you have on clean skivvies in case someone shoots you. I was pretty sure I had but somehow reluctant to put it to the test.

I identified myself as '2LT Marshall, 1/173rd Infantry, Alabama National Guard, 256th Infantry Bridgade Team, 5th Infantry Division'. A slight murmur went through the barricade when I mentioned the 256th but nothing I could really hear. Appearently we had made the news somewhere.

After a couple of seconds, a first sergeant moved around the barrier. He was a barrel of a man with a name tag that read "Blue Elk". To me he seemed to Native American and he had let his hair grow out, long strands of salt and pepper hair held back by a bandana made from an old guidon. He looked and acted the part of a professional warrior.

Together we investigated the remaining vehicles and I introduced the team. He took it all in, appraising us and our condition, before waving us forward, 'Turn right here and go about 50m. There is an abandoned market with a big parking lot. You can billet there. Down this street is an old vetinary clinic on the right. That is the medical building, there you can have your wounded checked out. The quartermaster is in the town hall and you can talk to her about anything you may need but remeber there ain't no such thing as a free lunch.Speaking of which, chow is at 1800 in front of the church. Do not be late and there are no seconds.'

We moved out and found our billet. Not much to look at but it was dry and offered some good cover. We parked the vehicle out front, ready to beat feet if things went south. It was nice to be around our countrymen again but no one relaxes because they here familiar accents. The world has changed to much for that."


So, for the moment, our team has a safe place to sleep. We also have a new NPC and have used my T2K generator to generate the stats, making Top Blue Elk a veteran NPC. For the motivation, I got War Leader and Very Ambitious. Top knows what he is doing and knows how to get what he wants. Definitely a man with a purpose.

Now the team can set about getting some supplies and fixing things.I also need to think about a replacement mechanic, as Mitchell was killed. This is definitely a skill the group will need.