That’s How Aura Works(RWBY Syndicate Builder)

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You've been on the streets for…

[]Years, now. You had been orphaned by a freak accident, or...
Character Creation, part 1
Location
In The Shadowbear Slave Camp
You've been on the streets for…

[]Years, now. You had been orphaned by a freak accident, or perhaps an act of violence. Either way, once your parents had died, debtors crawled out of the woodwork, taking nearly the entirety of what you could inherit from them. You learned to survive at your own at a entirely too young age, refusing to rely on the charity of others after being harmed so much by their greed. (250 point start, moderate education skills, moderate street skills. 1 Inheritance.)
[]A few months. You ran away from your abusive, if wealthy, family. Of course, you stole a few things on the way out--money being one of them--but your money has started running out of late. (150 point start, Faunus race option locked unless Menagerie is also chosen, good education skills, low street skills. 3 Inheritances. Start with a locked-in rival, and potential connections, both within your family. Additional, multiplicative 25% penalty for Recruitment of Faunus, unless Faunus.)
[]As long as you can remember. You're not even sure how you ended up on the streets, but you've made your living off charity and petty theft, managing to plead meals or swipe snacks. Some of the other homeless kids helped edumacate you, so you aren't entirely illiterate. (300 point start, low education skills, good street skills. No inheritances.)

But, to be honest, you want more than to just survive. At the ripe age of….

[]Age:Young. You're between 14 and 17. (Skills at low/moderate/good:4 SP/7 SP/12 SP. Development rate is fast. Reputation gains slowed. Low loyalty units more likely to question/disobey orders. Greater difficulty being taken seriously in diplomacy.)
-[]14
-[]15
-[]16
-[]17
[]Age:Young Adult. You're between 18 and 25.(Skills at low/moderate/good:7 SP/12 SP/16 SP. Development rate is moderate. Reputation gains are moderate.)
-[]Write in the age. You're under 22.
[N/A]Age:Adult. You're between 25 and 40.(Skills:N/A. I'm listing this so you know what to expect to happen when you reach this age. Development rate is slowed slightly. Reputation gains are accelerated slightly. Development rate in physical/Aura skills slowed more, especially as you advance further in age categories…)


You are a….

[]Male....
[]Female…

[]Human...(Recruitment/Point cost of Faunus minions/allies x1.2, potential White Fang target.)
[]Faunus...(Recruitment/Point cost of Faunus minions/allies x0.9, less potential for conflict with White Fang, potential to be mistaken for allies of the White Fang, potential to be allies of the White Fang, potential to be targeted by those prejudiced against Faunus, potential reputation ramifications. Possible benefits depending on Faunus traits, improved senses, increased sensitivity to sudden sounds or noise.)

From….

[]Vale(In the middle of everything, Vale stands resolute. Little to be worried about with regards to the Grimm here, and you'll have reasonable access to the other kingdoms.)
[]Vacuo(Decentralized, with little regard for the law, Vacuo is practically a criminal's paradise, with abandoned settlements waiting to be claimed everywhere, large, equally abandoned factories scattered across the landscape, and the only real source of order being their Huntsmen. Of course, you won't be the only person to have noticed this….)
[]Mistral(The black market here is quite developed, making access to items of ill repute quite easy, if you have the money to spare. There are a multitude of places for people to hide, and even the huntsmen can be bought. Civilization within Mistral is heavily spread out, and, like Vacuo, there are many lost cities that you could, theoretically, rebuild as a base of operations…. Of course, there are established players here, too…)
[]Atlas(Robotic forces allow plunder of the 'dead' with few morale concerns. On the other hand, robotic forces also greatly increase the efficiency of military and police operations. Atlas is a wealthy country as a whole, but the capital, Mantle, is heavily depressed, making it a good recruiting ground. Massive amounts of Dust production means that you could steal and smuggle Dust, or even just buy it under the table. Evading taxes or selling to shady individuals could prove profitable…)
[]Menagerie(Recruitment/point cost of Faunus minions/allies x.8. Greater potential for interaction with the White Fang. Very separated from the rest of Remnant, meaning that while it may be possible to expand your operations within Menagerie to a greater extent without interference from the other Kingdoms, it will also be harder to expand out of Menagerie)

And your name is….
[]Write in a name. (Note:Non-color names will result in slight reputation loss at the start of the game.)

In regards to an alias…
[]Write in.
[]You have none. Yet.

If someone looked at you, they'd see...
[]Write in appearance, or embed an image.
[]Writer's choice, based on the above votes.







A/N:'Points' represent allies, underlings, and shady locations you have access to at the start. Therefore, the more shady your start, the more points you have. Friends? A loyal band you've managed to scrape together? A collection of petty thugs motivated only by the profit you can point them towards? All of these are purchased with Points.

Meanwhile, Inheritances are….pretty much anything you might expect to inherit, as long as it's something that someone on the street could reasonably keep a hold of. A concealable weapon? Sure. A car? Pushing it. A statue made of solid gold? Haha, no. A scroll? Yeah, probably.


Please use plan-based voting.



I'll work out the exact point costs for skills/people in the next post, but ideally, you should be able to get a small band of loyal followers for ~100 points, or a few groups of disloyal ones for the same price. Meanwhile, a Trainee-level loyal ally will probably be about 75, and a Huntsman level loyal ally would cost about 200, probably.

Meanwhile, basic ability in a non-specialized skill, or a 6th grade education in a category, would be about 1 SP.





And no, you don't actually have Aura. Yet.
 
Character Creation, Part 2/Ally Creation
[X] Plan Ryuji Himura
-[X]Years, now. You had been orphaned by a freak accident, or perhaps an act of violence. Either way, once your parents had died, debtors crawled out of the woodwork, taking nearly the entirety of what you could inherit from them. You learned to survive at your own at a entirely too young age, refusing to rely on the charity of others after being harmed so much by their greed. (250 point start, moderate education skills, moderate street skills. 1 Inheritance.)
-[X]Age:Young. You're between 14 and 17. (Skills at low/moderate/good:4 SP/7 SP/12 SP. Development rate is fast. Reputation gains slowed. Low loyalty units more likely to question/disobey orders. Greater difficulty being taken seriously in diplomacy.)
--[X]15
-[X] Male....
-[X] Human...(Recruitment/Point cost of Faunus minions/allies x1.2, potential White Fang target.)
-[X] Vale(In the middle of everything, Vale stands resolute. Little to be worried about with regards to the Grimm here, and you'll have reasonable access to the other kingdoms.)
-[X] Ryuji Himura
-[X] Scarlet Dragon
-[X]



Your name is Ryuji Himura, and you've been on the streets for about three years now, give or take. You've had to learn the ways of the street fast, and threw your hand in with others to survive. While you've never actually unlocked your own Aura, you have companions who have, and who rely on you to do the planning. Your companions consist of…

The base cost of a Lieutenant is 25 points. This pays for them to have the combat skills to roughly equal an average trainee Huntsman just starting at Beacon(+20 to combat rolls, unlocked Aura(worth 3 wounds/1 death+1 wound)

The base loyalty of a Lieutenant is 3. However, for 5 points of refund per point, you can link the Loyalty to something, in which case if that thing is lost then that Loyalty is lost until it is somehow restored. For instance, if you link Loyalty to Money, then the Lieutenant will lose one or more points if you are unable to pay them. Note that this would not obligate you to increase their pay as you get more successful--but expanding on something linked to Loyalty is a good way to get more. You can also add Loyalty in this fashion, by expending 10 points and linking a source of loyalty to the new point of Loyalty. You can even link Loyalty to a person--but that means that if they die or defect, then that Loyalty is lost permanently.

For 10 points, you can purchase a Specialization for a Lieutenant. This is not like a Skill, but rather a type of operation they're most adept at running. For instance, Auto Theft, Protection Rackets, Security Detail and Illegal Gambling are all valid Specializations.

Additionally, Lieutenants start with 3 free Skill Points, split 2/1 between Street and Education, your choice. You can buy extra SP for Lieutenants for 5 points each.


You can buy an additional year of combat experience for 10 points, with a scaling increase of 5 per purchase. (IE, 25 for 2 years of combat experience.) Each year grants an extra wound/half-death negation, and +5 to rolls.

Some Lieutenants are Lieutenants in name only. That is to say, they have no leadership skills to speak of. Perhaps they're simply skilled assassins, or they're mechanics. Whatever the case may be, this makes them 10 points cheaper, but they offer no leadership-type bonuses to a Squad. A Squad can still have this Lieutenant 'lead' it; this just means that they act as bodyguards.

The total cost of a Lieutenant cannot exceed 100 Points at the start. Additionally, this includes your 1.2x multiplier for Faunus lieutenants. No Lieutenant may cost less than a total of 25.

In addition, you've managed to gather a small group of cronies.

Squads are...different than lieutenants in various ways.

The base cost and size of a squad is 2 per person. This cost is for the gooniest of goons, with a Loyalty of 1 and the combat skills of people who have never seen combat on a scale any bigger than a back-alley scuffle or bar brawl. (+5 to combat rolls base). Additionally, they're uncoordinated.(+1 to all rolls per 2 people, up to 10. Bonus and cap doubled with a Lieutenant, to +1 per person up to a +20, excluding the Lieutenant)

The base Loyalty of a Squad is a staggering 1. For 1 point per member, you can increase this to 2; for an additional 2, you can increase this to 3. Any additional increases require that you link them to something, such as Money, and still cost 2 points per member.

All Squad experience starts as Green. This cannot be modified yet.

Squads can be split and merged freely, as long as you pay attention to details.




Combat is a perilous thing. When a combat round is lost, it results in wounds and deaths or incapacitations on your side--and in mass combat, even a win results in wounds and deaths. In combat between mundane, organic beings, 3 wounds is enough to force surrender, barring traits, and each wound causes a penalty, even to robotic or supernatural opponents. Minions do not get 3 wounds; they're simply either knocked out or killed in each round of combat, unless they are ranked Elite or higher.

Loyalty impacts how hard it is for another group to cause a lieutenant or squad to defect, or for you to alienate them. It applies a -5 to all rolls to try to sow dissent or hire away people per point, and to do either, the opponent must roll that many successes over time, without suffering from a critical fail.

For instance, at 3 loyalty(default for lieutenants), a -15 penalty is assessed, and 3 successes must be rolled.

In general for subversion rolls, at least 80 is required to succeed at a roll, and a result that is either naturally under 10 or modified under 20 is considered a critical fail. In such an instance, their leader will be notified and all progress will be lost, barring exceptional circumstances.

For Squads, Experience is a defining stat that modifies all rolls made by the Squad, with the exception of Loyalty rolls. Each rank has a penalty or bonus, as follows:

Green:-10
Inexperienced:-5
Rookie:0
Initiate:+5
Ganger:+10
Vets:+15
Elite:+20


Experience, for Squads, can be gained and lost. It's gained by taking as few losses as possible and experiencing great successes, or grave failures. It's lost by losing members, and thus needing to replace them with new(and thus Green) members.

While generally individually physically superior to humans, there are some concerns with Faunus within an organization. While their senses are superior to that of a human in most cases(Squads comprised of faunus get +10 to defense against ambushes and +20 to combat in dark conditions, stacking, along with other sense-related bonuses), there can be discipline issues, especially with inexperienced groups that are more prone to react to their instincts. Additionally, expect potential strife between Human and Faunus members in some instances.


Skills can be more or less split into educated or street skills. Note that where skills overlap, they stack--but one stacks at half value. While you're not limited to the skills I list, I am listing some as examples to help give a fair idea of what skills might have overlap. If you want to add an overlapping skill, present an argument. This is a very non-exhaustive list.


Street/Educational
Barter/Economics
Deception/Etiquette
Brawling(fighting people)/Hunting(fighting Grimm)
Locksmithing/Mechanics
Drugs/Chemistry



Educational
English
Math
Physics

Street
Sleight of Hand




[]LT1:[Lieutenant one; replace this with their name], [amount] points
-[]List options here
[]LT2
[]LT3
[]SQ1:[Squad one; replace this with a name]; [amount] points
[]SQ2
[]SQ3

You have ONE inheritance. Depending on what you pick, it may have special properties.
[]A weapon
-[]Write-in
[]An advanced scroll prototype
(links into backstory slightly)
[]A piece of jewelry
-[]Necklace
-[]Choker
-[]Ring
-[]Bracelet
-[]Write-In
[]A piece of armor
-[]A pair of metal gloves
-[]A helmet








Please use plans, again.

Sorry if this vote feels a bit overcomplicated.

Also, about the Inheritance…

Yeah. I'm giving you options. How evil of me. :rofl:




I'll let you all vote on personal skills in the next post as I reckon you'll find that important.
 
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Character Creation Points
[X] Plan Dragon's Elite
-[X] LT1: Blanc Gelé (points spent: 84)
--[X] Faunus
--[X] Skills: Brawling, Deception, Economics, Etiquette, Math
--[X] Specialization: Dust Smuggling
--[X] Extra combat experience, 2 years
--[X]
-[X] LT2: Onyx Storm (points spent: 35)
--[X] Human
--[X] Skills: Barter, Locksmithing, Chemistry
--[X] Extra combat experience, 1 year
--[X]
-[X] SQ1: Foxes; 10 points
--[X] Extra loyalty: 15 points (loyalty 3)
-[X] SQ2: New Meat; 6 points
-[X] Inheritance: A weapon
--[X] Mechashift Longbow which separates into a pair of swords.

I am gonna get ma boi Blanc in no matter what, I swear to god :V.

Also, this leaves us with 100 points to spent on our character while giving us decent, if small, group of followers.
Points are for people ONLY.

The skill points you got are the skill points you get.

le shrug
 
Character Creation, Part 3/Skill Selection
[X] Plan Dragon's Elite
-[X] LT1: Blanc Gelé (points spent: 84)
--[X] Faunus
--[X] Skills: Brawling, Deception, Economics, Etiquette, Math
--[X] Specialization: Dust Smuggling
--[X] Extra combat experience, 2 years
--[X]
-[X] LT2: Onyx Storm (points spent: 35)
--[X] Human
--[X] Skills: Barter, Locksmithing, Chemistry
--[X] Extra combat experience, 1 year
--[X]
-[X] LT3: Basil Grey(points spent: 45)
--[X] Human
--[X] Skills: Sleigh of Hand, Deception, Pickpocketing, English, Seduction
--[X] Extra combat experience, 1 year
--[X]
-[X] SQ1: Foxes; 24 points
--[X] faunus
--[X] Extra loyalty: 36 points (loyalty 3)
-[X] SQ2: Gardeners; 16 points
--[X] Extra Loyalty: 8 points
-[X] SQ3: Eyecandy: 2 points
-[X] Inheritance: A weapon
--[X] Mechashift Longbow which separates into a pair of swords.

I am gonna get ma boi Blanc in no matter what, I swear to god :V.

Edit: Added options due to being dumb.


Over the last couple of years, you have accrued 3 loyal and skilled companions.

Blanc Gelé, the most skilled in combat of the four of you, and a skilled smuggler, usually of dust. The fox Faunus also has recently pulled together a loyal band of 10 fox faunus, who, while not all exactly entirely comfortable working under a human's directive, respect Blanc's respect of you enough to accept temporary directives from you, and to a lesser extent, your other Lieutenants should Blanc be unavailable or needed elsewhere.

Then, there's Onyx. Experienced in breaking and entering, for the past few years she's been hitting targets of your choice at your planned times. For some jobs she works alone, in order to better slip in and out, especially when the prize is something small and easily concealed... For others, she usually works with the Gardeners, a group of 8 crooks who have little experience besides that of moving stuff quickly and quietly out of buildings.

Finally, there's.... Basil. Just, Basil. Where to begin with Basil. Let's just say that he's best served gathering information, though he's more than a bit adept at relieving people of contents of their pockets and quickly concealing said contents. He's recently picked up a sort of sidekick(or at least something rhyming with that)--though you suspect that she's hardly loyal at all. She's most likely useful only as a distraction, having little use otherwise. (Replace +5 combat with +5 to distractions)




And, of course, then there's what you bring to the table. You're reasonably bright, and unlike your compatriots, you've had the advantage of spending a few years in school, rather than having to get education on street corners.

So, I've settled on this.

1 point=roughly a 6th grade education/beginner in street skills as stated.
3 points=roughly high school graduate/experienced in street skills.

3 points for high school level because simply put, you would have to be a genius/have gone out of your way to keep studying, and that means at least 2 other things are going to suffer from it.

Remember that you can WRITE IN skills. I'd say for anything that would require prerequisites, call it a 3 point and you get the prerequisites too, unless it's ridiculous. You can't take physics for 3 points, but you can maybe take calculus, for instance.

I'm going to say that Hunting is a no-go for you simply because, well...you don't have aura unlocked , which is a decision I made for Reasons(tm). Brawling is allowed, though.

You have 7 SP for Educational.
[]Educational plan
-[]Skills



You have 7 SP for Street.
[]Street plan
-[]Skills
 
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Turn 1+ Gang Name/Logistics
[X] Knowledge is power
-[X] Education Plan
--[X] Electronics 2 points
--[X] Business 2 points
--[X] Accounting 3 points
-[X] Street plan
--[X] Blackmail 3 points
--[X] Brawling 1 point
--[X] Hacking 2 points
--[X] Bribery 1 point
I'm going to go with this one since the votes are a equal 4/4 and this one seems slightly more adapted to the style I was aiming for the leader to be taking.





As you got to the streets, you had quickly adapted your schooling to the tasks at hand. That which did not serve you was discarded. You're not exactly the most literate, but you'll make do. On the other hand, you've gone to great lengths to keep your eyes on the money, and you have a decent grasp on how to invest and track your funds.

On the street side of things, you've had your fair share of scrape, but more often than not your problems are solved by a few Lien here and there, secrets gathered and used against people, or simply cracking into a system. You're not skilled enough to crack bank accounts unless they're poorly protected, but you can usually crack personal computers and Scrolls easily enough. You're frequently surprised by the sheer quantity of compromising material you can find on one of those, not to mention saved passwords--which can lead to cracking their banks directly too!

Idiots.

Once you've cracked a scroll, you upload the contents sans O.S. onto a massive hard drive, then either wipe it and sell it, or scrap it for parts. Occasionally, if the contents look important, you ransom it back to its former owner for a pretty penny in addition to the blackmail. While you haven't exactly struck it rich on any single haul, you have a decent amount of cash of your own.


About half of your time was spent organizing the others, so the others decided last month to formalize your leadership--for now, at least--putting the fund that was meant for if any of you were in trouble and needed to bail somewhere or other emergencies under your command. 250,000 Lien--10% of all of your hauls had gone there up until now, but you'll have to determine how to fund it as it gets depleted from here on out, and how it will be used on members...

[]10% Cut, Emergency Funds:Maintain the previous arrangement. While it doesn't exactly deepen ties to the organization, it also means that you won't have to pay your members out of pocket unless you're giving them tasks in-house that would mean not doing other things... Variable expenses.
[]25% Cut, Urgent Funds+Benefits:The increase of 'tax' means that you'll need to provide more support to your members when needed. Undoubtedly, it'll be more efficient if only because it'll keep your henchmen from drinking all of the cash away--but it'll also be less popular. 5 point penalty to loyalty rolls for henchmen, variable expenses+recurring expenses.
[]50% Cut, 25% Split, Urgent Funds:Similar to the above, except that 25% of the income is split among members according to rank. Note that this option requires that any money you personally make takes that 25% out to be split. On the other hand, it also does not require you to directly act or embezzle in order to obtain personal money.
-[]Default Split:You get quintuple share, Lieutenants get triple share, henchmen get single shares. Gives everyone a safety net, as long as the organization is doing well.
-[]Minions Matter Split:You and lieutenants get double shares, henchmen get single shares. Improves henchman morale, reduces lieutenant morale. Reduced personal funding.
-[]Write-In Split: Don't try to scam your men. Your lieutenants currently expect at least half of what you're making personally.
[]Write in custom cut/split.






That settled, your motley band will require a NAME.

Nothing too grand, for now. You're not big enough to call yourself anything too fancy, lest you be laughed at.

[]Write-in name




MONTH ONE



FUNDS:250,000L
PERSONAL MONEY:7,500L


You have 2 personal actions
You have 3 Lieutenants, each of whom can devote their time to 1 action.
You have 3 Squads, who should be assigned with Lieutenants but technically can act on their own.
NOTE:Investments require you to add funds to a task, which, if successful, will be deducted from the profits before the share/cut system takes place.




[]Now Hiring Yeah, you should prove that you can lead the group as-is before you start recruiting people.



[]Drill:Basic Course
-[]Skill and Lieutenant/self(Costs 1 personal/lieutenant action, the one training must know the skill)
-[]Attend(if not the one directing the training; Costs 1 Personal Action)
-[]Squad(s)
Most of your henchmen are pretty useless, to be honest. Fix that. Assign a Lieutenant to train your people, or do it yourself. You can tag along in order to learn the ropes, too!

[]Acquiring Goods--Vale Dust Robbery
-[]Lieutenant
-[]Squad?
No investment. Low risk from storekeeper, moderate risk of Huntsman interference, potential reputation loss, potential Squad experience gain.



[]Acquiring Goods--To the Source
-[]Lieutenant(s)
-[]Squad?
-[]Investment Amount
Recommended Investment:35,000L. Send someone to Atlas to lay hands on a shipment of 'misplaced' Dust. Investment covers travel cost(EST. 10k to quietly rent an airship) and recommended bribe of 25k. 40% chance of -20 to roll for Faunus during negotiations due to Atlesian biases.


[]Booze 'em up, lads!
-[]Lieutenant(s)
-[]Squad?
-[]Investment amount
Recommended Investment:20k. Can be taken with To the Source for a 10k discount(airship costs) as a free action(but with a -10 to the actions taken next turn because of being pushed for time, unless you use separate Lieutenants and Squads for each). Move moonshine and tax-free booze to Atlas, where the tax on alcohol is quite excessive. Increasing the investment amount will increase the quality of the alcohol; the price assumes bottom-of-the-barrel beer. Middling wine would run you 30k, expensive stuff would run 50k and require a roll just to get it.

[]B&E:Write-In Targets
-[]Lieutenant
-[]Squad

Honestly can't think of any targets at the moment.

[]Ear to the Ground:A Shady Bar
-[]Lieutenant
-[]Squad?
Cost:2.5k per capita for drink minimums. Good for keeping a eye on criminal elements, with a very small chance of picking out targets.

[]Ear to the Ground:A middle of the road bar
-[]Lieutenant
-[]Squad?
-[]Sticky fingers?
Cost:5k per capita. You won't find many other criminals here. On the other hand, potential marks? Potential contacts of worth? Those you can find...

[]Ear to the Ground:Cantina
-[]Lieutenant
-[]Squad?
-[]Sticky fingers?
Cost:10k per capita. Marks! Marks aplenty! Probably some security, though, so pickpocket with caution....

[]Scroll Stealing Spree
-[]Lieutenant?
-[]Squad?
Scrolls are pretty much invaluable. And they hold a wide variety of personal information, too! By swiping Scrolls innocuously, you can gather that information and either sell it on to better hackers, blackmail people, or make use of it yourself....

[]Just Steal
-[]Lieutenant?
-[]Squad?
No need to get fancy. Just swipe what you can and keep moving.

[]Tutoring:The Basics
Cost:1000. Hire someone around your age to teach you a basic skill that you've neglected!
(Stacking roll with difficulty of 150. Potential non-criminal contact. REALLY low potential of meeting a canon character in the process.)

[]Leet Cracker
-[]Scrap
-[]Sell
Cost:Some of the 10 untouched scrolls still in your possession.
You still have some scrolls you've yet to crack the protections on. Maybe they contain some juicy scraps of information? Or something that would totally ruin someone's reputation if it got out? Hell, if they've done anything bad enough, you could blackmail them for every last penny they have. It might not have the same effect as sending them to jail, but it'd get the message across....
Scrapping scrolls turns them into electronic scrap. Selling them turns them into cash, but has a low chance of drawing some heat.

[]Networking:Just Right
You've heard rumors that The Club is operated by the head of a small gang that's closer to a mercenary leader slash infobroker. Maybe you should say hi?






I'll get a character sheet up sometime today or tomorrow.
 
Turn 1 Results+1 Minivote
[x] Plan: Start of The Dragon
-[X]50% Cut, 25% Split, Urgent Funds:Similar to the above, except that 25% of the income is split among members according to rank. Note that this option requires that any money you personally make takes that 25% out to be split. On the other hand, it also does not require you to directly act or embezzle in order to obtain personal money.
--[X] Default Split:You get quintuple share, Lieutenants get triple share, henchmen get single shares. Gives everyone a safety net, as long as the organization is doing well.
-[X] Dragon's Hoard eventually, for now Just The Crew
-[X]Acquiring Goods--Vale Dust Robbery
--[X]Blanc ask him to consider disguising the group as White Fang to draw heat away from us at the start but ultimately leave it up to him
--[X]Foxes
-[X]Ear to the Ground:A Shady Bar
--[X]Basil Grey
--[X]Eyecandy
-[X]B&E:Some of the worse off houses
--[x]Onyx
--[x]Gardener
-[X]Leet Cracker
--[X]Sell
-[X]Tutoring:The Basics Diplomacy

I originally wanted to meet up with Junior first but I think some Diplomacy would be better to start so that we don't make a complete ass of ourselves when we do.


You decide to just call your group 'The Crew' for now. Sure, it's a bit generic, but it's also good for subtle usage.

Meanwhile, you decide to take a half cut of all money earned, but then split half of that half amongst all the members depending on rank. There are slight grumbles from the Gardeners, but nobody really has a big problem with this that you can tell.



(Persuasion vs 75-15(loyalty)=60:71, pass)

You speak to Blanc before giving him a assignment, asking how he feels about framing the Fang for dust robbery. After a minute's hesitation, he says he's open to the idea, but needs to know why. After a short discussion, he agrees to do it, but he'll have to see how the Foxes feel about it.

(Blanc Persuasion vs 50-15(loyalty)=35:3+5(Halved Ettiquette)+5(Halved Deception):Fail. Only not a critical fail because of the ease of the roll itself and bonuses)

And finds that the Foxes are....pretty not okay with it, actually. Whether for practical reasons or emotional, they're not happy with the idea of participating in the further tarnishing of the reputation of the Fang. Sure, they might be violent extremists, but they haven't stopped to the level of common bandits, no matter what the SDC might say!

Blanc acquiesces. He decides to do the robbery anyway, but gather other disguises.

(Disguise Check:88+5(half deception)=93!
Blanc picks up gas masks and bulky trenchcoats with many pockets for a little under 100 Lien per capita. 1000 Personal Investment, to be cashed out from Dust. Good for concealing all personal features, concealing weapons, carrying small packages. Slight malus to combat for having reduced senses, slight bonus to intimidation. Obviously, negates chemical weapons.)

(Timing Rolls(Determines hostile presence and potential haul)
Security(Low is good):67
Value(High is good):71)

Blanc eases the door open and finds that there are a few policemen already in the shop he'd picked out. 'Shit.' He considers bailing immediately for a moment. No, they'd literally just started. He'd never hear the end of it, and besides, he and the Foxes could take them.

(Opposed test:Stealth vs Perception
24+5(1/2 Dec.)
42-10(Complacent)
Perception wins)

As Blanc pushes the door open more, it lets out a creak, and one of the Vale police turn around in time to spot the figure in a gasmask and trenchcoat.

(Opposed Brawling
38+40-5(gasmask)=78
Squad Support:35+10(10 members=+10, base +5,-5 mask)=45
Officers:82+20=102
Law Enforcement:Always Nonlethal unless Panicked or threat level exceeds hidden threshold
Target check:d4(25% chance of targeting Lieutenant):2, hit Foxes
d4(wound count):3, 1 incapacitated, 1 weakened)

As Blanc and the Foxes charge in, the Officers keep their cool, one pulling out a stun baton and two pulling out electric Dust pistols. The one using a baton ducks under Blanc's cut and smashes the baton into one of the following Foxes.
(Opposed Brawling
14+35
57+8
87+20
Target:Squad
1 wound, weakened=incapacitated)
The next round of shocking blasts miss their targets,but the baton knocks out the weakened Fox as the next blade sent his way is once again dodged.

God damn this policeman!

(81
55
109
Blanc
Blocked incapacitation)

Blanc is at this point practically incandescent with rage and strikes at the policeman again, who, this time, elects to block the sword, turning up the voltage briefly to channel the electricity into Blanc.

Needless to say, he is NOT pleased.

(92+35(MOTHERFUCKING FINALLY A GOOD ROLL)=127, Critical
66
97+20(HOOOOOOW)=117, Critical

Crit-Clash, secondary rolls!
60+40=95
45+20=65

Blanc Overwhelms!)

Smugly, the police advance on Blanc, the pistol-users switching to batons and standing smugly side by side.

Blanc's eyes narrow behind the gas mask, and he sheathes his sword, confusing the police, but after a second they continue advancing.

Only for Blanc to whip off the coat and throw it over their faces and arms. They yell in surprise as Blanc re-draws his blade and sweeps low.....

And as he re-sheathes his blade, three screams ring out as six legs separate from six feet, sending the policemen to the ground.

He rips the coat away from their struggling bodies and kicks the weapons out of their hands before moving to the counter, where he finds the proprietor cowering.

"You will not try to stop us. We will be taking your dust....and your money."

(Intimidation check:
55+10(mask+deception)=65
Resist:
77-20(Cops De-Footed)-10(But a Shopkeep)=47)
"Y-Yes, take whatever you want, just don't hurt me! Here, I'll open the cash register!"

(Cash on Hand:Nat 1. Wow.)

And so he does. And balks. Apparently, the reason why there's so much dust in the storeis that pretty much nobody's been buying stuff. At least, not with cash. There are a few hundred Lien in there, but nowhere near enough.

(500 Investment reclaimed by Blanc)

On the other hand, the dust....

Blanc's downed comrades will need 4 people to carry them, but fortunately, they still have the trenchcoats. With some care, they load up about half of what they could have carried, the other 4 carrying quite a bit.

(Foxes Looting Roll:64+6=70
Blanc Looting Roll:87+25=112 Artifical Crit!)

They do a decent job of selecting quality Dust to loot. Meanwhile, Blanc notices a few rare Dust crystals in a case, which he swiftly smashes open and retrieves.

(Looted:
25 pounds of Medium grade Common dust
25 pounds of Medium grade Rare dust
25 pounds of High Common dust
25 pounds of High Rare dust
1x Perfect Gravity Dust Crystal, weight 1/2 LB
1x Perfect Wind Dust Crystal, 1/2 LB
1x Perfect Flame Dust Crystal, 1/2 LB

3x Dustguns, Light(6/8 Low-Grade Electric Dust Each 2x, 8/8 1x)
3x Batons, Shock)

(By surviving with no dead members, the Foxes have become Inexperienced!)

Dice. Dice why.

Seriously, if I allowed these non-hero cops to get modified criticals, they'd have gotten 3 in a fucking row.


I decided that when both sides crit on a roll, it means that they're both basically putting a lot at stake at the same time, calling for a second roll to see who gains an overwhelming advantage.


(5k spent)
(Eyecandy Distraction:92-5=87, Weakened Crit! +20 to information gathering, Eyecandy is now Inexperienced.
Basil Info Gathering:35+5(Deception half)+20=60
5% contact chance, roll high:82, nope)

You hear a rumor that Roman Torchwick, gentleman thief, has been unusually inactive of late. You scoff slightly--you've heard a lot of him, but the underworld focuses way too much on him. Still, he may be brewing something....

Besides that, there doesn't seem to be much organization going on yet.

(Opportunity roll:72)

You do also hear a rumor from a minimum-wage worker about some hotshot captain taking his hand up at trading. You could plan a attack, sell to him, or hire him to carry you and some goods somewhere....

(This one's gonna be resolved with a quick series of rolls, folks)
(Casing rolls:
Roll(1d100)+0:
52,+0
Total:52

Roll(1d100)+0:
16,+0
Total:16


Roll(1d100)+0:
70,+0
Total:70

Roll(1d100)+0:
1,+0
Total:1

Roll(1d100)+0:
2,+0
Total:2





5xLockpicking vs 40
Roll(1d100)+10:
32,+10
Total:42

Roll(1d100)+10:
64,+10
Total:74

Roll(1d100)+10:
89,+10
Total:99

Roll(1d100)+10:
79,+10
Total:89

Roll(1d100)+10:
29,+10
Total:39

4 successful entries, 2/4 confirmed safe properly beforehand, 2/4 crit failed.

Encounter rolling...

12+25/31+25)

Over the course of the month, Onyx manages to break into 4 houses.

(loot rolls for the first 3:
Roll(1d100)+-10:
79,+-10
Total:69

Roll(1d100)+-10:
56,+-10
Total:46

Roll(1d100)+-10:
43,+-10
Total:33)

The first house she breaks into, she finds 5000 Lien under the bed and takes every scrap of electronics with her, including a personal computer and a cable box, along with a VCR. (What the crap are you supposed to do with this? You suppose you might be able to find something incriminated recorded? Or a shady tape to blackmail them with? Seems like a stretch.)
The second time, she walks away with valuables fenced quickly and painlessly for 2500 and a scroll forgotten at home.
The third time, she gets practically nothing, a few things which she manages to eventually shunt away for 500. Even with help, she can only carry so much, and she decided not to steal furniture for simple visibility reasons.



The fourth time....


An honest to guard alarm goes off! She thought these places were too poor to have security systems!

She's forced to flee before police response.

(+8k, 2k split, 2k banked)




Leet Cracker:

(
Roll(1d100)+22:
3,+22
Total:25)

You manage to crack 2 of the scrolls. A third gives you a ton of trouble, so you set it down for a while, only to find that the other 7 have stronger than usual passwords too. Aaaaaagh!

(-10 scrolls, +8 Strong-Password Scrolls(Crack 1 per 25 instead of 1 per 10)

(
Roll(2d100)+0:
100,21,+0
Total:121
)

On the other hand, holy shit, this one has a ton of blackmail material on it!

He's cheating on his wife with his boss, who he's embezzling money from for drugs. In order for him to have blackmail material any better, you would literally have to hunt him down and kill him for crimes against humanity.

What's more....yep. He saved the passwords to his bank accounts here.

It looks like he works at a Valean subsidiary of the SDC known as the Lumi Munitions Manufactory.

[]Blackmail Buddy:Force him to become a Contact within the LMM. After all, you could destroy his life in minutes.
[]Residual Income:Threaten to ruin his life if he doesn't send you half of what he steals! Probably earns about 5k a month.
[]Cash Out:He has about 500k stashed away. Take it. You'll have to split 125k amongst your group, which will certainly make the others happy.
[]Multiple:I mean, you COULD do both...just saying....
-[]Which? Note that Blackmail Buddy will create a less efficient contact if either other option is chosen
-[]You can take less than 500k if you choose this. Choose the amount.




Tutoring:The Basics
You pay a girl a few years older than you to teach you about how to communicate more effectively.

(61 progress)
 
Ryuuji Sheet
Name:Ryuji Himura
Alias:Scarlet Dragon
15 Year Old Human Male



Skills/Modifiers

Electronics+15
Business+15
Accounting+20
Blackmail+20
Brawling+10
Hacking+15
Bribery+10

Items of Note

Inherited Bow/Swords(Note:The bow is made of metal tough enough to be able to be used for swords, and not at all hollow beyond that required for mechashifting. As a result, the pull on the bow is quite absurd for a non-Huntsman. Inherited, possible unknown effects.)


Notes:
Your family has other items out there, practically stolen by debtors. Perhaps you can track them down, one day, but for now, you have other focuses....

Let me know if I should throw anything else into this sheet. I'm not sure if I've missed anything important offhand.
 
Last edited:
Blackmail Results+Turn 2
A/N:Right, sorry. Took me a bit to actually work out the update and do things. Update now.




our lieutenants and crew and their skills would be nice

[X]Multiple:I mean, you COULD do both...just saying....
-[X]Blackmail Buddy:Force him to become a Contact within the LMM. After all, you could destroy his life in minutes.
-[X]Cash Out: Take 100k Lien as a price for getting caught, also to indicate that we can ruin him even further if we wanted. Make the requisite split with the Crew

You contact the man, a Crim Amranth, on the replacement Scroll that he'd apparently, according to his email, gotten. Fortunate that the digital receipt included his new contact number. You keep the camera off.

"Hello, this is Crim. Who's calling?"

"Good evening, Crim. Let's just say that I'm a....concerned individual who has obtained evidence of certain.....Indiscretions on your part."

"I....I have no idea what you're talking about." You can HEAR the lie in his voice, and you simply smirk.

"Tsk, tsk, Crim. Sangria is quite beautiful, is she not?" You can hear him swallow nervously, just barely, over the scroll. "And how interesting that Lumi's books don't balance!"

(Blackmail roll:92+50(Previous critical)+20(Blackmail Skill)=162 Fantastic Critical!
Will roll:19)

It takes about fifteen minutes of discussion before he cracks utterly.

"By the way...." You mention. "I'm taking a fifth of what you already have."

He doesn't even object, too shellshocked to consider it.

Gained a Blackmail Contact:Crim Amranth! Affiliation:Lumi Munitions Manufactory. Pull:Moderate. Blackmail Strength:Extreme. Position:Stable.


(Blackmail Contacts, rather than having Favors or anything of that sort, simply have Blackmail Strength. Weak blackmail means that you can't make them do as much. At Extreme, anything that does not violate the target's moral compass or compromise their position immediately will pass with no roll, and such things will have rolls made with a difficulty of 75 rather than something ludicrous like 200.

However, leaning too heavily on them will destroy their Position, ultimately burning them out. Though they may eventually find another job, they will likely never gain one that's as good as they had, thus limiting their future use... Sometimes, eroding their Position can even lead to their death or the invalidation of their blackmail, permanently removing them from your sphere of influence.

Therefore, the keys to their use are subtlety and drastic action. A Blackmail Contact is an investment that pays dividends--best to make sure you get your money's worth if you cash out.

In some very rare cases, a Blackmail Contact might be possible to turn into a Lieutenant. Don't expect them to be too loyal to start with though….)





Personal Income:102k-25%=76500
Income:8k=2k banked, 2k split
Split:25500+2000=27500, 5+9+19=33, payout 833.33 Lien per share
Lieutenants receive 2500L each.
You receive 4166L.

7500-1000+76500+4166=87166L Personal
250,000L-5,000L+2,000L=247,000L Banked




Morale Check
(15+20(Decent Payout)+20(No Man Left Behind)=55; Cautiously Optimistic)


General mood is a mix of wary and positive given that none of your assignments straight up failed. There are those who feel that you should lay low with the Dust, however, given the fact that, well, Blanc did dismember several law enforcement officers after a drawn out fight, so it might not be prudent to sell immediately.

At least, in Vale...





MONTH TWO



CREW FUNDS:247,000L PERSONAL MONEY:87,166L


You have 2 personal actions
You have 3 Lieutenants, each of whom can devote their time to 1 action.
You have 3 Squads, who should be assigned with Lieutenants but technically can act on their own.​
NOTE:I'm refining transportation costs. Basically, here's how it works:1 Lieutenant and 5 people can crew a single airship, which costs 10k to obtain for a turn. All actions assume that they will be using the entirety of the capacity of an airship--roughly 2 tons, though this amount is reduced for volatile substances. Given that it's an airship, volume is much less of a concern than weight.



[]Now Hiring You still have some stuff to prove before you can expand the core members. Like, that you can maintain serious profits.



[]Drill:Basic Course
-[]Skill and Lieutenant/self(Costs 1 personal/lieutenant action, the one training must know the skill)
-[]Attend(if not the one directing the training; Costs 1 Personal Action)
-[]Squad(s)
Most of your henchmen are pretty useless, to be honest. Fix that. Assign a Lieutenant to train your people, or do it yourself. You can tag along in order to learn the ropes, too!
[]Acquiring Goods--Vale Dust Robbery
-[]Lieutenant
-[]Squad?
No investment. Low risk from storekeeper, moderate risk of Huntsman interference, potential reputation loss, potential Squad experience gain. HEAT:HIGH. MORALE COST:MODERATE. Heat and Morale Cost come from repeating actions that have gained you attention, or taking actions that other groups or actions have drawn attention to. Suffice to say, it's not a good idea to do things over and over if they're attention grabbing. Still, you COULD steal more stuff in Vale....



[]Acquiring Goods--To the Source
-[]Lieutenant(s)
-[]Squad?
-[]Investment Amount
Recommended Investment:25,000L+Transport. Send someone to Atlas to lay hands on a shipment of 'misplaced' Dust. Investment covers travel cost(EST. 10k to quietly rent an airship) and recommended bribe of 25k. 40% chance of -20 to roll for Faunus during negotiations due to Atlesian biases.


[]Booze 'em up, lads!
-[]Lieutenant(s)
-[]Squad?
-[]Investment amount
Recommended Investment:10,000L+Transport. Move moonshine and tax-free booze to Atlas, where the tax on alcohol is quite excessive. Increasing the investment amount will increase the quality of the alcohol; the price assumes bottom-of-the-barrel beer. Middling wine would run you 30k, expensive stuff would run 50k and require a roll just to get it.

[]Sales time: Vale
-[]Lieutenant(s)
-[]Squad
-[]Products to sell
Heat:MODERATE. Morale Cost:MODERATE. The police in Vale are alert to your movements. Still, you can sell to the shady elements of Vale...but it'll be risky. Decent payout.

[]Sales Time:A Drop In The Ocean
-[]Lieutenant(s)
-[]Squad
-[]Products
Investment:Transport.
Selling Dust in Atlas isn't exactly the most profitable of ideas, but then again, the underworld of Atlas surely doesn't have access to the highest qualities of dust! And it'll hardly raise an eyebrow. Low payout for low quality Dust, medicore payout for high grade dust, normal payout for Cores. -10 to negotiation rolls for Faunus, due to having to sell to multiple people of varying biases and the ingrained racism encouraged by the SDC.

[]Sales Time:Okay, In Hindsight, That Country's Name Is Really Racist
-[]Lieutenant(s)
-[]Squad
-[]Products

Investment:Transport

Menagerie has always gotten the short end of the stick. And you can be sure that they're not getting much Dust, or the best Dust for that matter. By shipping your dust to Menagerie, you can be sure that you won't be asked too many questions about where it came from. And there's a good chance that someone will pay an arm and a leg for the good shit! Of course, there's a higher than average chance that it'll fall into the hands of the White Fang. +10 to negotiation rolls for Faunus, critical failures negated for Faunus(risk of White Fang objections and subsequent conflict being negated nearly completely for faunus), risk of oversea Grimm attack. High payout, even higher for higher quality Dust, may be paid in barter due to overall poverty of the region. Will pay nicely for Dust weapons, too...

(Try as you might, you can't think of any specific reasons to sell to Vacuo or Mistral.)
[]B&E:Write-In Targets
-[]Lieutenant
-[]Squad

Honestly can't think of any targets at the moment.
[]Ear to the Ground:A Shady Bar
-[]Lieutenant
-[]Squad?
Cost:2.5k per capita for drink minimums. Good for keeping a eye on criminal elements, with a very small chance of picking out targets.

[]Ear to the Ground:A middle of the road bar
-[]Lieutenant
-[]Squad?
-[]Sticky fingers?
Cost:5k per capita. You won't find many other criminals here. On the other hand, potential marks? Potential contacts of worth? Those you can find...

[]Ear to the Ground:Cantina
-[]Lieutenant
-[]Squad?
-[]Sticky fingers?
Cost:10k per capita. Marks! Marks aplenty! Probably some security, though, so pickpocket with caution....
[]Scroll Stealing Spree
-[]Lieutenant?
-[]Squad?
Scrolls are pretty much invaluable. And they hold a wide variety of personal information, too! By swiping Scrolls innocuously, you can gather that information and either sell it on to better hackers, blackmail people, or make use of it yourself....

[]Just Steal
-[]Lieutenant?
-[]Squad?
No need to get fancy. Just swipe what you can and keep moving.
[]Tutoring:The Basics
Cost:1000. Hire someone around your age to teach you a basic skill that you've neglected!
(Stacking roll with difficulty of 150. Potential non-criminal contact. REALLY low potential of meeting a canon character in the process.)

[]Leet Cracker
-[]Scrap
-[]Sell
Cost:Some of the 8 troublesome scrolls still in your possession. Also, that personal computer's gonna be the first thing to go.
You still have some scrolls you've yet to crack the protections on. Maybe they contain some juicy scraps of information? Or something that would totally ruin someone's reputation if it got out? Hell, if they've done anything bad enough, you could blackmail them for every last penny they have. It might not have the same effect as sending them to jail, but it'd get the message across....
Scrapping scrolls turns them into electronic scrap. Selling them turns them into cash, but has a low chance of drawing some heat.

[]Networking:Just Right
You've heard rumors that The Club is operated by the head of a small gang that's closer to a mercenary leader slash infobroker. Maybe you should say hi?


[]Awakening the Dragon:Cheating
Cost:50,000 Personal funds.

Hire someone very skilled with Aura to unlock yours. May yield sub-standard results, and is certainly expensive in comparison to other options, at least in the short term. And even with the best trained, awakening Aura can have negative side effects to either party. Some believe that the process robs you of something no matter what….

[]Awakening the Dragon:Where There's A Will….
Cost:10,000 Personal Funds, one-time fee. Time:Until Complete...

The process of unlocking an Aura properly is grueling. But at the end of it, you'll be better for it--You'll have a sharper mind, a harder body, and an iron will. Work on the first and third of these. You'll need to hire someone. Fortunately, you've done a little research in your off time. For a flat, one-time fee, they will train you quite thoroughly until they're quite confident that you have the mental portion of activating your Aura down.

[]Awakening the Dragon:There's a Way.
Cost:2,500 Personal Funds in gym membership and personal trainer fees.

The process of unlocking an Aura properly is grueling. But at the end of it, you'll be better for it--You'll have a sharper mind, a harder body, and an iron will. Work on the second of these. You're not exactly a wimp, but neither do you have rippling cords of muscle. And while you don't need those, you definitely need to be in better shape than you are. In theory, you could just do undirected exercise--in practice, that's not such a great idea. You need to know what you're doing to do a balanced workout. Or to hire someone who does.
 
Turn 2:Selling to Menagerie
[X]Plan: Hardwork makes the Dream Work
-[X]Sales Time:Okay, In Hindsight, That Country's Name Is Really Racist
--[X]Blanc
--[X]Foxes
--[X]Everything except the crystals
-[X]Ear to the Ground:A middle of the road bar
--[X]Basil
--[X]Eyecandy
-[X]B&E:Targets of opportunity, vacationing people, people on business trips, etc.
--[X]Onyx
--[X]Gardener
-[X]Awakening the Dragon:Where There's A Will….
-[X]Awakening the Dragon:There's a Way.





(Transportation/Security Avoidance--Dust Smuggling bonus
Grimm Avoidance--Dust Smuggling bonus


Roll(1d100)+32:
89,+32
Total:121, CRITICAL

Roll(1d100)+42:
91,+42
Total:133, CRITICAL)








Blanc and the 8 uninjured Foxes(the others are resting for the month) rapidly and efficiently load up a hired airship, easily evading notice. Why would they be noticed? They're perfectly legitimate businesspeople on perfectly legitimate business!

The trip to the east is almost supernaturally uneventful, aside from a bare handful of Nevermore getting picked off by several barrages with what could charitably be called zip rifles that they had put together in their spare time. Using a truly negligible amount of dust and bits of scrap metal, they had armed themselves in the last month--they spent a bit of cash on shares of the dust they were now smuggling, but by the grins on their faces, Blanc reckons that they're pleased with themselves.

(Foxes now equipped with Zip Guns--function in ranged combat at a -10, on a critical failure, roll 1dX, where X is number of Foxes in play, to determine how many Zip Guns malfunction, then 1D(y+1)-1 to determine how many of these malfunctions cause wounds, where y=number rolled on the critical failure. Despite their frankly shitty nature, their zip guns are functional at medium range or closer, with rapidly increasing penalties past that range. Unlike manufactured firearms, you explicitly don't know what precisely qualifies as 'medium' range.)




Thanks to the haste they make, Blanc has extra time to look for a client.

(Client Location--Dust Smuggling, Economics bonus


Roll(1d100)+42:
95,+42
Total:137, CRITICAL

Roll(1d100)+42:
24,+42
Total:66)

Blanc barely hints at having Dust for sale, a dropped hint in a bar, before he is practically swarmed by people who want to buy. He has the Foxes split them into groups after it becomes clear just how many there are, and they can be split into several groups.


(Note:Menagerie economy effects from dust sales are mostly temporary. Craftsmen effects are somewhat more enduring, as some of them will undoubtedly use Dust to create tools with long lasting effects.

I'll be rolling economic impact for a few turns after a dust sale, sales with 'tiny' impact will add 5, sales with 'small' impact will add 10, and sales with 'moderate' will add 15. Large=25, and Very Large=50. Most of them add for only 1 turn, but Craftsmen add half the initial bonus going forward, and owing to increased public security leading to increased population, Huntsmen will add 1/4th the initial bonus they give if any.


All of these accept write-ins for amount sold, rounding up the amount for price per unit and rounding it down for economic impact/relations/favors.)

First, the Consumers. These are pretty much just ordinary people who happen to need Dust. No negotiation is needed here--while selling to them will garner Blanc some public goodwill for future endeavors within Menagerie, he can only sell a very limited amount owing to budgets, and any increases to the price will reduce the amount he can sell in total. Fortunately, they have no need for specialty dust--the common stuff will more than suffice. Of course, you can't be entirely sure that none will make its way to the White Fang, and the more you sell here, the more likely it is that some will do so...
[]Sell 5 pounds of Medium, Common dust at 10k per pound(50k) to the Consumers. Minor improvement of relations with Menagerie(while the price is pretty high, the general unavailability of good Dust is enough to make them grateful for what they can get.)
[]Sell 10 pounds of Medium, Common dust to Consumers at 7500 Lien(75k). Mediocre improvement of relations.
[]Sell ALL of the Medium, Common dust to Consumers at 5k(125k total). Large boost to relations, tiny boost to the Menageriean economy(possibly improving the sales opportunities later), Small chance of additional bonuses.


Then, there's the Craftsmen. While the industry of Menagerie is nowhere near on the scale of that in Vale, they can still use High Grade and/or Specialty dust. And while Medium dust is 'high' as far as their experience goes, when they see the best of your dust they barely even WANT the common stuff! Oh, and they're also interested in the Valean weapons you sent, noting that the craftsmanship is exceptional.

CRAFTSMEN BUDGET:Roughly 500k. Approaching this amount will require some to be addressed in labor of some sort. For example, tightening up the Zipguns to actual combat standards would cost 2.5k/gun, reducing the penalty and making it so they won't actually explode on a crit fail(reducing the dice size used). Craftsmen are unwilling to go into debt with you for reasons, and Blanc is unwilling to have them go into debt for reasons of the difficulty of enforcing that without inflicting injuries, and overseas force projection is troublesome.


[]Sell 5 pounds of High Common dust at 15k/pound(75k) to Craftsmen(Tiny boost to Menagerie's economy)
[]Sell 10 pounds of High Common at 12.5k/pound(125k) to Craftsmen(Small boost to Menagerie's economy)
[]Sell all of your High Common Dust for 10k/pound(250k total)(Moderate boost to Menagerie's economy)

[]Sell 5 pounds of Medium Rare dust for 20k/pound to Craftsmen(100k)(Tiny boost to economy)
[]Sell 10 pounds of Medium Rare dust for 15k/pound(150k)(Small boost to economy)
[]Sell all of your Medium Rare dust for 12.5k/pound(312.5k)(Large boost to economy)

[]Sell 5 pounds of High-Grade Rare dust for 30k/pound to Craftsmen(150k)(Small boost to economy)
[]Sell 10 pounds of High-Grade Rare dust for 25k/pound to Craftsmen(250k)(Large boost to economy)

[]Sell Dustguns for 10k apiece
-[]1,2 or 3?

[]Sell Dust Batons for 5k apiece
-[]1, 2 or 3?



The Huntsmen of Menagerie want every scrap of good dust they can get. And they mean good dust. Lousy dust can make a battle unwinnable, and they understand this well. While not all Huntsmen are willing to buy from you directly, the few who do assure you that what they do buy will be more or less distributed amongst the Huntsmen of Menagerie.

[]Sell 5 pounds of High Common at 25k/pound (125k) to Huntsmen
[]Sell 10 pounds of High Common at 20k/pound(200k) to Huntsmen

[]Sell 5 pounds of High Rare dust at 35k/pound(175k) to Huntsmen
[]Sell 10 pounds of High Rare dust at 27.5k/pound(275k) to Huntsmen


And, last but not least, a Bureaucrat shows up. Quietly, he offers Blanc several options that, while poor financially, may prove advantageous in other ways…. And, why, he might just find that there will be no legal problems ever again if he seeks to do this regularly in the future!

[]Sell 10 pounds of High Common dust to the government for 10k/pound and a Minor Favor(Forgiven prison sentences for a Lieutenant and Squad for smuggling specifically, reduced sentencing for other crimes, refusal of extradition, other potential uses)
[]Sell all 25 pounds of High Common dust to the government for 7.5k/pound(187.5k) and a Major Favor(Can be split into 3 Minor Favors, potential to be cashed in for a letter of marque in case of war, potential to be cashed in in order to gain some social standing in Menagerie, potential to be cashed in in order to become a 'legitimate' dust merchant.) (Minor economic benefits as some of this will go to public works)

[]Sell 10 pounds of High Rare dust to the government for 15k/pound(150k) and 2 Minor Favors.
[]Sell all 25 pounds of High Rare dust to the government for 10k/pound(250k) and 2 Major Favors.





A/N:I was going to write the entire update all at once, but thanks to THREE CRITS IN A FUCKING ROW this part blew up all out of proportion and is going to require some amount of planning.

Rest of the turn later, for now I'm dropping this so those decisions can be made. Le sigh.
 
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