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gomiville

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Posts posted by gomiville

  1. Georges Hebert, the great-grandfather of parkour (and military-style obstacle courses and ideas of "primitive" exercise patterns), was known to have studied both savate and French methods of the cane. So, you could bump kick up a touch (+2), add a strike (+1) and drop a point somewhere else (+1 Throw?), without changing the difficulty of Combat Parkour (by the MA Unlimited rules).

     

    Personally, I like the "primarily evasive" style of combat parkour. It's more about getting away then getting bogged down in fighting. The punches and kicks are just backups, but it's mostly about sweeps and throws to put the other guy down, then continue your run. I could see a gang of traceurs contracting as messengers and couriers using this. Getting from point A to point B, regardless of obstacles or opponents, is the primary objective.

  2. Using the Martial Arts Unlimited rules, you could reduce its version of Jattenhand to create Parkour. (Don't remember if the version of Jattenhand exactly matches the version created here.)

     

    Maybe Parkour (2): +1 Sweep, +3 Dodge, +3 Escape. And allow it as a bonus to Athletics as well (REF+Athletics+Parkour). Essentially a lot of evasive techniques, plus a sweep as the sole offensive technique. Describe it as any kind of knock-down, whether a kick, a body check, dodging through their legs and knocking them down, or anything else, in the process of evading and running.

     

    Maybe even create a "mid-point" combative art between Parkour and Jattenhand for meatboys:

     

    Combat Parkour (3): +1 Punch, +1 Kick, +2 Sweep, +3 Dodge, +3 Escape, +2 Throw. Plus the Athletics bonus. Beefs up the sweep, plus basic punching and kicking. Also adds a decent throw, in case someone gets hands on you (label grab into a hip throw, for example). All moves focusing on putting your opponent on the ground while you run. And especially if you're fighting on rooftops, a sweep or throw could lead to a lethal multi-story fall. But, from the outside, it mostly looks like a lot of dodging, evading and running. Sort of like disguising Capeoria as dance.

     

    The martial arts approach would also fit the training idea for parkour. It's not just a simple skill you learn, but techniques and practice learned under a master.

  3. The other thing to remember is that social cohesion and unrest is often a factor of relative local satisfaction. So, sure, fewer people than ever are living on less than $1.90 a day, but when your neighbors, or the people in that gated enclave over there, are living on two, three or twenty times what you are, it starts to look pretty bad.

     

    The next green revolution may guarantee that no one will starve because of vat-grown textured vegetable protein, SCOP and getting insects into our diet, but when the people in the gleaming towers are dining on steak, that's a recipe for social unrest. And, in the face of unrest, the people in the towers might start rationing the supplies of SCOP to keep the people weak. Now you have a food riot.

     

    Various flavors of socialism aren't the only way you'll get starvation. And cyberpunk is perfect in that environment.

  4. Been meaning to make some comments on this, but something just struck me. This might be too much of a system redesign, but...

     

    Maybe for some of these, like the Streetdeal one, we could present the player (and their GM) with a choice of skill or contact. For example, you hung out with a local fixer, as look-out, messenger, etc. You could either leverage that experience into learning how to be a fixer (Streetdeal +2) or, if you're heading in a different direction (maybe as a tech or something), you could retain that fixer as a contact for later in life.

     

    Especially for entries like that (or The Pack, etc), it's kind of skating the line between learning a skill and making a friend.

  5. I don't think you should cover every skill, but hitting the highlights and covering the "class" bases would be good.

     

    Obviously we should tread carefully around the risk of min/max munchkinism, but I like the idea that an adult solo probably showed signs as a kid. Some time in a dojo, or running with a gang, or idolizing the military, etc. So, having some life events that, taken together, give that developing solo all the relevant skills would be kind of cool.

     

    Because then, if you play classless, you could use the narrative structure of the youth lifepath to create the framework of your character's skillset.

  6. We could add "Financial Windfall" back in, as an inheritance or something. Maybe something held in trust that the character won't be able to access until adulthood.

     

    Regardless, breaking things down by attribute grouping:

     

    INT (Ace School, Video Games, some Scouting, Foreign Experience)

    REF (Ace Sports, some Scouting)

    COOL

    TECH (Ace Arts, Up to No Good)

    ATTR

    MA

    BOD (some Ace Sports)

    EMP (In Your Care)

     

    So, maybe something for COOL skills, or ATTR, or the "engineering" side of TECH skills (Basic tech, electronics, cybertech, etc)?

     

    ?. Get Your Hands Dirty Maybe you followed your building superintendent around as an apprentice, or got into the DIY/Maker scene, or just liked taking things apart. Boost Basic Tech by +1 (or start it at +2), plus one other technical skill (Electronics, Tech: Asstd) at +1

     

    Not sure what to do about COOL skills... Maybe something like a cross between "In Your Care" and "The Pack," to include Intimidation, Oratory, Streetwise (again), etc?

     

    For ATTR skills, maybe a "be a fashion maven" item? Someone who reads all the fashion magazines, follows celebrity trends, watches all the makeup tutorials on the net? A phase the character goes through, but it gives them a persistent basic skill at Wardrobe or Grooming, even if they're no longer a fashion geek as an adult.

  7. I guess in the US it wouldn't be an unlikely course of action to move and have new home in an ethnic district either (you live in Little China / Tokyo / Italy / Odessa, you're bound to pick up some of the lingo and customs. Especially if you are a kid and naturally want to get around with neightbourhood kids).

    My father-in-law was 100% Chicago Polish (think his parents were 1st generation, grandparents immigrants, but I'd have to ask my wife). When he was born, they lived in a heavily Polish neighborhood, but as he grew up, it slowly morphed into Hispanic. He knew some excellent Spanish swears, as a result. :lol:

     

    Although, these days, there's less such movement, but who knows what the dark future holds.

  8. C. Aced in arts. You decided to work on your artistic skills (hey, didn't you ever wanted to be famous musician?). Boost one Skill that can be considered Art by +1, or start a new one at +2 (Composition, Dance, Paint/Draw, Photo & Film, Perform and Play Instrument are default choices, ask your GM if you have something more exostic in mind).

     

    Logic implies there should be a +1 in some general skill, but I see none that would fit.

    Library Search?

    Maybe History: Art? If you really get into painting, you've probably spent some time studying other paintings. Love playing the guitar, probably listen to a lot of music. Some kind of "cultural backgrounder" kind of skill in your art of choice. Or, maybe a technical skill related to the art, where applicable (Chemistry +1 for photography, if you develop your own film, or Electronics +1 if you tweak your own electronic instrument, etc). Maybe come up with some background and technical skills for each art, and let the player choose one, based on their character concept.

     

    Note: low-powered scooters & motorcycles tend to have weaker engines than full-sized ones, and then an artificial limiter that caps their top speed according to local regulations (eg. for use by an under-aged driver). Removing the limiter, while technically illegal, is not much of a challenge for a competent mechanic.

    Very nice.

     

    Z. Foreign experience. For some reason you had some serious contact with a different culture (you were abroad as a part of student exchange, or you had a buddy who moved in form a different country, or you moved into an ethnic neighbourhood, or you simply had a hobby). Gain +2 in a Foreign Language of your choice and +2 in matching Culture. Only languages and cultures you didn't knew before do apply (GM call in case of something really exotic).

    For US characters, there's the "army brat" idea. With our bases all over the world, there are a lot of kids who spent chunks of their youth in Germany or Japan or elsewhere, learning the language and culture. Or even within the US, as their parent was posted from one base to another. That's less common elsewhere in the world, but here, it's one of the most common methods of "foreign experience," unless your parents have money or connections for frequent overseas travel.

  9. Unlucky #15 - "sold out & moved" would actually mean all your original contacts were left behind. But then this applies to both friends and enemies - they must've been really mad at you to follow you with a vengeance once you've disapeared from the horizon.

    Well, maybe except you both being corporate.

    Maybe, for childhood friends, enemies and contacts, there should be a "level" associated?

     

    For example, "level 1" contacts are lost when you grow up, but might impact other youth rolls (and might be strengthened to "levels 2 or 3" through a crafted narrative.

     

    "Level 2" contacts will persist until adulthood, but might be lost through moving.

     

    "Level 3" contacts will persist all the way, even if you move.

     

    So, really close friends or particularly vengeful enemies might persist, even as you grow older and move across the country. And for some fairly tight friends or enemies with a grudge, you'll stay in contact when you get older, but maybe not put in the effort to stay in long distance touch. And everyone else is left behind when you grow up, because your childhood playmate probably doesn't really mean much when you're an adult.

     

    This might require a bit of a rewrite of the system. But you could integrate it into other events. "Someone betrays you, roll again: 1-3) an established or new level 1 friend turns on you; 4-5) a level 2 friend turns on you; 6) a level 3 friend turns against you." Higher levels have a greater emotional impact on the character, if you're writing up a background narrative. A few "level 3 betrayals" could end up with a character who completely avoids emotional connection, as an adult.

     

    Or the "local wildlife likes you" kind of entry could be something like "if a level 1 contact already exists in a local gang, they become a level 2 friend; otherwise a new level 1 contact is created."

     

    Then, when all the life events are rolled, and you create, promote or lose contacts, you can then use one of the contact rules to create more or less powerful contacts in relation to their level (i.e. level 3 contacts will always try to help you, level 2s will often try to help you and level 1s might, if it also serves them, etc).

  10. 10. Clear Your Name. Either you proved yourself in the right (unlikely) or you skipped town and bought new shoes. Either way, clear your criminal record and severely reduce the chance of anyone hunting you of showing up. Except for enemies that is. They always seem to stick around.

     

    I don't think we should include that on this level. I mean, a teenager can have a rap sheet or something, but not much to be cleared...

    I could see this as having a juvenile record sealed. Not new shoes, but locking away the record so it doesn't follow you as an adult.

     

    14. Score Some Wheels. Getting around town is a lot easier with our own personal transportation, so you made it happen. Roll a d10 to find out more about how you get around. 1 – 4: Cheap motorcycle or a city car. 5 – 7: Good motorcycle or 2-seater. 8 – 9: Great motorcycle or a sedan. 10: Something sweet.

     

    Nope. Not for a teenager, they aren't legal to drive in most places, are they?

    I think this is a definite possibility. Most places seem to have a minimum driving age of 18, but some go as young as 14. But, this doesn't have to just be a motor vehicle, or a larger motor vehicle at least. Tweak the vehicle options for a cool bike, or a little moto-scooter. Something that extends the range of the little tyke, makes them cooler in the eyes of their compatriots, and maybe give them an employment opportunity as a runner or delivery kid for a local drug gang.

     

    17. Get Fit. Gym time, coaching and lots of exercise (and maybe some nanoenhancers and performance drugs) paid off this year. Get +2 to a BODY or STRENGTH skill or to Athletics. You probably still maintain this regimen to keep in shape.

     

    We already have one sports-related event...

    Depending on final results, I might leave this in. Maybe tweak the text to something like "Spent more time being active than playing video games" or something, but it could be a benefit to a proto-solo or something, growing up fit and strong in a world of couch potatoes and junk food.

     

    18. She Sells Sanctuary. You have a safe bolt-hole where you can hide when the going gets tough. This sanctuary belongs to someone else, but was designed for this exact purpose and is purposefully impossible to link to you, your accounts or your family. It may or may not be very comfortable, and it definitely doesn’t have net access.

     

    Not convinced.

    This might work better in the "Make Friends" table, but this could reflect a kindly neighbor who became like an adopted uncle or aunt, or a favorite school teacher, or a nice shop owner who hired you to sweep the floors in the summer. Someone you could run to when bad things happen.

     

    2. Imprisonment. You got caught (or framed) and spent some time in jail or some other form of legal captivity. Roll 1d20 + INT. On a 14 or less you spent 1d6 years in jail (use the prison lifepath during this time). On a 15 or more you were in for 1d12 months. Welcome to your shiny new criminal record.

     

    A correctional youth facility. Sure. Not likely a framing, though - AFAIK judges don't handle these out freely, and what adult would go to much length to get a kid in a corrctional facility...?

    You could be framed by another kid. Tick off the second-in-command of the local youth gang (kiss their sibling or their love interest, be a threat to their power, wear a cool new outfit better than them, etc) and maybe they drop a zip gun in your school bag that gets caught by the security guards at school, or something.

     

    4. Betrayed. You have been stabbed in the back. Roll 1d10 for the specifics of this incident. 1 – 3: You are being blackmailed. Figure out the specifics by rolling up a new enemy, and then decide what they are blackmailing you over. 4 – 7: A secret of yours was exposed and is still haunting you, anyone who knows your rep also knows your secret. 8 – 10: You were betrayed by a close friend. If you have any friends in your lifepath to date, they become an enemy now.

     

    Could happen, but I'm not convinced.

    Same as the criminal framing. Childhood rivalries can be nasty.

     

    7. False Accusation. You have been framed for something, and the tales of this follow you around. Anyone who knows your rep has also likely heard of this. Roll a d12 for the specifics. 1 – 3: Theft. 4 – 5: Cowardice. 6 – 8: Murder. 9: Rape. 10: Betrayal. 11 – 12: Drug addiction.

     

    This might apply. just might. But I'm not sold on it.

    And again. Maybe blend this, "Betrayed" and "Imprisonment" together? Some big, mondo-bummer "someone screwed you over" entry?

     

    9. Hunted by a Corporation. You’ve angered some corporate honcho through your actions (or inaction?). Roll a d10 to determine how big of a deal this is. 1 – 2: It’s a small, local firm. 3 – 4: It’s a bigger corporation with offices throughout the city. 5 – 6: It’s a big name corporation, but only the local office is out to get you. 7: It’s a big name corporation, and the whole company has you on the ‘list’. 8 – 9: It’s a multinational or orbital, but only the local office is actively gunning for you. 10: It’s a multinational or orbital, and the whole place is buzzing about you.

     

    IMO doesn't hold water.

    Ticked off a little rich kid, who's mommy or daddy is a corporate bigwig? The rich kid has all the toys to use against you, or even convinces their parents to come after you.

     

    These are kids, so maybe instead of corporate hit teams, the rich kid can hire local bullies to make life hard. And this could carry forward as that rich kid grows up to enter the firm but hold a grudge. For wannabe Corps, this could be a cool plot hook, competing for an internship with the VP's kid. You're better at the job, but they have the connections.

     

    12. Nobody. Something happened to skunk your reputation. Someone else took the credit for one of your big deals, or maybe the “facts” just don’t back up what really happened. Either way, your rep takes a hit because people don’t think you are as hot of a deal as you are (or at least as hot as you think you are). Get -2 Rep.

     

    You aren't likely to have any REP at that age anyway.

    You could have a REP, but it would be smaller. Think of the scope of the player being the same, but smaller, for teenage characters. Instead of having a city-wide REP as a badass, it's at your high school. For a kid, that's just as important. It could go away when they grow up, or it could stick around, if their classmates are still part of their social circle when they're adults.

     

    15. Sold Out. Your employer sold you out to the competition. If you are a wage-slave, then suddenly you were uprooted and moved to a new company under much heavier security and likely without your family. If you are an operative then your employer told the target about you, and the operation went south. Either way, you hate your old employer and they know they can’t trust you.

     

    Nope.

    Maybe re-write this as "mom or dad gets sold out, and you're moved away from all your friends and gang."

  11. Well, it is an idea. I was actually going to include such events into good luck / bad luck table for kids.

    The problem is we have family status rolls in Lifepath already, although they bring no effect as far as game mecanics go.

    But you could, conceivably, use your "young lifepath" as an extension on the existing lifepath to create an emergent family status. Instead of a single dice roll saying "congrats, mum and da died and yer an orphan," you could roll up the bones of a whole narrative for why you were warped into donning a cybernetic bat suit to fight crime. With in game effects as well.

     

    It adds more dice rolling, sure, but in this day and age, with spreadsheets and dice rolling apps, that's less a concern, I think. Given the tables, someone could easily make their own "character creator" that rolls up everything for them, at once or in steps. And it's dice rolls you only do at the beginning, rather than all the time during game play.

  12. Instead of "going in" and "coming out," maybe you mean "to penetrate armor" and "after penetration, if it penetrates?"

     

    So, 1d6AP against an SP10 concealed vest. Then, if a round rolls a 6, it gets 1pt through the armor, with additional 2d6 done directly to the body. Good chance of during 8pts per round, easily adding up to a fatal wound.

     

    Personally, I'm not a fan of the usual uses of needle or flechette weapons. They should have much better penetration, and much worse standard body damage. Not just standard bullet AP. More like 1/4 armor penetration and 1/4 damage. So, a 1d6 has a reasonable chance of penetrating any light armor, but does only a point of damage. Then, on top of that, do the extra damage for HE needles or the stitchers. Maybe "soft" needles, which bend during armor penetration, would be 1/4 and 1/2, but only against armor (otherwise, the usual 1/4 damage against an unarmored target).

  13. Oh, slight tangent -

     

    If we're doing an NPC generator is it worth including a Random Name generation table?

    I know there are dozens of them on the Internet, but it might be worth putting something in.

    I like your idea, and I'll need to think on it and find ways to obliterate it... er, I mean comment. :D

     

    But, in the meantime, I think a name generator is too location specific. We ran into that with the city kit. NPC names will differ depending on what ethnic or national groups are common in your gaming location. Too varied and huge, and better left to the 'net.

  14. All fine and dany, Gomiville, but how many dice rolls / time would it require?

    Let's say three or four sizes of crowd, each with their own table.

     

    The entries could themselves be rolls, or could just have hard coded entries. I would guess each crowd size table is either a 1d10 with sub-tables, or a 1d100 table with hard coded values. Then it's just looking up the NPCs in the menagerie.

     

    So, either one roll (on a 1d100 table) or four/five (nested 1d10 tables).

     

    EDIT:

     

    Or, alternatively, roll for the size of the crowd. For example, under "Crowd 5-10" it might be 5+1d10/2 (actual crowd size from 6 to 10). Then, have a 2D cross-reference table of dice rolls and neighborhood/quality. Each entry on that table could be a set of percentages. So, in the "Downtown/Corporate/City Center, during the day" column, and the dice roll of 4 row, the entry might say "50% Corp, 10% Security, 10% Tech, 10% Netrunner, 10% Media, 10% Fixer." If you rolled an 8 for crowd size, that's 4 corps, 1 security, 1 tech, 1 netrunner and 1 fixer (media lost to rounding decision by GM). Or, if you rolled a crowd of 52 (in a larger crowd), that's 26 corps, 5 security, 5 tech, 5 netrunners, 5 media and 6 fixers (allowing the GM to fudge the numbers a bit if they want some more security and few netrunners, for example).

     

    That would be one dice roll for size, one roll for percentages, and some quick math.

  15. Maybe add a table or two in the back for crowd generation. Call it "Who's in the Crowd?" The GM picks a crowd size (5-10, 10-25, 25+, etc) and rolls on a table ("A Corporate," "A Cop/Security, maybe off-duty" or for larger crowds, "1d6 Corporates," "2d6 Techies", etc).

     

    So, the players walk into a store and fire their guns in the air, who's there. GM figures there are 3 or 4 employees in the shop ("Retail" stock NPCs plus maybe a low-level "Manager"), plus 5-10 shoppers. Rolling on the crowd table, they determine there are 4 Corporates, an off-duty Security Officer, 2 Fixer types and a Techie. Flipping quickly through the Corporate section (or rolling on a different table), they find out there are 2 "Back Office" corporates and 2 "Secretaries," 1 "Corporate Guard," 1 "Street Vendor," 1 "Hustler," and 1 "Tech Support." Scanning through the entries, the GM knows the Guard is likely carrying a back-up piece and knows how to use it. The Vendor and Hustler each have a 50/50 chance of having a gun, but may have little skill for it. One of the Secretaries has good inter-personal skills, and might be able to sweet talk the characters. Everyone else is basically fodder.

     

    Little need for forethought from the GM, if the game is moving quickly, but some randomness and variability to the game world.

  16. I think there are two useful parts to a book like this. First, a generator to quickly generate "unique" NPCs, like you've described above. Second, a "menagerie" of stock NPCs that can be used straight off, without rolling dice.

     

    In the second section, you could use the classes as topic headings. So, under "Corporate" we might have "Secretary," "Number Cruncher/Back Office," "Customer Service/Retail" and "Manager." We use the generator system, but pick skills instead of roll them randomly. Something pre-rolled for the GM to grab from.

     

    Maybe add a scaling part to each pre-rolled NPC in the menagerie. A "Secretary" could be low-level just starting out, all the way up to years of experience and elite Personal Assistant to the CEO. Same basic skill package, maybe adding some extra skills here or there, and upping the skill levels.

     

    The Fixer category might include Drug Dealer, Street Vendor and Hustler. The Tech category could include Mechanic and Tech Support. Cop/Security might have Beat Cop, Corporate Guard and Bodyguard.

     

    Keep the stock NPCs pretty vague/adaptable and relatively low-level. Background characters. Walking, talking fluff. The woman you buy a coffee from and the guy behind the front desk. So minor that the GM doesn't want to even bother to roll some dice to determine an opposed Persuasion roll or Handgun skill.

  17. Another book idea would be something like the Sprawl books for Shadowrun (considering I've cannibalized/adapted them for my CP2020-derived games before). Call it a "Building Collection," or something. It could actually link very easily to both the city kit and the NPC generator/collection. Include some basic floorplans, some basic environmental stats (SP/SDP in CP2020 terms, etc) and some NPCs, along with a little fluff, maybe some game hooks, etc.

     

    Basically, the GM rolls up "bank" in the city kit, and they want to know what a bank branch might look like (in case the players suddenly decide to pull off a heist). They could make it up entirely on their own, or use a bank branch they've been to, but they could also look it up in the Building Collection.

     

    A small branch would have a floorplan, some security systems, some stock NPCs (tellers, guards, branch managers, etc), plus a little fluff about the plastic fake plants, the portrait of the bank founder on the wall, etc.

     

    If we create the NPC book, the NPCs in the building collection could either be directly from there or adaptations. For example, rather than create "bank teller" as an NPC, we could say the tellers are basically "Corporate Secretary" NPCs, with a little added skill in money somehow. Just variants.

  18. @ Cabbie table:

    Check your main roll. Even= male, odd= female.

     

    The problem with that is that each entry has both odd and even numbers! :lol:

    Hence gender being the GM's choice.

    That's the point though. That means every entry can be both male or female.

     

    Roll a 7, that's Goggles & Tech, but also female. Roll an 8, that's also Goggles & Tech, but male.

     

    Base gender on the even or odd, for a 50/50 gender distribution, and equal chance of appearance for each gender.

  19. To tell the truth, I think the REAL "Combat Zone" today is in South-Central Chicago. Regard the latest headline:

     

    19 Shot, 6 Dead in 12 hours in Chicago

     

    Of course, it doesn't hurt that it's the gun-control capital of the U.S.A. <_<

    Honestly, gun control doesn't mean anything when it's violence over drug territory. It doesn't restrict the shooters, and it doesn't hurt the victims. Chance only the gun laws in Chicago, and there would be the same violence and deaths. It wouldn't matter. This is a poverty and drug issue, not a gun(rights) issue.

     

    But I agree that ghettos like South Chicago (where I used to live, btw) are maybe the closest we have to combat zones right now, if you just merged in old-school red light district vice culture.

  20. Both are cool, but can you notice that just by walking into the store?

    ..y'know, same problem we had with "puppet" gangs.

    Uh, yea... I did that on purpose. Y'know, for reasons... :blink:

     

    Good point. :D

     

    And as for vending machines - somehow I skipped the cash machine! And locally, they are wildly popular.

    Now, of course, in the Dark Future of cyberpunk they might be of limited application, assuming there is no physical cash in use anymore (as in CP2020, where you theoretically can't do anything legal with cash), but still, having a bank access machine for managing your assets...?

    Considering a "cashless" society is pretty typical in cyberpunk, and how current cash machines are often hacked or rigged for scammers, I'm not sure how common they'd be for this kind of thing.

     

    But a "banking" machine isn't a bad idea. Maybe combine in a couple of other features, like e-cash conversion, or fund transfers. It's not part of a random roll table, but I could see a machine set up in an open market (farmer's market, flea market, etc) that allows you to transfer funds to local vendors. A vendor could walk up to the machine, register as a local seller (and get into government records as such for taxes and regulation), then payment could be made by customers through the machine, using whatever currency they want (credit card, debit card, e-cash, etc). Sort of a cheaper, single point version of the cellphone credit card readers.

     

    Also, would it be making sense to have a public Web access point (pay-per-minute)? The way public phones used to be there... we had Dataterms doing exactly that in CP2020, but Maximum Mike introduced this 30 years ago, and the world looked slightly different back then...

    Yea, that's an idea that reality rolled right past. I wouldn't bother including it.

     

    Cellphones and the 'net are two areas the game wildly under-predicted.

  21. On a different aspect - I think we should have a "distinguishing feature" table for our business / store list. Geist has one for buildings already, but it is somewhat not exactly the same.

     

    A short one, 1d10 I guess. But I'm short on ideas - two good, one so-so:

    1. Fully automated (vending machine-style, automatic teller machine-style, robotized - and minimal human contact via teleoperation / telepresence).

    2. Recently opened, still has the "new" smell.

    3. (the so-so one) covered in graffiti and stickers.

    4...

    4. Cover for illegal business (some black market good is available for sale in the back room)

    5. Legitimate business, but being heavily leaned on by the local organized crime

    6. Having a "Going out of Business" sale

    7. Still cleaning up after getting trashed by a flash mob/bunch of hooligans/rampaging 'borg/etc

    8...

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