Desoleum Guild Script, How much can players requisition and how much is it worth? Another problem with no money system I have is that each world is stated to have it's own monetary system and yet it doesn't say what I can get with it, how much I can requisition of it. The adventures have clearly stated that npcs can be bribed with guild script, yet since nothing has values and limits, players could possibly make people very rich. Mostly my players are just using items that they have picked up on the adventures, "I'll trade you a gangers stubber for the info" but this feels odd when it says there is a money system in place. Should each world get a different amount they can requisition, with different prices? What about personal stashes of money? How much to get a safe house? Where do the acolytes live? Can they get better quarters? What are better quarters?
Desoleum Guild Script, How much can players requisition and how much is it worth?
Desoleum Guild Script, How much can players requisition and how much is it worth? Another problem with no money system I have is that each world is stated to have it's own monetary system and yet it doesn't say what I can get with it, how much I can requisition of it. The adventures have clearly stated that npcs can be bribed with guild script, yet since nothing has values and limits, players could possibly make people very rich. Mostly my players are just using items that they have picked up on the adventures, "I'll trade you a gangers stubber for the info" but this feels odd when it says there is a money system in place. Should each world get a different amount they can requisition, with different prices? What about personal stashes of money? How much to get a safe house? Where do the acolytes live? Can they get better quarters? What are better quarters?
I see two common ways to resolve your question:
1) What about simple Influence check? Give them some + or - modeficators (+30 or more, trying to bribe common manufacture worker, and -30 or more to bribe hgh born and so on.) If anybody fails this check, person don't want to take your bribe, and with bad rolls , he maybe will make some gossips about strange persons who offer a nice amount of cash (make them lose some points of subtlety)
2) Just burn a few points of Influence, like you have called reinforcement character, simple and easy way, but it depends how often you reward players with Influence. Next you can write some table with InflBonus and definition , like:
InfB=1 - you have very small amounts of currency and ties, can bribe only scums in Underhive.
InflB=5 - High prosperety, you can call yourself wealthy, character dont need to make checks for transportation with av of scarce and can bribe not to much wealty high borns and trade magnats.
I hope , I could help.
It sounds like you are dealing with players trying to break the requisition system. I've been down this road. I liked it when we had a money system better, but we don't have one anymore, so I've had to make do.
The right answer is they have enough free money to pay for hotel rooms, food, and basic ammunition. The rest is up to them. They get regular supply drops (asks) from their inquisitor as they make progress over time and should feel free to avail themselves of any weapons they can find on the bodies of people they kill or allies that happen to fall around them. This is of course unrealistic, but it maintains balance. The suggestion is always that the inquisitor can't exert too much influence on their behalf or risk blowing their subtlety.
Any other idea rapidly leads the fabled 'infinite moneybag', which will break your game and turn your players into munchkins.
Edited by fog1234Desoleum Guild Script, How much can players requisition and how much is it worth?
"Value" has little meaning in the 40k universe; there are so many different standards of value that to pin one down would be a futile exercise. That's why they did away with a monetary system for DH2; it doesn't make a lot of sense and stretches the suspension of disbelief to try and shoe-horn a "standard currency". At least for me.
So, to answer this, the players can requisition as much Guild Script as they like and it's value is no more or less than whatever "Availability" of Script they Requisitioned. For Example; if they want a lot , they could make a Requisition test for a Rare amount of Script at the usual modifiers. If successful, they get their hands on an undefined amount that can be traded in as per the Trading in Items rules (pg.143) as a Rare Item.
The adventures have clearly stated that npcs can be bribed with guild script, yet since nothing has values and limits, players could possibly make people very rich.
I'd allow bribes to affect pretty much any Fellowship based test, trading in "Availability" for a bonus on the test on a 2:1 ratio (e.g. taking that "Rare" quantity of Script (-20 modifier), you could trade in 20 points of that for a +10 to a Charm test, leaving you with an "Average" quantity (+0 modifier). Alternatively, just use an inverse modifier to the rarity of the bribe (i.e. you have a Rare amount of script, you can use that as a bribe to get +20 on a test).
Yes, you could make someone very rich. Bear in mind, however, that every time you make a Requisition test with a negative modifier, your subtlety drops. If you go around buying up all the Guild Script in town, people are going to start noticing. Not to mention the fact that you'll have to make a report to your Inquisitor upon completing the mission and he's going to want to know what you did with it all.
Should each world get a different amount they can requisition, with different prices? What about personal stashes of money? How much to get a safe house? Where do the acolytes live? Can they get better quarters? What are better quarters?
Forget the notion of "prices". Requisition is not just about gold-value; it's as much persuasion and coercion, contacts and favours as it is about cash. A personal stash for an Acolyte doesn't really mean anything. It would contribute toward his Influence for the purpose of Requisition tests, but wouldn't actually give him a bonus; a Noble character might have a high Influence because of a large amount of wealth, but some scummy Feral worlder might have the same Influence by being a large and intimidating kind of guy.
A Safe House would be acquired using the Requisition system, if not provided as part of the mission set-up.
The acolytes are assumed to be provided accommodation appropriate to the mission; if investigating the upper echelons of society, they'll be put up in sumptuous apartments with 24/7 service and all the works. If they're trawling the slums for hive trash, they'll probably be given the address to some dive of a flop-house or get set up in an abandoned warehouse or similar.
The Acolytes can certainly Requisition better quarters, the quality of which will depend on where they are and what Availability of quarters they want to aim at.
Always bear in mind the impact on their Subtlety when considering these things.
Edited by Jolly PI think you can compare the buying of basic stuff with skill checks in general:
You only roll for a skill check if failure is a valid possible outcome. Just walking or talking to people shouldn't require a skill check. Same with buying things, if whatever you're buying costs like pocket money, who cares. If not, then roll, or even burn Influence.
Edited by GridashYes, but what about things you don't or can't requisition? Like a safe house you don't want your Inquisator to know about? What if the player starts selling things he finds during an adventure? What if they need a ticket to another planet because they are investigating their Inquisator for being a radical? What if they want a possible chaos tainted item or text? I know there is always trading items or doing favors and I have used that. What I've been doing is asking the player what level of bribe they want to give common, scarce, rare, etc. and then make an influence roll to see if they can do it.
A Requisition test doesn't always represent getting stuff through the Inquisition; it's more to do with the character that is making the test than the Inquisition getting involved in the process (which is why you roll against the Acolytes Influence and not his Inquisitors).
You don't want your Inquisitor finding out about it? Then don't tell him. Whether he finds out about your activities or not anyway depends on how strict the tabs he keeps on you are. If you go to great lengths to conceal your purchases and movements I'd probably impose a penalty on the Influence/Requisition test to represent the inherent difficulty in acquiring goods and services "under the radar", but it'd still just be a Requisition test.
Yes, but what about things you don't or can't requisition? Like a safe house you don't want your Inquisator to know about? What if the player starts selling things he finds during an adventure? What if they need a ticket to another planet because they are investigating their Inquisator for being a radical? What if they want a possible chaos tainted item or text? I know there is always trading items or doing favors and I have used that. What I've been doing is asking the player what level of bribe they want to give common, scarce, rare, etc. and then make an influence roll to see if they can do it.
Players selling stuff is a moot point because of how the Requisitions system works. The best they can do is get a bonus for trading it for a more available item.
"That's so dumb, my munchkin powergamer wants to loot and sell everything!" You might say. Well realistically, who is going to buy a bunch of crap yanked off the dead corpses of some gangers, anyways?
Stuff that is rather unique or hard to acquire (i.e. property, voidships, titles, servants, relics, Chaos artifacts) shouldn't be handled by the Requisitions system in the first place - they should be adventures of their own! Rolling for a cool mansion isn't as interesting as locating one, tracking down the mysterious owner, winning the bidding war, covering up your tracks, and then figuring out how to staff the place.
It sounds like you are dealing with players trying to break the requisition system. I've been down this road. I liked it when we had a money system better, but we don't have one anymore, so I've had to make do.
The right answer is they have enough free money to pay for hotel rooms, food, and basic ammunition. The rest is up to them. They get regular supply drops (asks) from their inquisitor as they make progress over time and should feel free to avail themselves of any weapons they can find on the bodies of people they kill or allies that happen to fall around them. This is of course unrealistic, but it maintains balance. The suggestion is always that the inquisitor can't exert too much influence on their behalf or risk blowing their subtlety.
Any other idea rapidly leads the fabled 'infinite moneybag', which will break your game and turn your players into munchkins.
This is the advice I've followed and it works well. Also, if your group is anything like mine they want to spend a fair bit of time buying new clothes to disguise themselves and blend in better which I find humorous because they also like to burn buildings down which does wonders for their subtlety score