Homebase

This post holds some options for 2400-style games. I wrote it for BRUTALIST, but it didn’t make the cut. It’s relatively low-tech and rudimentary to fit the casettepunk-vibe I was going for. 

Image generated with DALL-E.
 


HOMEBASE
Establishing a homebase costs 30 Credits - pick a location from the list in the following section. The homebase is fitted with the following setup (upgrades cost 10 credits each).


COMMUNICATIONS: Basic shortwave radio. Upgrades: long-range HF radio, secured frequency modulator, signal interception unit.


DEFENSES: Basic mechanical alarms. Upgrades: extensive alarm system, reinforced barricades, light sensor security system.


LIVING QUARTERS: Basic accommodations. Upgrades: improved living conditions, individualized quarters, makeshift infirmary.


WORKSHOPS: Basic repair tools. Upgrades: electronics bench, explosives handling area, advanced mechanic's bay.


SURVEILLANCE: Basic lookout posts. Upgrades: periscope surveillance system, rooftop post, tripwire network.


POWER: City-grid power connection. Upgrades: backup generator, improved wiring, isolated grounding system.


HOMEBASE LOCATION

When establishing a homebase, pick one of the following site types. 


ABANDONED WAREHOUSE: Half price for living quarters and workshops. Difficult to secure due to multiple entrances. 


UNDERGROUND BUNKER: Improved defenses with fortified entrances. Limited space risks upgrades costing more. 


OLD OFFICE BUILDING: Pre-existing network of old telecommunications lines. Suboptimal for fortification and defenses. 


SUBWAY STATION: Direct access to the city's subterranean transit network. Risk of power outages. 


OLD CARGO SHIP: Flexible and modular, can relocate. No landline or power grid. 


ROOFTOPS GREENHOUSES: Source of food and potential for medicinal plants. Exposed location, living quarters and workshops cost 50% more to build. 


SEWER JUNCTION: Access to the city's underbelly and waste streams (potential resources). Radio equipment is limited, and crew risks diseases. 


OLD FACTORY: Offers scraps and salvageable equipment during downtime. Unsuited for living, risks low morale and extended recovery time. 


DESERTED SHOPPING MALL: Variety of pre-existing facilities (restaurants, stores, etc.) for diverse uses. Risks upgrades taking longer time to implement. 


AIRSHIP DOCKING BAY: Quick access to vertical routes, potentially keeping an air vehicle. Exposed to the elements, demanding regular maintenance.


I know my blog has been quiet this year. Lots of stuff going on in the private sphere. I’m going to run a open table cyberpunk campaign soon on my discord. Stay tuned.

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