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[SPC] Headquarters Rooms

 
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Edgeworth
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Joined: 01 Oct 2007
Posts: 135
Location: Kouvola, Finland

PostPosted: Sun Feb 26, 2012 12:27 am    Post subject: [SPC] Headquarters Rooms Reply with quote

I'm running a DLR-campaign where the Posse is in a outlaw gang. I'm trying to have their hideout having some character and importance to the characters (it's their home, after all) so I'm building it using the HQ rules from SPC and letting the players improve it with time and money.

However, I'm a little baffled by the Rooms and how many of them are needed for one "facility". For example, if the players want to expand their stables as per Garage, does each vehicle stored require

1) both 2 HQ Points and 2 rooms
2) 2 HQ Points and 1 room
3) 2 HQ points and 0 room
4) 0 HQ points and 2 room
5) Something else, what?

Thanks in advance!

EDIT: I'm kinda in hurry with this (next session begins in five hours) so I posted this here instead of the "official answers" forum. Anyone's insight is appreciated.
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kronovan
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Joined: 01 Mar 2011
Posts: 679

PostPosted: Mon Feb 27, 2012 10:57 am    Post subject: Reply with quote

This may be too late to help, but using the HQ rules you'd get a 3 room HQ for 2 base points and then a garage to house 1 vehicle for another 2 points; 4 in total. The rule is really designed for a more modern setting where a vehicle and the equipment to maintain/repair it are considerably larger than a horse. If I was using the rule for a setting like DLR, I'd probably just rule that those 2 points are enough to accomadate a horse with wagon. I'd then give the players the option of stabling a number of horses equivalent to the space required for a wagon - probably 2, so 3 in total. I'd also say those 2 points also cover what's required for maintaining a horse I.e. equipment for shoeing, grooming, etc.
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