And for the latest draft of the Property Quirks.
Should have the section on force building the garrison soon.
Values for Property income have been adjusted so that at GM option the player can instead roll monthly, quarterly, semiannually, or yearly as desired. Once a year a Property Event will be rolled for. If rolling more often than once a year work with the GM to determine which Property Administration roll should be used to influence the Property Event roll. The margin of failure or margine of success for this roll will be added to an event table roll as well as the character's current Edge link attribute modifier modifier. In the event of rolling a result that provides modifiers to the Property Administration rolls it is highly recommended to only apply them to one roll when rolling more often than once a year.
To compliment Property a new trait Investments has been introduced and a new Property Quirk trait.
Investments[ID and Status based]:
Modifier: -4
Investments largely work as the old Property trait and to represent their more volatile nature get the -4 as far off events can ripple more easily and with considerable time delays it will be tough maximizing your profit margins by making the correct moves.
Investment may not be higher than the Wealth subcategory of the Status trait it is tied to.
Property still largely works as previous but instead of not having any guidelines on how to figure out what modifiers to assign I have created Property Quirks.
Border World(Within 30 Light Years of an actively hostile power more technologically advanced than your faction(represent some of the other eras like Age of War where the Terran Hegemony were being mean to their neighbors or later Clan Eras))
Cost: -2
Mechanics: Player takes a -2 on their Property Administration roll whenever determining their income but due to the raids and repelled invasions their techs do not take any repair/salvage modifiers for unfamiliar technology and may equip a weapon or piece of equipment available to this enemy power not available to your faction on one garrison unit per point of Property and any such equipped units may exceed the normal average skill rating of Regular and start at Veteran.
Special: To represent less actively hostile periods reduce cost to -1 and lose the ability to mount salvaged gear on garrison units but may still increase the average skill rating as described. This quirk can be taken up to three times by GM permission depending on era.
Border World, Lesser(Within 30 Light Years of an actively hostile power on the same tech base or lower than yours)
Cost: -1
Mechanics: Player takes a -1 on their Property Administration roll whenever determining their income. Due to the frequent raids at the start of the game campaign your garrison may have one unit per rank of Property exceed the normal starting average experience cap of Regular to a maximum of Veteran.
Special: The best count I can come up with is 5 times this quirk may be taken.
Remote(more than 30 Light Years from the closest regional administrative center)
Cost: -1
Mechanics Player takes a -1 on their Property Administration roll whenever determining their income. The lack of interference and oversight from their superiors allows the player to be more free in setting their own local laws. Player may reduce Black Market costs as if they had one better letter code for legality, including eliminating them altogether, for the entire party. Being so remote also makes it harder to raise a well equipped defensive force. Increase all unit type target numbers by one.
Resource Shortage(mostly to reflect not having enough clean water to go around but I imagine there are a few other things this could cover)
Cost: -1
Mechanics: -1 to Property Administration roll. Lacking proper supply of a daily need your Property is more severly impacted by Political Scandal and Natural Disasters. Increase the penalty for these events by 50% round up(-1 becomes -2 for example).
Administrative Center
Cost: -1
Mechanics: Player takes a +1 on their Property Administration roll whenever determining their income. As an Administrative center this quirk is incompatible with Remote. With the attention of their superiors more focused on them players are not as free in their actions but are more likely to receive aid in case of emergency. Reduce Property Administration modifiers for Natural Disasters, Raids, and Invasions by 50% rounded in favor of the player to a minimum of -1. Of course if the Player is involved in a Political Scandal the extra attention of their superiors increases the penalty they take 50%, round up, more severe penalties and take the normal penalties for being involved in such a scandal if another player in the group is somehow involved. So if the Property Event Roll results in a Minor Political Scandal another PC in the group is involved the Property Owning Player would take -3 to their Property Administration roll.
Resource Surplus
Cost: +1
Mechanics: +1 on Property Administration rolls. Excess resources make your rivals more covetous and corruption more likely though. -1 on Property Event rolls. Incompatible with Resource Shortage.
Lightly Industrialized
Cost: +2
Mechanics: +1 on Property Administration rolls. As with Resource Surplus this attracts the attention of rivals, enemies, and the corrupt but having some production offers some advantages. -1 on Property Event rolls as well as GM and player should work together to determine some good to be taken in trade. May also provide sufficient facilities to perform Class D Refits for one unit type but take a -4 on Property Administration rolls while performing the refit.
Heavily Industrialized
Cost: +4
Mechanics: +2 on Property Administration rolls. -2 Property Event rolls. Work with GM to determine produced good to take in trade and may do a Class F refit of one unit type but takes certain levels of Property to do so. Mass of unit/25 round up(-1 to a minimum of 1 for Vehicles, +2 for Small Craft) and take a -4 modifier(player does not get the +2 to counter act part of this modifier) while performing the refit. To re-tool the factory take a total -8 modifier to Property Administration roll for 8+Proprty rank months then player makes a special Administration plus current Edge score against a TN of 8+Property rank each month. Each success reduces re-tooling penalty by 1. Each failure extends the modifier another month. Yes I want retooling to be harsh and something not done lightly.
Extreme Cold or Extreme Heat
Cost: -1 for below -30 Celsius or above 50 Celsius
Mechanics: The special gear and reduced efficiency of vehicles reduces the economic output of your Property. Take a -1 to Property Administration rolls. When defending your Property consult Total Warfare and Tactical Operations for rules on extreme cold and heat.
High/Low Gravity
Cost: -1 for 0.8g and below or 1.2g and above(recommend minimum of 0.2g and maximum of 1.5g)
Mechanics: Take a -1 to Property Administration Rolls due to the unusual gravity of the world your Property is on. Consult Tactical Operations and A Time of War for rules on abnormal gravity.