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Procyon's Guide to Character Management
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== Management of a Global Evan Gang == Once my gang has moved beyond Somerset, I can choose to run events at any time, in any city or camp where I have representation. There is some final bookkeeping I do to maintain my strong, now global gang. Once I have motivators of level 1 in every town I am in, and 1 ready to move into the next town I plan on, I am no longer interested in only training my faculty mechanic in Somerset to level 100 leadership. I continue past 100 to level 200, at which point I choose motivator level 2 and place him in Somerset to hasten the training of those that will replace the higher level gang members who die gloriously in the southern regions. My old Somerset motivator then comes out of retirement and begins training leadership to 200, at which point they will replace the level 1 motivator in the next most frontier town. This cycle continues until every motivator is level 2, then starts anew. When a character dies, a promotion needs to be made in the ranks of characters. This will likely result in a fair bit of shuffling around as characters travel to their new destinations, providing good scout training for a lucky low level gang member. Drug addictions in Somerset are ignored, as the gang member is not yet skilled enough to warrant a trip to Elmsfield. However, if a drug addiction develops further out in the frontier, the addict is moved to Elmsfield to undergo rehabilitation, where they take the place of the character in Elmsfield who is getting promoted to fill their open position. For this reason, I always maintain scouting squads in Elmsfield, even though I may choose not to have a presence in some other towns. Since I will consistently be cycling addicts to Elmsfield, I want the addicts to have something to do in between AA meetings rather than just be dead weight on the gang. Characters who lose a limb or an eye are treated as characters 10%, 15% or 25% less skilled as they otherwise were. If they are no longer qualified for their position, or another character can fill their position at a higher effective skill, they become dedicated death racers or camp mechanics. When a character becomes capped in their primary skill, it is time to learn a secondary one. For scouting squad mechanics and medics, I choose to train their lowest level gunnery skill, which will probably be ballistics or handguns. In the case of scouts, I train driving before gunnery skills, since they are typically the ones behind the wheel.
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