Buying items

Heroes of the Vampire Kingdoms
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Buying items

Post by Pender Lumkiss »

Hey folks,

The last post I made is forcing me to consider buying items. I have absolutely no issue with folks buying items straight out of the tomorrow legion guide at a place such as El Paso. It seems that given the fluff in PR that it should not be an issue. However, if you are looking for that perfect TW item ( converted weapon with this trapping and this major mod etc... Or maybe something site created, like the TW hellfire cannons or Bandito and Naruni arms), I don't really care if it is there or not, and I would favor letting the dice decide if the shop has it or not.
  • What I would purpose is decide what " Specialty item" you are looking for for the trip and make a Notice, Persuasion, or Streetwise roll at -4, ultra rare items like battle fury blade, heroic/legendary modded items may have even more of a penalty to find.
    • Modifications
      • Town specialty: example El Paso specializes in Silver, so if looking for anything silver get a +2 to your roll. Stormspire specializes in TW, so anything TW would be +2 to find it.
      • Cooperative rolls may be attempted and can give up to a +4 to the main roll.
      • Letter from Jude Maverick: a letter of introduction from someone with a +8 or higher cha can give a +2 bonus.
  • At a town like El Paso you could buy the armor and pay to have it TW converted and add the mods you want, no roll necessary it would just take the appropriate creds and time.
  • The time spent looking for that specialty item would take up most of the shopping trip, and you would have to wait until circumstances changed to make another roll to find the same or a different specialty item ( It could be day 2 of the shopping trip, or maybe the store got a shipment in from stormspire etc).
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Re: Buying Stuff

Post by Penitent »

Penitent would like to spend his credits thusly:

NG Super Laser Pistol (retrapped in western style): 21,000
12 Armor-Piercing grenades for said pistol: 8,400

TW armor (Scales of the Fire Snake, see below): 99,000

Entry fee for the group at the arena: 20,000

Total=148,400
Scales of the Fire Snake
Base Item: NG Peacekeeper Armor (40,000 credits)
Base Conversion Cost: +4,000 credits

Minor Upgrade: +2 Armor, +5,000 credits
Minor Upgrade: 1/2 Weight, +5,000 credits
Major Upgrade: (used for Minor) 5 stored PPE, +5,000 credits
Major Upgrade: +1d Strength, +10,000 credits
Major Upgrade: +1d Vigor, +10,000 credits
Major Upgrade: Add speed power, +20,000 credits

Total Cost: 99,000 credits

End result:

Image
Scales of the Fire Snake
Silver tubing runs along the seams of this suit of crimson scaled armor. Fangs fasten into the wearer's flesh when it is worn, and a technomagic reservoir can pump enchanted venom into the wearer's veins on command. Controls at the belt also can be used to grow thicker scales over key parts of the body (takes 1d4+1 rounds to add scales, can be shed in 1 round).
  • +8 Armor, +2 Toughness in heavy version (+6 Armor only in light)
  • Full Environmental Protection in heavy version (none in light).
  • Snakebite Elixir: +1d Strength and +1d Vigor while powered.
  • Sidewinder's Stimulant: Activate speed with a modified jazz trapping (self-only, but no extra PPE cost).
  • Standard communications and vision enhancement
  • Contains 5 PPE for activating the device and powers (recovers at a rate of 1 PPE / 30 minutes on a ley line)
  • Requires 1 PPE/hour to power (Armor reduced to +3, no other abilities when unpowered)
  • 14 lbs in heavy version, d8 Strength Minimum (6 lbs, no Strength Minimum in light version)
The only thing not wholly by the book on the armor is the trapping on speed. He can't use it on anyone but himself, so that seems to balance against the normal +1 PPE for the jazz trapping. Certainly willing to modify.

Does all that work?
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Buying items

Post by Pender Lumkiss »

@Pen looks good, well worth the benny.
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Re: Buying items

Post by Ndreare »

Looking for a special kind of gun.

Notice [dice]0[/dice] D12+2, -4 for special request =d12-2
Ace [dice]2[/dice]
Notice Wild [dice]1[/dice]

NG-E15 Pulse Plasma Ejector (92,000 base)
TW Conversion (+9,200)
+2 Shooting (+10,000)
+2 Damage (+10,000)
+5 Internal PPE (+5,000)
TW Cold Fatigue Trapping (+5,000)

Total cost if found = 131,200

He will also see about getting his armor converted. But that will have to wait until after tonight tournaments.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Pender Lumkiss
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Re: Buying items

Post by Pender Lumkiss »

RFT wrote:Looking for a special kind of gun.

Notice [dice]25070:0[/dice] D12+2, -4 for special request =d12-2
Ace [dice]25070:2[/dice]
Notice Wild [dice]25070:1[/dice]

NG-E15 Pulse Plasma Ejector (92,000 base)
TW Conversion (+9,200)
+2 Shooting (+10,000)
+2 Damage (+10,000)
+5 Internal PPE (+5,000)
TW Cold Fatigue Trapping (+5,000)

Total cost if found = 131,200
Looks good what is that 5 minors?
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Re: Buying items

Post by Ndreare »

It is six minors.

Counts as a minor to change the trapping from heat up to Cold
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Pender Lumkiss
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Re: Buying items

Post by Pender Lumkiss »

RFT wrote:It is six minors.

Counts as a minor to change the trapping from heat up to Cold
Sounds good.
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Re: Buying items

Post by Penitent »

Hey Pender,
I made a minor tweak on the armor -- instead of the boost trait power (+20,000 credits), I went with +1d Strength (+10,000) and +1d Vigor (+10,000). Same price, same basic idea, less flexibility but always on so I don't have to think about it. The earlier version only used 5 mod slots (3 minor, 2 major) so there was room to add another.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Re: Buying items

Post by Pender Lumkiss »

Penitent wrote:Hey Pender,
I made a minor tweak on the armor -- instead of the boost trait power (+20,000 credits), I went with +1d Strength (+10,000) and +1d Vigor (+10,000). Same price, same basic idea, less flexibility but always on so I don't have to think about it. The earlier version only used 5 mod slots (3 minor, 2 major) so there was room to add another.
Sounds fun.
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Ashlyn Alvarez
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Re: Buying items

Post by Ashlyn Alvarez »

So here's Ashlyn's shopping rundown:

Starting credits: 152,000
Buy diamond necklace: -10k =142,000
Sell combat mage armor from Del Rio: +250k = 392k
Sell Ley Line Walker Light armor with +2 wilderness stealth HJ upgrade: +29k = 421k
Buy CK Medium armor with succor power + 4 HJ rolls (+4 ranged targeting, +3 Armor, +2 urban stealth): -200k = 221k
Buy TK Shard Pistol: -72k = 149k
Buy large purse/bag for carrying Blanca: -????

I would also like to claim the mage staff we found in New Del Rio if no one else has. I would like the spells Greater Healing and Blast. If I do not get the staff, then I would like to buy a Flaming Blade for 90k, leaving me with 59k (or less, depending on the price of the doggie bag).
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Pender Lumkiss
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Re: Buying items

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:So here's Ashlyn's shopping rundown:

Starting credits: 152,000
Buy diamond necklace: -10k =142,000
Sell combat mage armor from Del Rio: +250k = 392k
Sell Ley Line Walker Light armor with +2 wilderness stealth HJ upgrade: +29k = 421k
Buy CK Medium armor with succor power + 4 HJ rolls (+4 ranged targeting, +3 Armor, +2 urban stealth): -200k = 221k
Buy TK Shard Pistol: -72k = 149k
Buy large purse/bag for carrying Blanca: -????

I would also like to claim the mage staff we found in New Del Rio if no one else has. I would like the spells Greater Healing and Blast. If I do not get the staff, then I would like to buy a Flaming Blade for 90k, leaving me with 59k (or less, depending on the price of the doggie bag).
Almost look good. You only got a success on the persuasion roll so 1 HJ roll, plus you are trading in your armor(with the HJ roll) for another HJ roll. So that is 2 rolls, +2 shooting, +3 armor for 40k.
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Re: Buying items

Post by Ashlyn Alvarez »

Pender Lumkiss wrote:
Ashlyn Alvarez wrote:So here's Ashlyn's shopping rundown:

Starting credits: 152,000
Buy diamond necklace: -10k =142,000
Sell combat mage armor from Del Rio: +250k = 392k
Sell Ley Line Walker Light armor with +2 wilderness stealth HJ upgrade: +29k = 421k
Buy CK Medium armor with succor power + 4 HJ rolls (+4 ranged targeting, +3 Armor, +2 urban stealth): -200k = 221k
Buy TK Shard Pistol: -72k = 149k
Buy large purse/bag for carrying Blanca: -????

I would also like to claim the mage staff we found in New Del Rio if no one else has. I would like the spells Greater Healing and Blast. If I do not get the staff, then I would like to buy a Flaming Blade for 90k, leaving me with 59k (or less, depending on the price of the doggie bag).
Almost look good. You only got a success on the persuasion roll so 1 HJ roll, plus you are trading in your armor(with the HJ roll) for another HJ roll. So that is 2 rolls, +2 shooting, +3 armor for 40k.
Great. So just need to know how much for a doggy purse. It looks like Krys is taking the mage staff, so I will be buying the flaming blade. I will have to see what else I can buy with the cash left over.

Edit: Actually, going to make that a light blade, given vampires.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Pender Lumkiss
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Re: Buying items

Post by Pender Lumkiss »

Doggy purse? You can spend however much you want. A 1 cred doggy purse looks like you spent 1 cred, 100,000 creds looks like you spent 100,000 creds.
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Re: Buying items

Post by Pender Lumkiss »

Fizz here are the bullet prices: Note this is price per bullet

so 35 credits for small caliber, 70 for medium caliber, and 140 for large caliber or arrowheads

Thanks Patrick!
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Re: Buying items

Post by Fizzwaite Zipwidget »

On reconsideration I'm just going to be getting a Grade IV Field computer (28,000), 17,800 in parts for future TW conversion and minor upgrades and 5,000 in parts to do a minor upgrade on my TK pistol also at a future date. Total Cost 50,800 credits.
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Re: Buying items

Post by Pender Lumkiss »

Ashlyn Alvarez wrote:So here's Ashlyn's shopping rundown:

Starting credits: 152,000
Buy diamond necklace: -10k =142,000
Sell combat mage armor from Del Rio: +250k = 392k
Sell Ley Line Walker Light armor with +2 wilderness stealth HJ upgrade: +29k = 421k
Buy CK Medium armor with succor power + 4 HJ rolls (+4 ranged targeting, +3 Armor, +2 urban stealth): -200k = 221k
Buy TK Shard Pistol: -72k = 149k
Buy large purse/bag for carrying Blanca: -????

I would also like to claim the mage staff we found in New Del Rio if no one else has. I would like the spells Greater Healing and Blast. If I do not get the staff, then I would like to buy a Flaming Blade for 90k, leaving me with 59k (or less, depending on the price of the doggie bag).
Oh in the future being able to sell gear for its listed value will most likely not happen. This time is fine as the combat mage armor had a few extra bells and whistles that got you the credits. But it it seems like the general consensus is about 10-15% of value and if the vendor has someone in mind to sell it too, I could see 50% of value as being the max you could get back.
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Vela
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Re: Buying items

Post by Vela »

Huntsman Armor: +5 armor +1 toughness, non-environmental; 24,000
- TW Conversion 2400, 3d12 (1, 3, 5) hours
- +2 armor (minor), 5000, 2d6 (2, 4) hours
- 5 PPE; charges 1/30min on ley line (minor), 5000, 2d6 (5, 5) hours
- Transformation (major), 20000, 3d6 (5, 3, 6) days
- Edge: Fleet Footed (major), 20000, 3d6 (6, 1, 5) days

Total Cost: 76,400 credits, it'll take 26 days and 20 hours to complete. So basically a month.

And since she's paying so much, maybe give it desert camo too? :)
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Buying items

Post by Pender Lumkiss »

Sure +2 stealth rolls in wilderness desert.
Field Team Six Bennies
3/6
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Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Buying items

Post by Ashlyn Alvarez »

Pender Lumkiss wrote:
Ashlyn Alvarez wrote:So here's Ashlyn's shopping rundown:

Starting credits: 152,000
Buy diamond necklace: -10k =142,000
Sell combat mage armor from Del Rio: +250k = 392k
Sell Ley Line Walker Light armor with +2 wilderness stealth HJ upgrade: +29k = 421k
Buy CK Medium armor with succor power + 4 HJ rolls (+4 ranged targeting, +3 Armor, +2 urban stealth): -200k = 221k
Buy TK Shard Pistol: -72k = 149k
Buy large purse/bag for carrying Blanca: -????

I would also like to claim the mage staff we found in New Del Rio if no one else has. I would like the spells Greater Healing and Blast. If I do not get the staff, then I would like to buy a Flaming Blade for 90k, leaving me with 59k (or less, depending on the price of the doggie bag).
Oh in the future being able to sell gear for its listed value will most likely not happen. This time is fine as the combat mage armor had a few extra bells and whistles that got you the credits. But it it seems like the general consensus is about 10-15% of value and if the vendor has someone in mind to sell it too, I could see 50% of value as being the max you could get back.
Oh, bummer :( Okay. Well, made out like a bandit this time... Next time, not so much :)
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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