Please subscribe to this forum for updates to stay informed.
Logo for the 99
Code: Select all
Code: Select all
How about as you are not a powered character and cannot use TW items.Baron McVey wrote:I want a Pistol for McVey's Signature weapon. As for what it does?
Modifying a TW weapon by anyone other than a TW will destroy it. Quite simply there is some crazy magic going on that makes no sense what so ever.Hardin wrote:How will mundane (i.e., non-magical) upgrades be handled in-game? I know every GM has his or her own preferences on this, so I thought it worth asking before we get going. For instance, if my character wanted to improve his non-TW rifle (say, by replacing the barrel with one of a higher quality, or something of the like) to get a bonus to his Shooting, how would that work? I know that a lot of potential upgrades are covered by the Hero's Journey tables, and that you can always take the Rich Edge to get a couple of rolls on those tables. If I wanted to boost his gear without spending an Advance, how would we do that mechanically? Would you just set prices for the upgrades and we could buy them just like we would buy anything else (assuming they are available in whatever part of the country the team happens to be in, of course)?
Let's go purely mechanical. Physical rounds in a magazine style.RFT wrote:How about as you are not a powered character and cannot use TW items.Baron McVey wrote:I want a Pistol for McVey's Signature weapon. As for what it does?
We make it a very high quality pistol with excellent furniture, some nice accessories and a bag with some exchangeable accessories such as alternate barrel and a couple of scopes.
Do you want physical rounds or energy clips, also do you want revolver style or magazine style?
For actually making the firearm mechanically, another option would be it could be an ancient weapon that has been "enchanted" by the psychic imprint of hundreds of years of being used in war and killing.
The enchanted items rules allows 2 major and 2 minor, but they have the benefit of it can be used by your character.
So let me know once you have an idea in mind.
Looks good to me.High Command wrote:LC is ready for Review. I'll rewrite his background at some point, but I kinda want to be done for now
Code: Select all
[ooc] All those messy rolls and game mechanics. [/ooc]
Sure, no problem.High Command wrote:RFT, I'm going to request I be allowed to edit my "a little odd" quirk from won't kill rank and file CS to won't kill rank and file or civilians of anything. Obviously it doesn't apply to demons, but CS soldiers, thieves, bandits who back down, etc. One thing I realized is L.C. is mostly just tired of killing. He'll do it without hesitation, but he doesn't want to indulge that. He just wants to do his job, save people, bring back his people, without submitting to the mindless killing machine the CS trained him to be and his every instinct says he should be. It kind of crystallized when I was writing this response to the D-Goblin. I almost ordered the entire group into battle readiness and dropped his invisibility. I could have easily done it. But instead I decided on persuasion - something he's not good at when words are involved.
Anyway, I doubt you'll have any issue, but I wanted to clear it first.
I approve it for this application, so that you can post. I also placed it in custom to see if others think it would be useful in their games.Erin Sol wrote:Damage compensation: By sharing or enhancing a Techno-Wizard's connection to machinery the target subconsciously compensates for penalties inflicted by using damaged equipment.
For +1PPE the target can ignore 2 points of penalties to the affected skill from damaged equipment. As a replacement for the normal effects of a raise the amount of penalty ignored increases to 4 points.
I believe that is the current plan. Erin already posted a roll in Mac's to help Baron's Persuasion.BILLY BORG wrote:Is Baron willing to help with various junk yard negotiations? like vehicle storage and tech trades.
BILLY BORG wrote:The apc also has 2 mini railguns up front. Billy has "Rock and Roll" which adds to their effectiveness.
I would recommend fixing those over the lasers just because of the autofire. The drawback is that they are forward facing.
Okay, understandable.Sephia wrote:Guys, I think I'm going to need to drop out. RL has been a bit hectic, and I'm struggling to come up with interesting posts for Sephia far too often lately.
Yeah, I've had a think about it and I'm just going to spend the EP to put Sephia on ice until I feel more able to participate. Thanks for having me folks, hopefully I'll be back at a later date.High Command wrote:If you have the EP, stick Sephia in cold storage. I think she's an awesome character.
Also, it's the holidays and those are going to be slow (there's a site rule of relaxing posting requirements until Jan 2). You might stick it out until after. Just give it thought
Freemage wrote:Selling to Legion (assuming it's something the Legion has use for): 10% of market value. This is a standard finder's fee with the Legion, and should be granted for any gear that arrives in good condition.
Finding your own buyer. Roll Streetwise (remembering to add Charisma). Note that once you roll, you're stuck with the final result--you can't decide to go back to the Legion for the 10% price:
- Critical Failure: You get swindled, robbed or possibly run afoul of competitors (read: Black Market)
- Failure: You cannot sell the item this session/Quarter on the open market
- Success: 5% of list price
- Every Raise: +5% of list price; maximum of 25% of list price
The process of finding can be done once per week (or reasonable fraction thereof) of downtime. A character may attempt to sell similar items (say, a batch of weapons, or armor, or even identical vehicles) at once, but there's a flat -2 to the roll for batch sales.
- Connections Edge: If the Edge is with an appropriate faction (note that the Black Market is almost always appropriate), gain +4 to the Streetwise roll.
- I Know A Guy Edge: You get +4 to the roll, and the sale price cap rises to 50% of list.
- Market variance: If demand for the gear is higher than average in comparison to supply, then a +2 bonus is appropriate; if the item is one that has a very limited potential market, or which has already been glutted, -2
Per the Hangout, the cost of the special mods LC would like to add to the Bandito APC for the power armor docking and airlock on the roof will cost 100,000 credits. Does anyone have any objection to taking that 100,000 from the group pot before we split it up?RFT wrote:Due to the use of a Golden Benny I am treating this as maximum result.
I will add to Mac's description he is friendly to the 99 and you will receive +2 Charisma in future interactions.
In addition you will be able to sell the vehicles for the following values:
I will work out with Mike how to keep his new character in line with the reward options received by the rest of the group as his share will be sent to refuge for his heirs.
- 3.0 million for the Mark V (a full 30% of fair market value in trade or credits)
- 3.6 million for the Bandito APC (Most of which would be needed to fix up the mark V) (a full 30% of fair market value in trade or credits)
So by my simple math looks like including the 85,000 each from earlier you will have $513,571 each
Nice! Thanks, Rob!RFT wrote:To make all the math that much easier on me I will say after dividing everything this works out to an even $500,000 each after installing the special Power Armor hatch, that allows exiting or firing from half cover and the power armor grip rails.
This will use both of your remaining mods.