Difference between revisions of "Talk:Our Loot"

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Well that is all I can come up with for now.  What do you all think?
 
Well that is all I can come up with for now.  What do you all think?
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--[[User:Gdaze|Gdaze]] 13:15, 11 April 2007 (MST)Thanks for the prices Ben!  I'm also listing this to see what the group thinks.  If we want some of these can we just post it?  Or is there a vote going on?  Seems the power suits may be out of the question... as they are quite costly.

Revision as of 14:15, 11 April 2007

--BenofZongo 21:31, 8 April 2007 (MST)Remember that Salo indicated that her character installed security systems on the ship, quite good, albeit unorthodoxt ones, so you should spend some $$$ on that.

--Gdaze 14:02, 10 April 2007 (MST) Can we just make changes to loot if we want? Like any of us?

--Edmiao 16:37, 10 April 2007 (MST) The group bought stuff last time. I think expensive purchases should be approved by the group, but any this or that I would say go for it, we have a lot of cashola left. I suspect we can buy whatever before gametime friday. Ben said that in gametime, we can spend a storytelling point to "have bought" stuff with the cashola left.

--BenofZongo 17:07, 10 April 2007 (MST)I'd suggest you talk a little bit about what might be useful: once we start on Friday, the money that's spent is spent. Group loot should not equal a cash reserve: it's useful items that your group has acquired. With that in mind, I'd like to point out that your group has spent somewhere around 70% of it's ship loot in body armor. Also, I should point out that the loot list I put together is a far cry from comprehensive: I started work on it, but I haven't had time to work it over to include everything, nor do I plan to as long as the group is doing lots of different activities. If you want a certain kind of equipment, you should post or send me an email asking me about the necessary equipment for x activity, and I'll tell you what that stuff might be or how much it would cost. If you don't ask, don't expect that the stuff on the list I made will be "sufficient" for any activity you might come up with (for instance, an archeological kit includes things like carbon dating, baggies/mini-archeo chambers, forceps, microscopes, and various chemicals, but it doesn't include drills, tents, large tables, chairs, front loaders, etc. I will not entertain the "well, my character has a +whatever in that skill, I would have known that we need that kind of stuff" as an argument once you are in the thick of a dig/rescue op/smuggling run/whatever (at least not without the expenditure of storytelling). If you think your character would know, ask about it beforehand.

--Matts 21:23, 10 April 2007 (MST)What's the neccesary equipment for piloting?

For Piloting: A ship, two hands and two feet, or, barring those, a neural processor and interface plugs (Equipment +1).

For navigation: neural processor/interface plugs in the case of your ship.

Both of these professions might like to have space suits (although almost nobody wears them when doing these jobs...), since they can't exactly scramble for one if the hull is breached or the oxygen cyclers get blown away. In the case of the pilot, a space suit with low encumberance would be excellent, since EV will subtract from his piloting ability.

--Gdaze 23:34, 10 April 2007 (MST) Do we have to be that specific? Could we purchase like "General engine repair kit" or something like that? I just think if we get into specifics about every piece of equipment it could cause a lot of stress.

--BenofZongo 00:21, 11 April 2007 (MST)For the most part, yes: that's why I made an archeology kit, etc. You can get a "repair kit" as well, and how good it is is represented by how much it adds to repair rolls. But an archeology kit doesn't include mining equipment, for instance, so if you have to dig a big hole to get at ruins, an archeology kit isn't going to cut it. I don't need you to describe to me every piece of equipment you want, but I'm also not going to just hand you every piece of equipment that you want when you want it just because you bough "general field kit A, B, and C". If you've considered what you might need, it's fair to say that you'll have all the bells and whistles for the eventualities discussed. So your general repair kit that you mentioned would include all basic tools, but it probably wouldn't include stuff like spare parts. Bottom line: I don't need an itemized list, but the onus is on players to think about shit they might need.


--Matts 10:28, 11 April 2007 (MST)But we have near no idea what might be required most of the time. Archeo artifacts might be in space hulks, needing welding equipment, or they might be underground, needing digging equipment, or they might be in zeppelins in a gas giant, or they might be in Gabe's mom. We can think about this shit all day long and come up with a million things we need; what if our guesses don't match your specific ideas of what we'll need? What happens if we screw the pooch in terms of our gear, we have no money left, and equipment that won't help us?

--BenofZongo 11:09, 11 April 2007 (MST)First off, I have no specific ideas about what you'll need. I do have specific ideas about the level of planning that goes into a given activity. I've been on an archeological dig, and it's not something where you just pack the car and drive out to ye olde archeological site, drag precious artifacts out of the dust, and go home with your lootz. Also, like I said, I'm not suggesting you get the specific gear for every possible mission, just that it might be worth considering what kind of general gear you might have use for. Apparently, it was foolish of me to bring this up, since I guess that's what you guys did when you made the loot list in the first place. The reason I'm not allowing you to keep, say, 300000 credits in the bank is because I think the wheeling and dealing that will be involved in getting stuff you want in game will be more interesting than having everything come out of an expense account.
Anyways, I'm sorry I brought it up. You are correct, you can't possibly anticipate gear that you will need, so I guess just spend it on whatever you think is cool.

--Matts 11:55, 11 April 2007 (MST)I understand now what you're getting at though.

As an aside, did we get any medical equipment, and how much did we get? Also, were we planning on getting into so many fights that we need that body armor? My character certainly won't be wearing it every time he gets off the ship.

--Gdaze 12:11, 11 April 2007 (MST) Well after looking at the list, here are some things I feel we could use but are not listed yet.

!!!WARNING!!! *-*THIS IS GOING TO BE A FREAKING LONG LIST*-* You have been warned, but read anyway, PEON!

1. Plasma Torchs (also if possible one that can operate in space) --BenofZongo 12:30, 11 April 2007 (MST)Included in general repair kit as well as in your repair bay
2. Drills (I don't think I saw these) --BenofZongo 12:30, 11 April 2007 (MST)prices already listed. The plasma one goes faster, makes less noise, and is considerably lighter
3. Mine Shaft Components --BenofZongo 12:30, 11 April 2007 (MST)priced as marked
4. erased
5. erased
6. Mirco Googles (Not sure these exist. Esstianlly a high tech piece of equipment worn over the head that can zoom in on artifacts, or perhaps it can zoom in on mechanics to help our mechanic. Any thoughts?) --BenofZongo 12:30, 11 April 2007 (MST)one pair is included in an archeology kit, as well as in an electronics repair kit (same price as general repair.) Note that the fold magnification is not that high, because your head moves too much for this to be useful (probably maxes out at 100x). The archeology kit and the electronic repair kit include a USB microscope to 1000x or more. The repair bay and med bay also include such a microscope.
7. Diving Suits (I really think we should get at least 3 of these, and I mean full scubba gear as lots of underground places have lots of water, which brings up...) --BenofZongo 12:30, 11 April 2007 (MST)priced as marked
8. Water Pump, gas powered. --BenofZongo 12:30, 11 April 2007 (MST)basically everything is electric, because it can be charged off the ship's fusion reactor. per gallon per minute, the price is 50 credits.
9. Magnetic Straps (Again not sure if these exist. Basically a collection of strong wires in the form of a net. They can be wrapped around slavage in space and then connected to the hull of our ship or another space craft. Basically a way to hull large amounts of salvage in space.) --BenofZongo 12:30, 11 April 2007 (MST)this is a very simple tug setup: you guys have a tug, so you have a fancy version of this already. as for random bits, you do not want to strap them to the outside of your ship, which is a finely precision crafted hull. They should go in the cargo hold.
10. Powered exo-skeleton (For heavy lifting, nothing armored, thinking Aliens or something like that.) --BenofZongo 12:42, 11 April 2007 (MST)A linear frame. An Aliens style loader, with enough strength to lift about 10 tons, costs 30,000 credits.
11. Flares (both normal and ones for space) --BenofZongo 12:42, 11 April 2007 (MST)All flares currently available burn independent of oxygen. But using them in space is like trying to signal a person with a burst of electrons.
12. Fish Tank with fish (for the ship, it would add some atmosphere) --BenofZongo 12:42, 11 April 2007 (MST)250 credits, with install.
13. Booze --BenofZongo 12:42, 11 April 2007 (MST)a 10 pack of standard booze is 10 credits. Nutrient fortified is 25.
14. TNT. Explosives are regulated and expensive. per D4 of heavy damage, the cost is 250 credits. per d6, 500. per D10, 2000. Having anything other than the D4 kind on board is cause for seizure of your ship in many places.
15. Office Supplies (What??? They are important!) --BenofZongo 12:42, 11 April 2007 (MST)Free
16. At least 2 Personal Computers, IE PDAs. These two of course would be linked, as well as linked to some general information from the ship.--BenofZongo 12:42, 11 April 2007 (MST) 100 credits apiece, with link to ship's computer.
17. Inflatable Boats (2) Yeah thats right, for water landings. We are in a space ship and if we ever crash in the middle of an ocean I want to be prepared! --BenofZongo 12:42, 11 April 2007 (MST)50 credits each.
18. Space Salvage Suit (I don't think this exists, but maybe? Basically a very light exo-skeleton that is also a space suit. Equiped with a few thrusters and magnetic points, such as the boots. It also has power hydrolic or whatever claws plus a built in plasma torch, as well as lights on the shoulders and head.) --BenofZongo 12:42, 11 April 2007 (MST)I'll put together price/stats for this when I get around to powered armor.
19. There is this really cool device in one of the Chrome books that is this kinda bot thingy that has a bunch of arms and repair equipment on it. I say we check this out and pick one up. Ben could you give us a price? --BenofZongo 12:42, 11 April 2007 (MST)This would be a specialized repair bot. price is already listed, I think.
20. DvD or whatever player with large screen --BenofZongo 12:42, 11 April 2007 (MST)100 credits.
21. Board games --BenofZongo 12:42, 11 April 2007 (MST)Free.
22. Several sealed card decks (for Matt's character)--BenofZongo 12:42, 11 April 2007 (MST)Free
23. General bath supplies (enough for 5 months) --BenofZongo 12:42, 11 April 2007 (MST)100 credits
24. UV lights --BenofZongo 12:42, 11 April 2007 (MST)20 creds a piece.
25. Some potted planets, like tometos. I dunno if we could grow these on the ship though, maybe no space. --BenofZongo 12:42, 11 April 2007 (MST)Free
26. Grenades --BenofZongo 12:42, 11 April 2007 (MST)expensive: I don't have the prices down yet, but expect 50-100 credits each.
27. Raining weather clothing --BenofZongo 12:42, 11 April 2007 (MST)200 a person for good stuff. 25 for ponchos.
28. Extreme cold clothing --BenofZongo 12:42, 11 April 2007 (MST)200 for good stuff.
29. Dessert clothing --BenofZongo 12:42, 11 April 2007 (MST)200. 'enviro-suits' that adjust to weather are 1000 but are good for any kind of reasonable weather (ie, not vaccuum).
30. SPARE TIRES FOR TRUCK AND MOTORCYCLES, AT LEAST ONE SET. --BenofZongo 12:42, 11 April 2007 (MST)100 for 1 spare set for all your vehicles.
31. General Parts - Is this allowed? Like say 1000 worth of repair/spare parts to use on various things that break down? --BenofZongo 12:42, 11 April 2007 (MST)sure.
32. General Eletronic parts - Same as above.
33. General Cleaning Supplies - For when Matt cleans up at the tables, OOOOOOOH SNAP! --BenofZongo 12:42, 11 April 2007 (MST)free
34. Weights --BenofZongo 12:42, 11 April 2007 (MST)250 for a good set.
35. Laundry Machines - Part of ship? --BenofZongo 12:42, 11 April 2007 (MST)nope: 250 credits.
36. Refridgerator - Should this have been part of the ship...?--BenofZongo 12:42, 11 April 2007 (MST) yes, crew quarters come with a fridge and a deep freeze.
37. Doo Dads (Lighters, magnify glass, rags, batteries, etc) Like maybe 40 bucks worth.

  • pant wheez* Damn this is a lot, but hey we are in space and I'm gonna try to cover all bases!

38. One HUD computer. This one would go around a person's head, maybe over one eye. It would be similar to the Town Square Marge whatever it is called from Cyberpunk, but not cybernetic. Hmmm, OR just buy Dieter a cybernetic eye with zooming ability plus this. I dunno, thoughts? --BenofZongo 12:42, 11 April 2007 (MST)500 credits
39. Stero, or Ipod or whatever. Some kinda music system.--BenofZongo 12:42, 11 April 2007 (MST)free.
40. Tarps --BenofZongo 12:42, 11 April 2007 (MST)in archeo kit.
41. Heavy Duty Chopping Knives. --BenofZongo 12:42, 11 April 2007 (MST)25 apiece
42. Candles --BenofZongo 12:42, 11 April 2007 (MST)free
43. One of those things you put outside that acts like a fire providing warmth.--BenofZongo 12:42, 11 April 2007 (MST)enviro suit covers this, but an independent device is about 100.
44. Some spare gas, but do they even use this? Seems they don't.
45. Commucation Array, allowing those of us on the field to use our computers and communcation gear far from ship.--BenofZongo 12:42, 11 April 2007 (MST)your sensor array includes this
46. Flash Lights --BenofZongo 12:42, 11 April 2007 (MST)10 eahc
47. Kitchen Supplies --BenofZongo 12:42, 11 April 2007 (MST)free
48. Riveting Gun - For repairs on the ship --BenofZongo 12:49, 11 April 2007 (MST)part of repair kit and repair bay.
49. At least 10 gallons of fresh water. --BenofZongo 12:49, 11 April 2007 (MST)ship has water recycling capabilities as part of crew quarters/life support.
50. Salt --BenofZongo 12:49, 11 April 2007 (MST)Free up to 1kg.
51. 5 month supply of vitemins --BenofZongo 12:49, 11 April 2007 (MST)for 8 people, 100 credits.
52. Backpacks --BenofZongo 12:49, 11 April 2007 (MST)how big, how good? basic pack, 50 credits. big, 100, with small antigrav devices to lighten the load, and gyroscopic stabilizers, 1000.

Well that is all I can come up with for now. What do you all think?


--Gdaze 13:15, 11 April 2007 (MST)Thanks for the prices Ben! I'm also listing this to see what the group thinks. If we want some of these can we just post it? Or is there a vote going on? Seems the power suits may be out of the question... as they are quite costly.