Talk:Our Loot
--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 between 25-30% 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.