Group Fund Purchase Requests.

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Group Fund Purchase Requests.

Postby Consumer » Tue Oct 29, 2013 7:00 pm

Post as a reply what you think we should purchase with group funds, what fund it would come out of, and why you feel we need it. Purchases will be a group decision. If we split on something I will put up a poll. Please keep discussion in this thread limited to what we need to purchase.


NOTE: This is an OOC thread. Once you know you have been approved here to purchase something, it MUST be purchased (or attempted to be purchased -- you don't know what's available, I do) IN CHARACTER. if it doesn't happen IC, it doesn't happen at all.

Things you cannot sell here:
  • Anything listed in the catch-all thread under the Galactic Rogue merc company creation rules. Those items are owned by the Galactic Rogues and are LOANED to you for use -- your group does not own them.

Things you can buy/sell: Group funds are best used to buy expensive and/or non-GR supplied equipment. Want a Railgun or Devastator and not willing to wait until one is assigned to you? Need to sell group loot? THIS IS WHERE TO DO IT. Yes, you can sell your personal gear and add it with group funds for purchases. We will ensure a receipt is put on the item in your PC sheet showing partial ownership amounts.


Remaining Annual Funds:
Renewed Annually
Electronics: 25,000/15,000 Credits. (4/18/19 ~Consumer)
Medical: 750,000/750,000 Credits
Vehicle: 150,000/60,000 Credits (4/18/19 ~Consumer)
Weapons: 500,000/0 Credits (4/18/19 ~Consumer)
Mission Budget: 100,000/100,000 Credits (per mission)
Bank of Dracul Account: 6,600,000 Universal Credits. (Accessable by Group Leader) (4/18/19 ~Consumer)
Grimore Budget: 1,000,000 (11/7/15 ~Consumer)

Items supplied under the merc group creation rules are owned and loaned to you by the GR for your use. Those items are listed in the catch-all thread and improve over time when you obtain points for completed missions and add them to a specific category such as weapons or vehicles. They can't be sold, because they are simply "loaners" owned by GR.

However, anything you buy with group funds CAN be traded back at value for group funds to purchase better equipment. Why the difference? Because they aren't owned, maintained and loaned by the Supply Depot with what they have "on hand and available." They were bought and now maintained by YOU using your group funds. Therefore, you have a LOT more flexibility with how you handle them. They're still not "yours" -- they belong to GR (since those were GR funds that bought them), but in game terms, they are another form of "currency."

I hope this helps you better imagine and decide what should be purchased and what should be "borrowed"...
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Re: Group Fund Purchase Requests.

Postby Consumer » Tue Oct 29, 2013 7:01 pm

Railgun Rounds:
Standard Ammo: 4 rounds per 1 credit for human-sized weapons. 2 rounds per credit for giant-sized weapons.
Silver Ammo: 3 rounds per 1 credit for human-sized weapons. 3 round per 2 credits for giant-sized weapons. (Vampire Kingdoms, pg. 30)
Wood Ammo: 1 round per credit for human-sized weapons. 1 round per 2 credits for giant-sized weapons. (Vampire Kingdoms, pg. 30)

*Because Railgun Ammo is physical rounds fit in drums, not E-Clips, there is no free recharge.


Clips
Standard E-Clip: 9,000 credits. Recharge is 2000 credits.
SDC Rounds: MercOps, pg. 122

Missiles:
See pg. 256-257 of RUE

Explosives:
Fuses, detonators, etc.: MercOps, pg. 113-114
Fusion Blocks and other Explosives: RUE pg. 260

Camouflage:
Ghillie Suits: MercOps, pg. 109
Camouflage Netting: MercOps, pg. 109
Camouflage Sheets: Mercenaries, pg. 125
Camouflage Paint, Tape, Compact: Rifts GM Guide, pg. 186

Field Rations:
MercOps, pg. 115-116

Spell Scrolls: listed for sale prices only
If you find them, here are the typical prices (RUE, pg. 190)
Level 1: 5000
Level 2: 10,000
Level 3: 20,000
Level 4: 30,000
Level 5: 40,000
Level 6: 70,000
Level 7: 90,000
Level 8: 120,000
Level 9: 180,000
Level 10-15: 500,000 and up
Spells of Legend: TBD
*add 10% for offensive spells
**add 20% for metamorphosis and summoning spells
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Re: Group Fund Purchase Requests.

Postby Consumer » Thu Feb 13, 2014 10:09 pm

Holt Armor is fixed -144,000 credits from annual weapons budget.
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Re: Group Fund Purchase Requests.

Postby Consumer » Wed Feb 19, 2014 11:46 am

Sorrenson Drudge Repaired -104,000 credits from group fund.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Group Fund Purchase Requests.

Postby Consumer » Tue Feb 25, 2014 10:10 am

Medium Cyborg Combat Armor for Prothor: -26,000 credits from Weapons Budget.
"Death is the only true constant, for everything dies, but not everything truly lives."
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Re: Group Fund Purchase Requests.

Postby Consumer » Tue Feb 25, 2014 10:13 am

Grimores of Words of Truth, Superhuman Strength, ForceBonds, & Create Steel. -660,000 credits from group fund.
"Death is the only true constant, for everything dies, but not everything truly lives."
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Re: Group Fund Purchase Requests.

Postby Vortigern » Sun Nov 25, 2018 1:56 pm

Price Check requested on the following please.

Many of the items I am interested in are from Palladium Fantasy so the following seems apt for conversion of prices. However I'd still like to confirm my list and conversion etc.

Dimensional Outbreak, pg 65 wrote:Note: Many of the magic items from the Palladium Fantasy RPG® and Rifts® are available for sale. Take the gold piece price and multiply it by ten to get the cost in Universal Trade Credits (UTC).


1. Power Circles

PF Core, pg 247 wrote:Circle Costs:
...
Power Circles (only taught to Summoners): 70,000 to 150,000 gold per circle. Only dimensional Rift, teleport, power, death, power matrix and wonder cost 200,000-250,000+ gold each.


I would like to check availability and price for Power Matrix, Death, Command, & Healing.

2. Scrolls

- Summon Greater Familiar (lvl 10)(BoM, pg 136)

Intent: To cast this on Carbunckle and bind him as Vort's familiar.

Precedent, establishing the use of scrolls for summoning/binding a familiar is in Mysteries of Magic.

MoM1, pg 48 wrote:Sometimes a Half Wizard, Diabolist, Summoner or other Man of Magic will purchase a scroll with this spell on it, so he too can have a Familiar.


- Talisman (lvl 13)(BoM, pg 150)
-- Ruling Requested: Vortigern can cast several spells via various Circles that allow spellcasting. If Vort creates a Talisman via a scroll to contain qualifying spells could he then refill it himself when using his spellcasting Circles?

3. New Magical Items

Fright Mask (WE, pg 158) - Built instead as an independent item. (Price Given: 35-50k gold)
Fright Wig (PF Core, pg 258) (Price Given: 20-30k gold)

Ring: Fleet Feet x 9 (3 x 30k gold: 90k // 900k credits)

Ring: Tongues (WE, pg 160)(15k gold // 150k credits)

Ring: MA Boost (WE, pg 159)(30k gold // 300k credits)

Ring: PB Boost (WE, pg 159)(30k gold // 300k credits)

Ring: Spd Boost (+10)(WE, pg 159)(65k gold // 650k credits)

Boots of Fleetness (PF Core, pg 257)(30k gold // 300k credits)

Mage/Noble Robes (Leather of Iron, PF Core, pg 249)
- Base SDC 60 (30k gold)
- Additional Magical SDC 300 (6 x 10k: 60k gold)
-- Additional Physical SDC 20 (90 gold)
-- Built-in Naruni Super-Heavy Forcefield (to be provided from one of the two already in inventory)(110k credits for install/modification)
-Total: 90k Gold // 900k Credits

4. TW Items

- TW Repair Gun/Ray. (Mend The Broken) (single-function item, able to channel PPE through to achieve repairs)

- TW Beast Controller
--Repel Animals (lvl 4)(BoM, pg 102)
--Influence The Beast (lvl 5)(BoM, pg 107)
--Tame Beast (lvl 9)(BoM, pg 131)

- TW Shield Generator (Armor of Ithan or Cosmic Armor, single-function item)

5. Bionic Implant

Hacking Computer (Bionics Sourcebook, pg 87)(RE: 195k credits)

6.) Magical Items For Carbunckle

Boots of Fleetness (Converted to bracers?) (30k // 300k credits)

Claw Spurs (Based on Gargoyle Weapons, Triax1 pg base of 1d6)
- Additional Damage x 3 (+3d6) (3 x 8k: 24k gold // 240k credits)

Saddle? I'm looking for any examples of a magical saddle or the like to use as a base item for building something to go on Tigger, but so far I haven't found anything.

7.) General Gear/Tech.

MDC Flightsuit (Merc Ops, pg 109) (RE: 20k credits)
- + Environmental?
- + Multi-Optics Helmet (GMG, pg 189)(RE: 3400 credits)
- + Communications Helmet (GMG, pg 183)(RE: 5500-10k credits)
- + HUD Computer System (?, perhaps equivalent to the Portable Computer, GMG pg 186?) (?)

Intent: I would like to build Vort a light (even SDC) environmental suit with tech upgrades to wear in place of his traditional / low-tech gambeson under his armor. It shouldn't augment his defense appreciably aside from the environmental aspect, just give him access to technology/communications etc. Something roughly equivalent to a pilot's flight suit (without everything additionally usually worn with it) to form the bottom layer of his armor, while still wearing his fantasy style armor on top. The helmet upgrades I'd imagine would have to be custom built for his helmet.

- Computer Reference Libraries (GMG, 186)(28 x 200-400 credits)
-- Anthropology
-- Archaeology
-- Artificial Intelligence
-- Computer Hacking
-- Computer Operation
-- Computer Programming
-- Biology
-- Botany
-- History
-- Law (CCW, UWW, TGE)
-- Lore: Astral
-- Lore: D-Bee
-- Lore: Demons & Monsters
-- Lore: Dreamstream
-- Lore: Faerie Folk
-- Lore: Galactic Aliens
-- Lore: Geomancy & Leylines
-- Lore: Magic
-- Lore: Psychics & Psionics
-- Lore: Religion
-- Lore: Undead
-- Math
-- Mythology
-- Philosophy
-- Research
-- Xenology

Noble/Courtly Clothing, MDC
(Based on Executive MDC Trousers/Slacks + Business Suit Coat, NG2, pg 43)(1500 + 4500 (for leather) and Armored Executive Trench Coat (NG2, pg 42)(14k for leather) (Perhaps instead of faux leather these can be some kind of real MDC leather and thus a status/style symbol at the same time as being protective?)
- Built-in Naruni Super-Heavy Forcefield (280k credits)

8. Flying Platform

Flying platforms are found in Splynn, on page 178.

There are stats there for a "Taxi" style platforms with Rifts Earth grade technology. I would like Vort to acquire one that is more robust, perhaps with 3G grade grav-tech technology and/or TW systems, as well as being more armored and/or having a good force field installed. I'd be willing to spring for the more luxurious/opulent furnishings/fittings and to make them modular/removable, or for the deck to be reconfigurable via controls. The faerie-battery thing mentioned there is interesting but unless the price is actually considerably lower than that listed (60 million...) or I can find one that fell off a truck somewhere, simply infeasible. But the description of the battery itself makes them sound very rare, whereas the platform description states roughly half the TW Platform fleet in Splynn use them ... so that makes them sound not so rare. So ... Pally for you.

Intent: Aside from being a personal flying conveyance that can accommodate Vort, his summons/minions, and probably the whole group and all of their kit ... This would also serve as a platform for Vort to have prepared Circles that can travel with him. For the most part such a thing would be too valuable to risk in combat but instead I would see him using it as a mobile base / staging point so that he can keep gear/equipment and Circle prepared and close at hand.

9. Component Storage

I'd like a set of bags/containers/etc. for Vort's Circle components to keep them safe/fresh and available.

Dimensional Bag x 3
- Expanded Capacity & Weight mitigation. (Dimensional Pocket, PF Core, pg 209)
- Hardened (Extra SDC & convert to MDC)

Component Containers
- Large-ish collection of high tech and magical containers/flasks/jars etc. to contain components and keep them fresh/usable etc.

Animal/Specimen Containment/Cages
- Either high tech or magical small containers/cages for animals that put them into stasis via some means. Either cryo/quantum/phase storage or some such, or magically induced stasis etc. To be used for containing small-ish animals for Circle sacrifices and keeping them available in one of his component bags for emergencies.
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Re: Group Fund Purchase Requests. - WIP

Postby Érebos » Tue Apr 09, 2019 7:40 pm

I would like to request a pair of Neural Dusters (Merc Ops page 109) for Erebos.

Also, for group use: 3x NE-CS1 Cermalyte Black Nightsuits (DB8 page 36), some (3+) Phase Swords (DB2 page 124), some P-Field and OP-field units (3 of each), some (2 pair) Eyes of Thoth Reading Glasses (BoM page 333), 2x Psi-Blocker Helmets, 5x TW Silencers (BoM page 333), 5x IDF Commando Wristwatches (Merc Ops page 117), 3x NG Stalker Suits (Merc Ops page 87)

Grimoires of: Talisman, Astral Hole, Globe of Silence, Mystic Portal, and Create Magic Scroll

Spell research library (magical texts etc.) so we can modify existing spells per the PW rules, hopefully negating or reducing some of the penalties

Will add more as I find them... getting a list drawn up
Érebos, who often uses the alias "Nicodemus Obelius" as his identity when he does not want his real name known, and goes by the code name "Shroud" as well, when secrecy is paramount for missions
Current Status
S.D.C.: 91/91
Hit Points: 27/27
P.P.E.: 172/177

Current Conditions:

Weapons and Armor Worn or Carried
NE-3 Slim-Line "Gambler" Revolver (note: currently concealed)
NE-CW20 Camouflage Variable Armor: 80/80 M.D.C. (note: not currently worn)
  • Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill, only 21% chance to be detected by thermal/infrared, non-environmental

Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Re: Group Fund Purchase Requests.

Postby Az Rael » Thu Apr 11, 2019 3:17 pm

Can I get Price and availability on the following.

Book DB13 p 99

3 x Burning Ring
3 x Breaching Gel
5 x Hull Patcher

Book DB8 p 101
4 x EBA - Medium

Book DB8 p39 - Would like all four sets to be identical when finished
1 NE-BA26 Special Body Armor
Add features to 3 existing and 1 new
Thermo-Kinetic
Upgrades #3, 5, 6, 7, 8, 10 and 12
P.P.E.: 99 / 99
I.S.P.: 47 / 47
H.P.: 34 / 34
S.D.C.: 82 / 82

Perception Bonus: 49%
+15% in darkness or while in a shadow, +5% dealing with Vampires/Undead, +5% Ambush, backstabbing or shadow magic

Charm/Impress: 25%
Invoke Trust/Intimidate: 60%
Horror/Awe Factor: 12


Az Rael

Always On
  • Impervious to Shape-Changing/Metamorphosis (special)
  • Sense the Presence of Vampire and Vampire Intelligences (Special)
  • Sence Rifts and Ley Lines (special)


Combat Data
  • HTH Type: Commando lvl 5
  • Number of Attacks: 5 (+1 attack when in shadow or darkness)
  • P.P.E.: Channel 9 P.P.E per attack
  • Initiative Bonus: +4
  • Strike Bonus: +6 (+2 attack when in shadow or darkness)
  • Parry Bonus: +7 (+2 attack when in shadow or darkness)
  • Dodge Bonus: +7 (+2 attack when in shadow or darkness)
  • Entangle: +2
  • HTH Damage Bonus: +4
  • Bonus to Roll w/Punch: +3
  • Bonus to Pull a Punch: +5
  • Bonus to Disarm: +1
  • Bonus to Automatic Body Flip: +1
  • Bonus to Automatic Dodge: +3


Saving Throw Bonuses
  • Coma/Death:
  • Magic (varies): +2
  • Lethal Poison (14+):
  • Non-Lethal Poison (16+):
  • Insanity (12+): +8
  • Psionics (varies): +8
  • Mind Control via psionics or drugs: +1
  • Horror Factor (varies): +9
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Re: Group Fund Purchase Requests. - WIP

Postby Consumer » Mon Apr 15, 2019 11:01 am

2 Neural Dusters (Merc Ops page 109)
Cost: 12,000 Credits each.
Availability: Uncommon

3 NE-CS1 Cermalyte Black Nightsuits (DB8 page 36)
Cost: 14,000 credits each.
Availability: Uncommon

(3+) Phase Swords (DB2 page 124)
Cost: 30,000 credits each.
Availability: Rare.

3 P-Field
Cost: 25,000 credits each.
Availability: Rare

3 OP-field units
Cost: 60,000 credits each.
Availability: Rare

2 Eyes of Thoth Reading Glasses (BoM page 333)
Cost: 20,000 credits each.
Availability: Very Rare

2 Psi-Blocker Helmets
Cost: N/A
Availability: Unavailable.

5 TW Silencers (BoM page 333)
Cost: 30,000 credits each.
Availability: Very rare.

5 IDF Commando Wristwatches (Merc Ops page 117)
Cost: 2,000 credits each.
Availability: Uncommon

3 NG Stalker Suits (Merc Ops page 87)
Cost: 13,000 credits each.
Availability: Uncommon

Grimoire of Talisman
Cost: N/A
Availability: Unavailable

Grimoire of Astral Hole
Cost: N/A
Availability: Unavailable

Grimoire of Globe of Silence
Cost: N/A
Availability: Unavailable

Grimoire of Mystic Portal
Cost: N/A
Availability: Unavailable

Grimoire of Create Magic Scroll
Cost: N/A
Availability: Unavailable

Spell research library (magical texts etc.)
Note: this is abstract; how much are you willing to spend on it?
3 Burning Ring Book (DB13 p 99)
Cost: 45,000 credits each
Availability: Rare

3 Breaching Gel Book (DB13 p 99)
Cost: 75,000 credits each.
Availability: Rare

5 Hull Patcher (Book DB13 p 99)
Cost: 18,000 credits each.
Availability: Common

4 EBA - Medium (Book DB8 p 101)
Cost: 75,000 credits each
Availability: Common

1 NE-BA26 Special Body Armor (Thermo-Kinetic w/ Upgrades #3, 5, 6, 7, 8, 10 and 12) (DB8 p39)
Cost: 225,000 Credits.
Availability: Uncommon

3 Add Upgrades #3, 5, 6, 7, 8, 10 and 12 Book (DB8 p39)
Cost: 125,000 credits per suit.
Availability: Uncommon
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Group Fund Purchase Requests. - WIP

Postby Jack McDermott » Wed Apr 17, 2019 11:22 am

2 Neural Dusters (Merc Ops page 109)
Cost: 12,000 Credits each.
Availability: Uncommon

Invoke Trust/Intimidate: 60% vs 1d100 = 9
Lore: Magic--General Knowledge: 50% vs 1d100 = 96
Research 65% vs 1d100 = 48

3 NE-CS1 Cermalyte Black Nightsuits (DB8 page 36)
Cost: 14,000 credits each.
Availability: Uncommon

Invoke Trust/Intimidate: 60% vs 1d100 = 54
Lore: Magic--General Knowledge: 50% vs 1d100 = 56
Research 65% vs 1d100 = 27

5 IDF Commando Wristwatches (Merc Ops page 117)
Cost: 2,000 credits each.
Availability: Uncommon

Invoke Trust/Intimidate: 60% vs 1d100 = 53
Lore: Magic--General Knowledge: 50% vs 1d100 = 20
Research 65% vs 1d100 = 61

3 NG Stalker Suits (Merc Ops page 87)
Cost: 13,000 credits each.
Availability: Uncommon

Invoke Trust/Intimidate: 60% vs 1d100 = 98
Lore: Magic--General Knowledge: 50% vs 1d100 = 96
Research 65% vs 1d100 = 19

5 Hull Patcher (Book DB13 p 99)
Cost: 18,000 credits each.
Availability: Common


4 EBA - Medium (Book DB8 p 101)
Cost: 75,000 credits each
Availability: Common


3 Add Upgrades to existing NE-BA26 Special Body Armor #3, 5, 6, 7, 8, 10 and 12 Book (DB8 p39)
Cost: 125,000 credits per suit.
Availability: Uncommon

Invoke Trust/Intimidate: 60% vs 1d100 = 67
Lore: Magic--General Knowledge: 50% vs 1d100 = 27
Research 65% vs 1d100 = 63

Would like to move forward with these. All equipment purchased before leaving and delivered to the wrong ship before departure. Should be 1 successful roll for uncommon I believe.
[H.P.: 17/17
S.D.C.: 59/59
Perception: 30%
Invoke Trust/Intimidate: 15%/25%

Character Sheet
Saving Throw Bonuses
  • Coma/Death: +10%
  • Magic (varies):
  • Lethal Poison (14+): +2
  • Non-Lethal Poison (16+): +2
  • Insanity (12+): +1
  • Psionics (varies): +1
  • Horror Factor (varies):

Combat Data
  • HTH Type: Expert
  • Number of Attacks: 5
  • Initiative Bonus: +1
  • Strike Bonus: +3
  • Parry Bonus: +5
  • Dodge Bonus: +5
  • HTH Damage Bonus:
  • Kick Attack: 1D8 damage
  • Bonus to Roll w/Punch: +6
  • Bonus to Pull a Punch:
  • Bonus to Disarm:
  • Automatic Knockout on natural roll of 20

NE-BA-30 Light Body Armor
M.D.C. by Location:
  • Head/Helmet - 50/50
  • Arms -30 /30
  • Legs - 40/40
  • Main Body -60 /60
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Re: Group Fund Purchase Requests.

Postby Consumer » Wed Apr 17, 2019 10:14 pm

All Items purchased, money taken out of budget. All items added to group gear.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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