Shopping and Headquarters Purchase Thread

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GM: General Disarray
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General Disarray
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Shopping and Headquarters Purchase Thread

Post by General Disarray »

This thread is for locating your HQ and buying any items you desire with your 13 million dollar payday. Normal Rifts purchase rules for gear.

Headquarters, find what you want with whatever features. I will do my best to develop a fair method of assigning cost to the location.
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John Altfeld
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Re: Shopping and Headquarters Purchase Thread

Post by John Altfeld »

Armor

Titan Plate Armor UNCOMMON AVAILABILITY
Non-environmental armor: 85,000 credits
https://www.explorersunlimited.com/eu/v ... 1#p1352471
Invoke Trust: / 35%
Appraise Goods: / 76%
Barter: / 66%
Research: / 56%


Naruni Super-Heavy Forcefield integrated into the above Titan Plate – UNCOMMON AVAILABILITY
280,000 credits for the integral model (N-50B)
https://www.explorersunlimited.com/eu/v ... 8#p1358098
Invoke Trust: / 35%
Appraise Goods: / 76%
Barter: / 66%
Research: / 56%


Operator Enhancement to the FF and Titan Plate
Whatever it costs to hire someone (preferably of 8th level, thus a flat 20% boost) to enhance the two above items.

Armored Tank Long Coat - COMMON AVAILABILITY
Cost: 22,500 credits
+3,500-7,000 credits for faux leather or custom colors/patterns – Light Grey, please. Not sure if that’s custom color.
https://www.explorersunlimited.com/eu/v ... 0#p1352470

Real Estate

An Office in MercTown Plaza
On page 39 of MercTown in the upper right column, it lists rental prices for offices in Mercenary Plaza. This states that a "small office" costs 5000 credits per month. As per both the GChat and Will's in-adventure thread post, we're willing to pay a year's rent up front out of group funds. They describe a "standard" office as consisting of a lobby and six individual office spaces. If that means a "small" is a lobby and individual office, that's fine. If it's the "standard" that's also fine.

There was also talk about upgrading to the next level up of office (which may be the 'standard' described above?) which is 15,000 credits per month. Also easily covered from group funds, but probably need to double-check once purchasing starts.

A Home in the Mystic Quarter
With the goal of becoming a citizen of MercTown, I’d like to buy a home in the Mystic Quarter. Preferably in one of the spaces near Kraskut Manor or on the sightline to the south of the Collegiate (nothing nefarious, those just seem like the places where you’re not shoved right up against other buildings).

Weird Stuff

A Pet Panthera ThrinaxUNCOMMON AVAILABILITY? RARE?
Page 32 of Dinosaur Swamp (listed as 1,000 credits in value). Other pricing guidelines for ‘weird’ animals appear on page 76 of MercTown in the Bestiary of the Bizarre entry, but I’m not willing to pay more than 100,000 for what is going to just be a vanity pet.
Invoke Trust: / 35% - Success if Uncommon, Failure if Rare.
Appraise Goods: / 76%
Barter: / 66%
Research: / 56%
Lore: Cattle & Animals: / 56%


Wardrobe Amulet (Splynn Dimensional Market pg. 29, Enchanted Apparel entry) – VERY RARE
500,000 Credits for “standard” wardrobe amulet (having one outfit include face covering would be neat, but up to you)
Invoke Trust: / 15% (35% - 20% for Very Rare)
Appraise Goods (Magic Focus RUE pg. 323): / 56% (76%- 20% for Very Rare)
Barter: / 46% (66% - 20% for Very Rare)

Research: / 36% (56% - 20% for Very Rare)
Lore: Magic: / 66% (86% - 20% for Very Rare)

Rue Wand (England pg. 32, but we have a local herbalist shop, oddly) – VERY RARE
1,000,000 credits
Invoke Trust: / 25% (35% - 20% for Very Rare - +10% for Favorable Contacts)
Appraise Goods (Magic Focus RUE pg. 323): / 56% (76%- 20% for Very Rare)
Barter: / 46% (66% - 20% for Very Rare)
Research: / 36% (56% - 20% for Very Rare)
Lore: Magic: / 66% (86% - 20% for Very Rare)

Re-rolling Appraise Goods using Powerful Contact: Geoffrey "Geoff" Blackman - / 66% (76%- 20% for Very Rare - +10% for Powerful Contact reroll)
Re-rolling Lore: Magic using Powerful Contact: Menelaus Clotho - / 76% (76%- 20% for Very Rare - +10% for Powerful Contact reroll)
Dice rolls
1d100: [5] = 5
1d100: [40] = 40
1d100: [46] = 46
1d100: [9] = 9
1d100: [32] = 32
1d100: [23] = 23
1d100: [46] = 46
1d100: [6] = 6
1d100: [34] = 34
1d100: [5] = 5
1d100: [56] = 56
1d100: [52] = 52
1d100: [35] = 35
1d100: [11] = 11
1d100: [56] = 56
1d100: [31] = 31
1d100: [38] = 38
1d100: [39] = 39
1d100: [97] = 97
1d100: [96] = 96
1d100: [74] = 74
1d100: [79] = 79
1d100: [24] = 24
1d100: [93] = 93
1d100: [81] = 81
Last edited by John Altfeld on Wed Dec 28, 2022 11:55 am, edited 2 times in total.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Jack Killian
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Re: Shopping and Headquarters Purchase Thread

Post by Jack Killian »

Shopping and HQ Purchase Thread


Jack contributes some of his funds for an office.

He gets his NG-EX10 Gladius Light Exo-Skeleton Battle Armor repaired or a new suit

He is looking for an around town ride

Naruni Enterprises Armor

N-F50 B Superheavy Force Field 280,000 credits for the integral model (N-50B) for NG-EX10 Gladius Light Exo-Skeleton Battle Armor

uncommon availability

Invoke Trust/Charm & Impress*40/30 1d100: [52] = 52
Research 98 1d100: [86] = 86
Roadwise/Streetwise*61 1d100: [77] = 77

NG-A70 Mk II Sky King Cost: 1.5 million credits, and up, for a new, undamaged, fully powered Sky King 2 complete with laser, mini-missiles, and rail guns.
Fair availability.

Invoke Trust/Charm & Impress*40/30 1d100: [44] = 44
Research 98 1d100: [30] = 30
Roadwise/Streetwise*61 1d100: [67] = 67

Cost: 80 credits per round or 10,000 credits for a box of 144 rounds; common availability in Black Market outfits, uncommon availability elsewhere in North America

Invoke Trust/Charm & Impress*40/30 1d100: [33] = 33
Research 98 1d100: [26] = 26
Roadwise/Streetwise*61 1d100: [87] = 87
"Flash Fry, put another Shrimp on the Barbie" Gmail: Sinder.JKing@gmail.com
OOC Comments
Jack Killian
OOC Comments
P.P.E.: 4
I.S.P.: 196/196
H.P.: 42/ 42 MD
S.D.C.: 90/ 90

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
Helmet: 80
Arms: 55 each
Legs: 80 each
Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
Features:
Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8

Weapon Carried:

CP-50 "Dragonfire" Assault Pulse Laser and Grenade Launcher
Range:
Laser: 2,000'
Grenade Launcher: 1,200'
Damage:
Single shot: 2d6 M.D.
Burst: 6d6 M.D.
Grenade: 2D6 M.D. to a 12' area of effect
Micro-fusion grenade: 6d6 M.D. to a 12' area of effect
Rate of Fire: Single shots or 3-shot pulse bursts only; 1 grenade or 4-grenade bursts only
Payload:
E-Clip: 21 shots

Altess Eviscerator (Patron Item)
Damage: 6D6
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6

MP-3 MageFire Bolt Pistol

Range: 500'
Damage: 3D6+3 M.D.

NeraTech Pn-50 "Splatter Gun"
Range: 60', Payload: 18/clip,
2 clips (current)Acid: 4D6 S.D.C. or 2D6 M.D. to a 3 foot radius.

CN-1 Net

Skorblade Short Sword
Damage: 1D8 M.D.
Weight: 3 lbs.
Features: excellent balance and craftsmanship
Modifiers: +1 to strike and parry
Book Reference: p.152, MercOps

TW "Dragonfire" Flamethrower
Range: 100'
Damage: single Shot: 1D6x10 M.D.
Spray: 1D6x10 M.D. to all targets in a 100' long & 10' wide arc (3 APM)
Rate of Fire: single shots & sprays only
Payload: 5 blasts per P.P.E. clip
Weight: 8 lbs.



Sense the Presence of Spirits Amulet

The amulet changes color whenever an entity is within 100'

Image
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Ash, the kid (Theros)
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Re: Shopping and Headquarters Purchase Thread

Post by Ash, the kid (Theros) »

Rolls in trying to quire items if need be
Intelligence 55% 1d100: [28] = 28 passed
Lore: Dimensions 56% 1d100: [82] = 82 fail
Lore: Demons and Monsters 70% 1d100: [84] = 84 fail
Lore: Faeries & Creatures of Magic 50% 1d100: [11] = 11 passed
Charm/Impress 10% 1d100: [80] = 80 fail

Two TW Thundergun Revolver. New West page 215, & Rifts book of magic pg 324: fair availability
Cost: Gun: 70,000 x2 =140,000

Silver bullets:14 boxes (144 per box) per case ( 2016 rounds) in total comes to 5600 credits

viewtopic.php?p=1374535#p1374535


1 DOzen (12)
Plasma: Cost: 350 credits. (total: 4,200)
Effective Range Throwing a Grenade: About 40 yards/l 20 feetl36 m.
Black Market Cost: Good availability.
Intelligence 55% 1d100: [13] = 13
Lore: Dimensions 56% 1d100: [80] = 80
Lore: Demons and Monsters 70% 1d100: [74] = 74
Lore: Faeries & Creatures of Magic 50% 1d100: [60] = 60
Charm/Impress 10% [roll=]1d100[/roll]

12 Globe of Daylight Arrow (36' illuminated AoE, does not move after reaching target area, 50% to break each time used) 2,000 credits each (24,000 total); Uncommon availability in magic communities, rare elsewhere
Intelligence 55% 1d100: [31] = 31
Lore: Dimensions 56% ] 1d100: [20] = 20
Lore: Demons and Monsters 70% ] 1d100: [92] = 92
Lore: Faeries & Creatures of Magic 50% ] 1d100: [55] = 55
Charm/Impress 10% ] 1d100: [83] = 83

NA-SW4 M.D.C. Bow Cost: 18,000 credits; rare availability in North America
Intelligence 55% ] 1d100: [40] = 40
Lore: Dimensions 56% ] 1d100: [27] = 27
Lore: Demons and Monsters 70% ] 1d100: [19] = 19
Lore: Faeries & Creatures of Magic 50% ] 1d100: [82] = 82
Charm/Impress 10% ] 1d100: [59] = 59

Flare bolt: 100 credits each (12=1200); common availability
Intelligence 55% 1d100: [12] = 12
Lore: Dimensions 56% 1d100: [39] = 39
Lore: Demons and Monsters 70% 1d100: [28] = 28
Lore: Faeries & Creatures of Magic 50% 1d100: [69] = 69
Charm/Impress 10% 1d100: [32] = 32

S.D.C. wooden stake: 5 credits each (24=120); uncommon availability
Intelligence 55% 1d100: [96] = 96
Lore: Dimensions 56% 1d100: [34] = 34
Lore: Demons and Monsters 70% 1d100: [18] = 18
Lore: Faeries & Creatures of Magic 50% 1d100: [59] = 59
Charm/Impress 10% 1d100: [90] = 90

M.D.C. bolt: 100 credits each (24=2400); common availability
Intelligence 55% 1d100: [25] = 25
Lore: Dimensions 56% 1d100: [84] = 84
Lore: Demons and Monsters 70% 1d100: [71] = 71
Lore: Faeries & Creatures of Magic 50% 1d100: [66] = 66
Charm/Impress 10% 1d100: [63] = 63

Explosive bolt: 400 credits each (12=4800); common availability
Intelligence 55% 1d100: [93] = 93
Lore: Dimensions 56% [rol=50919]1d100[/roll]
Lore: Demons and Monsters 70% 1d100: [36] = 36
Lore: Faeries & Creatures of Magic 50% 1d100: [84] = 84
Charm/Impress 10% 1d100: [27] = 27

24 arrow Quiver Possibly 800 since a gun holster is 400
Intelligence 55% 1d100: [23] = 23
Lore: Dimensions 56% 1d100: [33] = 33
Lore: Demons and Monsters 70% 1d100: [34] = 34
Lore: Faeries & Creatures of Magic 50% 1d100: [64] = 64
Charm/Impress 10% 1d100: [2] = 2

2 gun holsters common availability 400 each =800

Water Sword TWW-1000: Cost: 25,000 credits; rare availability in the southwest, very rare availability elsewhere
Intelligence 55% 1d100: [2] = 2
Lore: Dimensions 56% 1d100: [63] = 63
Lore: Demons and Monsters 70% 1d100: [97] = 97
Lore: Faeries & Creatures of Magic 50% 1d100: [20] = 20
Charm/Impress 10% 1d100: [49] = 49

Lightning Axe Cost: 95,000 credits; uncommon availability in Stormspire; rare availability elsewhere
Intelligence 55% 1d100: [84] = 84
Lore: Dimensions 56% 1d100: [96] = 96
Lore: Demons and Monsters 70% 1d100: [89] = 89
Lore: Faeries & Creatures of Magic 50% 1d100: [10] = 10
Charm/Impress 10% 1d100: [20] = 20

Total spent 321,920
Dice rolls
1d100: [80] = 80
Last edited by Ash, the kid (Theros) on Mon Jan 23, 2023 3:02 pm, edited 2 times in total.
Theros
Description
Outside of his armor's, appears to be a early teenager, despite his age. Dark red hair (Auburn) Light Blue/Grey eyes, sparse freckles on body, tall, athletic build. He has his marks of heritage on his wrists as do every True Atlantean, he wears leather bracers over them outside of his armor's. Tattoos are placed mainly on his torso, so not as visible if worn with regular clothing.
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William Summers
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Re: Shopping and Headquarters Purchase Thread

Post by William Summers »

Will goes shopping for "The Kid":

Not rolling for Common items, as those don't require a roll per the rarity rules.

Two TW Thundergun Revolvers. New West page 215, & Rifts book of magic pg 324: fair availability
Cost: Gun: 70,000 x2 =140,000
Appraise Goods: 1d100: [59] = 59 /48%
Anthropology: 1d100: [22] = 22 /58%
Barter: 1d100: [70] = 70 /42%
Find Contraband: 1d100: [50] = 50 /41%
Lore - Demons and Monsters: 1d100: [15] = 15 /93%
Streetwise: 1d100: [4] = 4 /35%
Research: 1d100: [85] = 85 /48%
Total: 3 Successes

Silver bullets:14 boxes (144 per box) per case ( 2016 rounds) in total comes to 5600 credits https://explorersunlimited.com/eu/viewt ... 5#p1374535
Appraise Goods: 1d100: [76] = 76 /48%
Anthropology: 1d100: [21] = 21 /58%
Barter: 1d100: [7] = 7 /42%
Find Contraband: 1d100: [1] = 1 /41% - CRITICAL SUCCESS
Lore - Demons and Monsters: 1d100: [86] = 86 /93%
Streetwise: 1d100: [15] = 15 /35%
Research: 1d100: [37] = 37 /48%
Total: 6 Successes (1 Critical Success)

12 Plasma Grenades: Cost: 350 credits. (total: 4,200)
Black Market Cost: Good availability.
Appraise Goods: 1d100: [65] = 65 /48%
Anthropology: 1d100: [45] = 45 /58%
Barter: 1d100: [78] = 78 /42%
Find Contraband: 1d100: [52] = 52 /41%
Lore - Demons and Monsters: 1d100: [38] = 38 /93%
Streetwise: 1d100: [77] = 77 /35%
Research: 1d100: [74] = 74 /48%
Total: 2 Successes

12 Globe of Daylight Arrows 2,000 credits each (24,000 total); Uncommon availability in magic communities, rare elsewhere
Appraise Goods: 1d100: [78] = 78 /48%
Anthropology: 1d100: [37] = 37 /58%
Barter: 1d100: [44] = 44 /42%
Find Contraband: 1d100: [7] = 7 /41%
Lore - Demons and Monsters: 1d100: [61] = 61 /93%
Streetwise: 1d100: [44] = 44 /35%
Research: 1d100: [90] = 90 /48%
Total: 2 Successes

NA-SW4 M.D.C. Bow Cost: 18,000 credits; rare availability in North America
Appraise Goods: 1d100: [66] = 66 /48%
Anthropology: 1d100: [44] = 44 /58%
Barter: 1d100: [55] = 55 /42%
Find Contraband: 1d100: [26] = 26 /41%
Lore - Demons and Monsters: 1d100: [4] = 4 /93%
Streetwise: 1d100: [27] = 27 /35%
Research: 1d100: [33] = 33 /48%
Total: 5 Successes

12 Flare bolts: 100 credits each; common availability

24 S.D.C. wooden stakes: 5 credits each ;uncommon availability
Appraise Goods: 1d100: [6] = 6 /48%
Anthropology: 1d100: [18] = 18 /58%
Barter: 1d100: [94] = 94 /42%
Find Contraband: 1d100: [38] = 38 /41%
Lore - Demons and Monsters: 1d100: [100] = 100 /93% - CRITICAL FAIL
Streetwise: 1d100: [84] = 84 /35%
Research: 1d100: [99] = 99 /48%
Total: 3 Successes (1 Critical Fail)

M.D.C. bolt: 100 credits each (24=2400); common availability

Explosive bolt: 400 credits each (12=4800); common availability

24 arrow Quiver Possibly 800 since a gun holster is 400

2 gun holsters common availability 400 each =800

Water Sword TWW-1000: Cost: 25,000 credits; rare availability in the southwest, very rare availability elsewhere

Will Note: There's one here in the display case. If we still have to use rarity rolls for something on display, here we go!
Appraise Goods: 1d100: [1] = 1 /48% - CRITICAL SUCCESS
Anthropology: 1d100: [87] = 87 /58%
Barter: 1d100: [55] = 55 /42%
Find Contraband: 1d100: [29] = 29 /41%
Lore - Demons and Monsters: 1d100: [75] = 75 /93%
Streetwise: 1d100: [4] = 4 /35%
Research: 1d100: [16] = 16 /48%
Total: 5 Successes (1 Critical Success)

Lightning Axe Cost: 95,000 credits; uncommon availability in Stormspire; rare availability elsewhere
Appraise Goods: 1d100: [48] = 48 /48%
Anthropology: 1d100: [48] = 48 /58%
Barter: 1d100: [73] = 73 /42%
Find Contraband: 1d100: [91] = 91 /41%
Lore - Demons and Monsters: 1d100: [10] = 10 /93%
Streetwise: 1d100: [2] = 2 /35%
Research: 1d100: [65] = 65 /48%
Total: 4 Successes
The Man in Black
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Wolf Whitaker
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Re: Shopping and Headquarters Purchase Thread

Post by Wolf Whitaker »

2x DV-39 Wolf Pack Robot Drone (Very Rare) 1.2mil each (2.4 mil total) (One with Back-Mounted Ion Cannon/ One with Back-Mounted Sensor Array)
Find Contraband-- 1d100: [39] = 39 /62%
Streetwise-- 1d100: [12] = 12 /56%
Lore: Demons & Monsters-- 1d100: [52] = 52 /70%


2x NG Floater Camera (Common) 35k each (70k total)
Find Contraband-- 1d100: [80] = 80 /62%
Streetwise-- 1d100: [73] = 73 /56%

Lore: Demons & Monsters-- 1d100: [65] = 65 /70%

2x (12 pouch speedloader bandoleer) (Unknown Rarity) unknown price 2k max estimate (4k max total estimate)
Find Contraband-- 1d100: [61] = 61 /62%
Streetwise-- 1d100: [17] = 17 /56%

Lore: Demons & Monsters-- 1d100: [98] = 98 /70%

2x N-F40B integrated Force Field (To be installed on the DV-39 Wolf Pack Drones) (Uncommon) 130k each (260k total)
Find Contraband-- 1d100: [81] = 81 /62%
Streetwise-- 1d100: [15] = 15 /56%
Lore: Demons & Monsters-- 1d100: [51] = 51 /70%


2x Drone Control Module (One integrated into Wolf's armor) (Unknown Rarity) 5k max (10k max) Example can be found here
Find Contraband-- 1d100: [41] = 41 /62%
Streetwise-- 1d100: [53] = 53 /56%
Lore: Demons & Monsters-- 1d100: [23] = 23 /70%



Total: 2,744,000 credits
Wolf Whitaker

Reputation-Based Horror Factor: 12
Weapons
NE-6SL 6/6
NE-6SL 6/6

NG Equalizer
Equalizer 6/6

Model 1860 Colt .44 Revolver
Silver 6/6
Model 1860 Colt .44 Revolver
Silver 0/6
Armor: NE-BA-26

Helmet: 50/50
Arms: L 40/40 R 40/40
Legs: L 50/50 R 50/50
Main Body: 90/90
NE-F50: 160/160

Do not PM this Account. Please direct all PMs to Sum of All Fears
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William Summers
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Re: Shopping and Headquarters Purchase Thread

Post by William Summers »

Will goes shopping for himself

P.P.E. Battery Talisman x 5 - uncommon availability
Appraise Goods: 1d100: [71] = 71 /48%
Anthropology: 1d100: [90] = 90 /58%

Barter: 1d100: [6] = 6 /42%
Find Contraband: 1d100: [2] = 2 /41% - CRITICAL SUCCESS
Lore - Demons and Monsters: 1d100: [31] = 31 /93%

Streetwise: 1d100: [48] = 48 /35%
Research: 1d100: [25] = 25 /48%
Total: 4 Successes (1 Critical Sucess)

TW Firebolt Pistol - very rare availability
Appraise Goods: 1d100: [1] = 1 /48% - CRITICAL SUCCESS
Anthropology: 1d100: [91] = 91 /58%
Barter: 1d100: [69] = 69 /42%
Find Contraband: 1d100: [62] = 62 /41%

Lore - Demons and Monsters: 1d100: [15] = 15 /93%
Streetwise: 1d100: [14] = 14 /35%

Research: 1d100: [92] = 92 /48%
Total: 3 Successes (1 Critical Success)

Armstrong "Bolter" TW Sniping Rifle - "these rifles are exceedingly hard to come by, and at present, supplies are limited, with most models being sold either at MercTown or directly to the defenders of New Lazlo".
Appraise Goods: 1d100: [8] = 8 /48%
Anthropology: 1d100: [37] = 37 /58%

Barter: 1d100: [55] = 55 /42%
Find Contraband: 1d100: [63] = 63 /41%

Lore - Demons and Monsters: 1d100: [72] = 72 /93%
Streetwise: 1d100: [16] = 16 /35%
Research: 1d100: [35] = 35 /48%

Total: 5 Successes

TW Active Shield - WB28 page 81
Appraise Goods: 1d100: [73] = 73 /48%
Anthropology: 1d100: [76] = 76 /58%

Barter: 1d100: [34] = 34 /42%
Find Contraband: 1d100: [86] = 86 /41%
Lore - Demons and Monsters: 1d100: [62] = 62 /93%
Streetwise: 1d100: [50] = 50 /35%
Research: 1d100: [17] = 17 /48%
Total: 3 Successes
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General Disarray
Game Master
Posts: 76
Joined: Sat Aug 06, 2022 1:41 pm

Re: Shopping and Headquarters Purchase Thread

Post by General Disarray »

John Altfield
All but the RUE Wand was acquirable.
Custom Color Jacket +3500 Credits
Pantera thrinax 25,000 Credits from a reputable dealer. 2,500 Credits from from a skeevy guy who cant tell you how he acquired it or its pedigree who works out of the back of a troop transport in an alley. (The latter may have unexpected consequences.)
893,500 Credits With Back Alley Pet or 916,000 Credits for reputable pet dealer.
Operator Enhancement: I had trouble locating pricing for this but I am going to say that the enhancement cost what ever percentage the enhancement is of the retail price.
Add 17,000 Credits if you enhance the Titan Plate 20%
Add 56,000 Credits if you enhance the Forcefield 20%

Jack Killian
All purchases approved.
With Shiny new NG-EX10 Gladius Light Exo-Skeleton Battle Armor 2,180,000 Credits + 10,000 Credits per box of Ammo
With Current suit repaired 2,065,000 Credits + 10,000 Credits per box of Ammo

Theros
With Will's Assistance all Items were procured. 321,900 Credits

Wolf
All purchases approved, 2,744,000 Credits

Will
All items acquired. 400,000 Credits.
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John Altfeld
Diamond Level Patron
Diamond Level Patron
Posts: 381
Joined: Wed Aug 23, 2017 4:48 am

Re: Shopping and Headquarters Purchase Thread

Post by John Altfeld »

Thank you for purchases!

Yes to the enhancements and the price increase, please.

Also, since it will be more interesting, yes to the back alley, shady pet seller.
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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