Page 1 of 1

Re: Dino Swamp advice, service costs, supplies, etc.

Posted: Thu Nov 12, 2009 8:52 pm
by csbioborg
here is a little advice

make sure he thinks that the roll could kill him

but do the roll yourself where he can't see and make sure he lives

it will hold up your game and disappoint your player tha has obviously but some thought into this charecter if he dies right off the bat

Re: Dino Swamp advice, service costs, supplies, etc.

Posted: Mon Nov 16, 2009 1:45 pm
by mobuttu
RPGMAN wrote:1st) They have arrived in Char, and I would love some input or advice on what it will likely cost for both the removal of the explosive collar, and the drug harness resupply. I say "likely" cost, not fair, as I can see how over-a-barrel the character is in.

Obviously the Operators Guild would probably be able to disarm the collar and remove it, but how much would they likely charge? If they look through the salvaged materials and find the disarming device (obviously simplifying the matter), would they still charge an exorbitant rate, or would it be much cheaper?

Assuming he lives through that ordeal, what would be a likely price for a drug harness resupply? I think Skullbald, the Greater Heart Clinic, and Stamm would all have the necessary supplies, but the regular resupply cost (which IIRC is about 25,000 credits) in this situation would be what, double? Triple? Again, the character is kind of over-a-barrel, he either pays what they charge or he's dead by breakfast.


I think 5000 Cr. would be a fair price for the work. You could add the Operator's armor repair cost as an insurance in case the device explodes. With the disarming device cut cost to half. In Char I'd go to 50-200% increasing the cost of Juicer drugs (maybe a dangerous mission assignment would do also the trick: more drama!)

RPGMAN wrote:2nd) How much does it cost to buy the tanned (maybe even dyed) product, and what stats would be recommended? I've got the TW pilot suits for some guidelines, but what about just an MDC leather shirt or pants? That sort of thing.....


IIRC, I'd take a look at pg. 80 DS. There you can find crafted "natural" MDC armors. Apply 30% discount to price the raw material.

RPGMAN wrote:3rd) A party member has had a brainstorm - if the party teleport travels to El Paso and loads up on TW water guns (whatever they can afford and lay their hands on) then returns to Char, I imagine they could get 3x to 5x their cost for them (pure drinking water at the pull of a trigger, just aim it into a barrel or something). Does that sound appropriate? I think they would get away with that little stunt once before the other arms merchants in town would be coming to have a wee chat with them, but I would appreciate any input others have on the idea.


Aside from the animosity from the other guild in Char, I don't think it's quite an original idea: IIRC, there is something similar from an Eco-Wizard device.

Hope this helps.

Re: Dino Swamp advice, service costs, supplies, etc.

Posted: Sat Nov 21, 2009 4:13 pm
by Thinyser
RPGMAN wrote:Rusty GM seeks advice please! :)

1st) I have a player whose character has just arrived in Char (near Dinosaur Swamp), and would love some advice from more experienced GMs on a (to me) rather complex situation.

The character is a Lone Star-escapee, a mutant wolverine Mega-Juicer. He has no speech ability, but does have Telepathic Transmission (can only project his thoughts to others, no other Telepathy-like abilities). His drug harness has less than 24-hours worth of supplies before he keels over. He also has an explosive collar around his neck (customized fusion block).
Geez

Somewhere in the pile of salvaged equipment, damaged weapons, damaged armor, and mangled power armor pieces the party collected from his Coalition "keepers" is (he is pretty sure) the detonator/disarmament device. He has no technical skills to speak of, and neither does anyone else in the party, so trying to get it off himself or by a party member is basically suicide.
Hmm thats tough

They have arrived in Char, and I would love some input or advice on what it will likely cost for both the removal of the explosive collar, and the drug harness resupply. I say "likely" cost, not fair, as I can see how over-a-barrel the character is in.

Obviously the Operators Guild would probably be able to disarm the collar and remove it, but how much would they likely charge? If they look through the salvaged materials and find the disarming device (obviously simplifying the matter), would they still charge an exorbitant rate, or would it be much cheaper?

Or if they choose to go to Viggo to have the collar removed (he has mad Demo/EOD skills as I recall), again, what's a likely price? I don't imagine it's the sort of thing he'd actually be interested in doing, but if they try and roleplay it right, I'd like an idea.
Id say take the price times 1d4+1 minimum of 2x max of 5x normal price.

Assuming he lives through that ordeal, what would be a likely price for a drug harness resupply? I think Skullbald, the Greater Heart Clinic, and Stamm would all have the necessary supplies, but the regular resupply cost (which IIRC is about 25,000 credits) in this situation would be what, double? Triple? Again, the character is kind of over-a-barrel, he either pays what they charge or he's dead by breakfast.
Twice the normal cost but with a huge favor of some kind needed. Who ever has it could just give him a few more days worth untill the favor is complete.

2nd) Another character in the party has a hide from a giant MDC-level mutant bear. Where should he take it to trade it? Dino-hide leather must be made somewhere, so that place would be the likely spot, but anyone know where I should look in Dino Swamp or Adventures in Dino Swamp? I can't find anything, so I'm either not seeing it/finding it, or it isn't there. That character also wants to PURCHASE dino leather for making clothing, armor, etc (has leatherworking, cobblery, and sewing all at professional skill level). How much does it cost to buy the tanned (maybe even dyed) product, and what stats would be recommended? I've got the TW pilot suits for some guidelines, but what about just an MDC leather shirt or pants? That sort of thing.....
I think if you tried to sell it to old man cumberland he would try to buy it from the party for 2000cr and if they had a bargaining skill maybe they could double that. Cured and colored MDC leathers would probably be about 8-10k.

I'd say that the more MDC the critter had the more MDC the armor will have, and the more difficult to make (and more expensive) the armor would be. Say the max that a man sized suit could have was 10% (rounded up to the nearest 5 MDC) of the original creature's main body MDC as its own main body MDC. And the price would be 500cr/MDC. If you could get a saurapod hide that had 1400 MDC to start you could get a max of 140 MDC out of that but it would be like wearing 2 inches of elephant hide on your chest and back... probably weigh in at least 3lbs per 10 MDC. A full suit of this would be hard to wear probably weigh 60 pounds without helmet. Its MDC sure but unless you have the muscle to make it work it would be in efficent... though a nice pair of leather pants and shirt that only had 5 MDC each you would have some really rugged garments/very light armor that would only weigh in at about 3 pounds. Only run you about 5000cr for a basic au natural set, Double that for anything other than the normal beasts color and texture and tripple for special patterns/logos etc. +500 credits for each pocket.


3rd) A party member has had a brainstorm - if the party teleport travels to El Paso and loads up on TW water guns (whatever they can afford and lay their hands on) then returns to Char, I imagine they could get 3x to 5x their cost for them (pure drinking water at the pull of a trigger, just aim it into a barrel or something). Does that sound appropriate? I think they would get away with that little stunt once before the other arms merchants in town would be coming to have a wee chat with them, but I would appreciate any input others have on the idea.

Ok, thanks much and looking forward to any replies!
Hmm though they would be handy for adventures I'm not sure they would fetch 3x-5x what you would pay in El Paso. Tip: Pick up a length of canvas fire hose as your container, it holds lots of water but it rolls up for easy transport and can double as a rope if need arises.
;)