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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
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Posted: Mon May 14, 2012 2:21 pm Post subject: [NE] Crafting and Enchanting Arms and Armor |
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Hi!
Last week I started running the Necessary Evil plot point campaign for my group, and since then the players have expressed an interest in creating magical arms and equipment in their hideout. One of the characters has Knowledge (Occult) and would like to use it to create magical equivalents to HeroKiller ammo, so I came up with the following: The villain has to have materials equal to half the value of the item to be created, and must spend time equal to the value of the item, divided by 10, in days working on it. At the end of the time, he must make a roll (Knowledge (Occult) in this case) to see if he was succesful.
Now, I need some help with the rules as the player in question would like to create HeroKiller javelins. With these rules, creating one javelin would take 200 days. How could I make the crafting times shorter without the dividing number being completely arbitrary?
That said, I'm still a little bit leery of using a crafting system in a supervillain game. From our discussions I've understood that at least one player is intent on using it with his Filthy Rich edge to create an evil organisation with resources to rival Omega itself and steamroll over the V'sori. I think that just might unbalance the game a bit.
Then again, if that's what the players want, who am I to outright deny them? _________________ Repairer of Reputations |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1380 Location: Munich
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Posted: Tue May 15, 2012 4:51 am Post subject: |
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Weapons and ammo in NE have to be purchased through the black market at 10 times the normal price. This normally requires a Streetwise roll, with a critical failure attracting unwanted attention. In addition, HeroKiller bullets cost 20 times as much as regular ammo, so you're effectively multiplying the list price by 200.
I've not seen official stats for a javelin, but a spear costs $100, so a spear with a HeroKiller tip would cost $20,000 (assuming it were even allowed). Perhaps it would be better to price them as arrows, except thrown with a range of 3/6/12, that way they'd only cost $100 each (but with a 50% chance of breaking each time they were used).
I don't think it would be too unreasonable to let someone use Knowledge (Arcane Lore) or even Knowledge (Occult) instead of Streetwise, to represent them enchanting the weapons instead of buying them, but I'd be wary about giving them a discount as well, otherwise nobody will bother taking Streetwise.
What you could do is create a new edge for it. Perhaps base it on Mr Fix It, but use Knowledge (Arcane Lore) instead of Repair, and on a raise half the cost instead of the repair time. |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Tue May 15, 2012 9:54 am Post subject: |
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In general Savage Worlds is about adventuring. Getting into crafting turns the game from Fast Furious and Fun into Super Slow Spreadsheets.
That said, if your player is insistent, figure he turns into a basic laborer. He'll produce maybe $100/day worth of goods at d6 skill. Maybe 50% more each skill level beyond. So 150 at d8, 225 and d10, etc. He will need basic tools (About $500) to do this. If he pays for some quality tools (maybe $2000) he can further improve productivity. If you figure half of the cost of the spear is in materials, then divide the cost by half before determining working speed. If wounded his productivity drops by an entire skill die per wound and it prevents healing since he's not getting his bedrest!
So your herokiller spear costs $2,000, and working at a d10 lets him create one in roughly 5 days of working. But it costs $1000 in materials and $500 in startup.
Once the bad guys find out someone is running an illegal operation they're going to shut it down. And this could mean the loss of tools and materials! And this assumes the character is alerted to the raid and gets out before he gets captured too. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4467
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Posted: Tue May 15, 2012 1:23 pm Post subject: Re: [NE] Crafting and Enchanting Arms and Armor |
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| Yondalor wrote: | | From our discussions I've understood that at least one player is intent on using it with his Filthy Rich edge to create an evil organisation with resources to rival Omega itself and steamroll over the V'sori. |
Too bad for him that the SEC and IRS both work for the V'sori. As soon as they spot the shift in his finances, his wealth will be locked up, used to fund V'sori operations, and a SOCorp "investigation team" arriving at his location.
The second time should have some kind of V'sori support available - drones, fins, or maybe an off-duty Warlord.
(Oh, and just to be clear, there are no more tax shelters or hidden off-shore accounts. There are no more jurisdictional limits either. The V'sori already steamrolled the Earth - they control the whole bundle.) _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
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Posted: Tue May 15, 2012 7:15 pm Post subject: |
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Thanks for the replies, everyone! Let's see what we've got!
| Zadmar wrote: | I've not seen official stats for a javelin, but a spear costs $100, so a spear with a HeroKiller tip would cost $20,000 (assuming it were even allowed). Perhaps it would be better to price them as arrows, except thrown with a range of 3/6/12, that way they'd only cost $100 each (but with a 50% chance of breaking each time they were used).
(snip)
What you could do is create a new edge for it. Perhaps base it on Mr Fix It, but use Knowledge (Arcane Lore) instead of Repair, and on a raise half the cost instead of the repair time. |
Yeah, we're using the spear stats from SW Deluxe Edition. The idea about the edge sounds good. I'll give it a try.
| Mylon wrote: | | In general Savage Worlds is about adventuring. Getting into crafting turns the game from Fast Furious and Fun into Super Slow Spreadsheets. |
This is what I'm afraid of as well, but the players cited Dr. Strange as an example of a superhero who creates magical artefacts for other heroes. I think I'll need to talk with my players, as there seems to be some differences in the kind of campaign we want to play. One of the proponents for the crafting rules has already stated he wants to play a sandbox-style campaign with resource management and everything.
| ValhallaGH wrote: | Too bad for him that the SEC and IRS both work for the V'sori. As soon as they spot the shift in his finances, his wealth will be locked up, used to fund V'sori operations, and a SOCorp "investigation team" arriving at his location.
The second time should have some kind of V'sori support available - drones, fins, or maybe an off-duty Warlord.
(Oh, and just to be clear, there are no more tax shelters or hidden off-shore accounts. There are no more jurisdictional limits either. The V'sori already steamrolled the Earth - they control the whole bundle.) |
Thanks for the advice. I think I may have talked myself into a bit of a dead end here, as I allowed the player's explanation for Filthy Rich to be "Secret Swiss bank accounts". I'll see if I can work out a compromise with the players, but I doubt it will be easy. _________________ Repairer of Reputations |
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R˙che Seasoned
Joined: 10 Apr 2010 Posts: 195
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Posted: Tue May 15, 2012 8:33 pm Post subject: |
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| Yondalor wrote: | This is what I'm afraid of as well, but the players cited Dr. Strange as an example of a superhero who creates magical artefacts for other heroes. I think I'll need to talk with my players, as there seems to be some differences in the kind of campaign we want to play. One of the proponents for the crafting rules has already stated he wants to play a sandbox-style campaign with resource management and everything.
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In this instance the Invent Power may be better suited for this task. It seems like this might work better just to keep the resources in check. |
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tigerguy786 Seasoned

Joined: 26 Nov 2011 Posts: 434
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Posted: Tue May 15, 2012 9:44 pm Post subject: |
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| R˙che wrote: | | Yondalor wrote: | This is what I'm afraid of as well, but the players cited Dr. Strange as an example of a superhero who creates magical artefacts for other heroes. I think I'll need to talk with my players, as there seems to be some differences in the kind of campaign we want to play. One of the proponents for the crafting rules has already stated he wants to play a sandbox-style campaign with resource management and everything.
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In this instance the Invent Power may be better suited for this task. It seems like this might work better just to keep the resources in check. |
Yeah, Invent with a new name and new requirements to reflect the magical nature of the thing.
I like the idea. And maybe I'm just new and naive, but I think I would encourage this kind of thinking rather than try to stop it entirely. As I understand it, most of the campaign is doing missions for a guy who is totally not Dr Doom at all, if the player would be willing to o along with that for at least a little while, then I don't see a problem with letting it happen. It's just a matter of figuring out the mechanics of the crafting. _________________ TIGER, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Could frame thy fearful symmetry?
| Clint wrote: | | Common sense always trumps anything pretending to be an "overarching" rule. |
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
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Posted: Thu May 17, 2012 4:47 pm Post subject: |
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Yeah, Invent and other stuff using power points was my first idea as well. Do you have any suggestions for the use of Knowledge(Chemistry), though? One character has it because the trappings of his Invent power required it, and he'd like to use it for other crafting as well. I'm thinking of allowing him to make Combat Drugs and Med Stimms, but what else could he do? _________________ Repairer of Reputations |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4467
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Posted: Thu May 17, 2012 5:00 pm Post subject: |
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Bombs, acids, drugs for street sale, medicines for the black market / help the citizens / help the resistance, and other non-super uses. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
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Posted: Fri May 18, 2012 7:59 am Post subject: |
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Thanks for all the advice, guys! The session will start in half an hour, so I'll tell you later how it went.  _________________ Repairer of Reputations |
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steelbrok Veteran
Joined: 07 Aug 2005 Posts: 791 Location: UK
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Posted: Fri May 18, 2012 8:59 am Post subject: |
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| Yondalor wrote: |
Thanks for the advice. I think I may have talked myself into a bit of a dead end here, as I allowed the player's explanation for Filthy Rich to be "Secret Swiss bank accounts". I'll see if I can work out a compromise with the players, but I doubt it will be easy. |
Why not change that to secret bank vaults?
The villain has a number of bank vaults scattered (wherevert the GM needs them to be!) that he needs to reach and open to obtain gold, equipment etc (to the value of Filthy Rich. Getting to one could be an adventure in itself of course..
Some could be in V'sori occupied areas, some under piles of rubble that used to be banks - maybe with damaged security systems to get past
Just suppose Doc D has secreted something in one of the villains vaults and sends him to get it back |
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Yondalor Seasoned

Joined: 16 Aug 2010 Posts: 129
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Posted: Fri May 18, 2012 1:58 pm Post subject: |
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Thanks, steelbrok! I'll keep that in mind. We didn't get to test the crafting rules, as the players were more interested in other things tonight. The near-TPK we had at the end of Plot Point Two may also have contributed towards this result.  _________________ Repairer of Reputations |
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