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devices [2022/07/25 13:46] conan |
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* Device Lammies have a duration - they will work until just before a numbered Orion Sphere LRP event - at that event they will stop working. | * Device Lammies have a duration - they will work until just before a numbered Orion Sphere LRP event - at that event they will stop working. | ||
- | * An [[professional skills#Engineer]] can maintain a device between events to extend its life by 4 more main events. Maintaining a single device uses up one of the Engineer's work slots (of which they get 1 for every rank they have in the [[professional skills#Engineer]] skill. | + | * An [[professional skills#Engineer]] can maintain a device between events to extend its life by 4 more main events. Maintaining a single device uses up one of the Engineer's work slots (of which they get 1 for every rank they have in the [[professional skills#Engineer]] skill. The device must be in the Inventory of the Engineer doing the work. |
* If a device is not maintained, its lammie expires completely 4 events after it stops working - at this point it is junk and can never be useful again. | * If a device is not maintained, its lammie expires completely 4 events after it stops working - at this point it is junk and can never be useful again. | ||
* Maintaining a device costs Energy Chits, which are used to buy materials. The cost is determined by how many [[Mods]] are on the device, and its Cost. | * Maintaining a device costs Energy Chits, which are used to buy materials. The cost is determined by how many [[Mods]] are on the device, and its Cost. | ||
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Devices can be modified with extra technology to grant them more powers and abilities, although each modification crammed into a device makes it more expensive to maintain and modify further. A character with the [[professional skills#engineer]] skill can work on a device between events to add one of the [[Mods]] that they know to it (assuming it is the right kind of device). | Devices can be modified with extra technology to grant them more powers and abilities, although each modification crammed into a device makes it more expensive to maintain and modify further. A character with the [[professional skills#engineer]] skill can work on a device between events to add one of the [[Mods]] that they know to it (assuming it is the right kind of device). | ||
- | * An [[professional skills#Engineer]] can work on a device between events to add one of the Mods that they know to it. Modding a single device uses up one of the Engineer's work slots (of which they get 1 for every rank they have in the [[professional skills#Engineer]] skill. | + | * An [[professional skills#Engineer]] can work on a device between events to add one of the Mods that they know to it. Modding a single device uses up one of the Engineer's work slots (of which they get 1 for every rank they have in the [[professional skills#Engineer]] skill. The device must be in the Inventory of the Engineer doing the work. |
* Modding a device costs Energy Chits, which are used to buy specialist materials to apply the Mod. The cost is determined by how many [[Mods]] are on the device, and its Cost. | * Modding a device costs Energy Chits, which are used to buy specialist materials to apply the Mod. The cost is determined by how many [[Mods]] are on the device, and its Cost. | ||
- | * Maintenance costs 1/2 of the Base Cost. | + | * Modding costs 1/2 of the Base Cost. |
* This is multiplied by a modifier determined by the number of mods on the device (see the table below). | * This is multiplied by a modifier determined by the number of mods on the device (see the table below). | ||
- | If you haven't managed to get hold of a device you want to Mod, you can buy off-the-shelf equipment between events from the [[Advanced Armaments]] [[MegaCorps|MegaCorp]]. The list of purchasable equipment can be found here - [[Advanced Armaments Equipment List]]. | + | If you haven't managed to get hold of a device you want to Mod, you can buy off-the-shelf equipment between events - the list of purchasable equipment can be found here - [[Downtime Equipment List]]. |
==== Maintenance & Modding Costs ==== | ==== Maintenance & Modding Costs ==== | ||
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The more you modify a device from its basic version, the more temperamental and expensive it becomes. Cramming additional tech into a device can vastly expand its capabilities, but maintaining those additions is expensive. Adding even more modifications means having to miniaturise things or create complex workarounds so that the device works with its new additions, and the price rapidly mounts up. Most devices can accommodate about seven or eight modifications before the cost starts to become truly astronomical, but dedicated Engineers can in theory go much further for wealthy patrons who are willing to pay for a truly extraordinary device. | The more you modify a device from its basic version, the more temperamental and expensive it becomes. Cramming additional tech into a device can vastly expand its capabilities, but maintaining those additions is expensive. Adding even more modifications means having to miniaturise things or create complex workarounds so that the device works with its new additions, and the price rapidly mounts up. Most devices can accommodate about seven or eight modifications before the cost starts to become truly astronomical, but dedicated Engineers can in theory go much further for wealthy patrons who are willing to pay for a truly extraordinary device. | ||
- | The cost multipliers to maintain and mod equipment are listed on the table below. All the costs are multiplied by the devices "Base Cost" - the price of the basic item off the rack from the manufacturer. Fractions are rounded to the nearest whole number. | + | The cost multipliers to maintain and mod equipment are listed on the table below. All the costs are multiplied by the devices "Base Cost" - the price of the basic item off the rack from the manufacturer. Once all modifiers have been applied, fractions are rounded up to the nearest whole Energy Chit number. |
^ Number of Mods ^ 0 ^ 1 ^ 2 ^ 3 ^ 4 ^ 5 ^ 6 ^ 7 ^ 8 ^ 9 ^ 10 ^ | ^ Number of Mods ^ 0 ^ 1 ^ 2 ^ 3 ^ 4 ^ 5 ^ 6 ^ 7 ^ 8 ^ 9 ^ 10 ^ | ||
- | ^ Multiplier | 1 | 1.2 | 1.6 | 2.2 | 3.2 | 4.8 | 7.4 | 11.6 | 18.4 | 29.4 | 47.2 | | + | ^ Multiplier | 1 | 1.49 | 2.23 | 3.32 | 4.95 | 7.39 | 11.02 | 16.44 | 24.53 | 36.6 | 54.6 | |
- | ^ Cost to maintain (per chit Base Cost) | 0.1 | 0.12 | 0.16 | 0.22 | 0.32 | 0.48 | 0.74 | 1.16 | 1.84 | 2.94 | 4.72 | | + | ^ Cost to maintain a Base Cost 10 Device | 1 | 1 | 2 | 3 | 5 | 7 | 11 | 16 | 25 | 37 | 55 | |
- | ^ Cost to modify (per chit Base Cost) | 0.5 | 0.6 | 0.8 | 1.1 | 1.6 | 2.4 | 3.7 | 5.8 | 9.2 | 14.7 | 23.6 | | + | ^ Cost to modify a Base Cost 10 Device | 5 | 7 | 11 | 17 | 25 | 37 | 55 | 82 | 123 | 183 | 273 | |
+ | |||
+ | For those who are interested, the Multiplier is an [[https://en.wikipedia.org/wiki/Exponential_function|Exponential Function]] based on the number of Mods applied to the item -> E(mods_applied/2.5) | ||
=== Examples === | === Examples === | ||
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== Advanced Armaments Blaster Pistol == | == Advanced Armaments Blaster Pistol == | ||
- | [{{ :image:items:legend_pistol.jpg?200|From humble origins a legend can be made}}] This basic pistol, with a charge capacity of 2 and no special firing modes or anything else out of the box costs 20 chits brand new. Having rolled off the Advanced Armaments assembly lines, it would cost 2 chits to maintain and extend its life for 4 more events, and 10 chits to apply a Mod to it. | + | [{{ :image:items:legend_pistol.jpg?200|<html><font color="black">From humble origins a legend can be made</font></html>}}] This basic pistol, with a charge capacity of 2 and no special firing modes or anything else out of the box costs 20 chits brand new. Having rolled off the [[Advanced Armaments]] assembly lines, it would cost 2 chits to maintain and extend its life for 4 more events, and 10 chits to apply a Mod to it. |
- | * Its owner adds the Disruption Bolt Mod to it, allowing it to tear 2 charges to call DISRUPT. It now costs 2 EC to maintain, 12 to Mod again. | + | * Its owner adds the Disruption Bolt Mod to it, allowing it to tear 2 charges to call [[calls_effects#DISRUPT]]. It now costs 3 EC to maintain, 15 to Mod again. |
- | * They then add the Increase Charge Capacity Mod, giving it a total of 4 Charges. It now costs 3 EC to maintain, and 16 to Mod. | + | * They then add the Charge Cells Mod, giving it a total of 4 Charges. It now costs 4 EC to maintain, and 22 to Mod. |
- | * They add more Charge Capacity again, giving it a total of 6 Charges. It now costs 4 EC to maintain, and 22 to Mod. | + | * They add Charge Cells again, giving it a total of 6 Charges. It now costs 7 EC to maintain, and 33 to Mod. |
- | * Since they've invested quite a bit, and don't want it broken, they add an Integrity Field mod. It now costs 6 EC to maintain, and 32 to Mod. | + | * Since they've invested quite a bit, and don't want it broken, they add an Integrity Field mod. It now costs 10 EC to maintain, and 50 to Mod. |
- | * Trying to get a bit more utility, they add an Impact Bolt mod. It now costs 10 EC to maintain, and 48 to Mod. | + | * Trying to get a bit more utility, they add an Impact Bolt mod. It now costs 15 EC to maintain, and 74 to Mod. |
- | * They get an Elysian to work on it and add the Psi Crystal Battery mod, giving it a total of 9 Charges. It now costs 15 EC to maintain, and 74 to Mod. | + | * They get an Elysian to work on it and add the Psi Crystal Battery mod, giving it a total of 9 Charges. It now costs 22 EC to maintain, and 110 to Mod. |
- | * They re-commission the same engineer to add another Psi Crystal Battery, giving it a total of 12 Charges. It now costs 23 EC to maintain, and 116 to Mod. | + | * They re-commission the same engineer to add another Psi Crystal Battery, giving it a total of 12 Charges. It now costs 33 EC to maintain, and 164 to Mod. |
- | * The pistol is stolen by an assassin, who takes a shine to it. It needs more punch for their line of work, and they have a friend add the Kill Bolt Mod. It now costs 37 EC to maintain, and 184 to Mod. | + | * The pistol is stolen by an assassin, who takes a shine to it. It needs more punch for their line of work, and they have a friend add the Kill Bolt Mod. It now costs 49 EC to maintain, and 245 to Mod. |
- | * The owner commissions another Charge Capacity increase, bringing the total to 14 Charges. It now costs 59 EC to maintain, and 294 to Mod. | + | * The owner commissions another Charge Cells addition, bringing the total to 14 Charges. It now costs 73 EC to maintain, and 366 to Mod. |
- | * It is sold to a wealthy Dominion dealer, who has a Priest make it into a Talisman. It now costs 94 EC to maintain, and 472 to Mod again. This legendary weapon can hold up to 14 Charges, is able to fire for DISRUPT, LETHAL or STRIKEDOWN, and can resist SUNDER calls, as well as acting as a spiritual bulwark for its Dominion owner. Having come from humble origins, it is now a weapon to be feared. | + | * It is sold to a wealthy Dominion dealer, who has a Priest make it into a Talisman. It now costs 109 EC to maintain, and 546 to Mod again. This legendary weapon can hold up to 14 Charges, is able to fire for DISRUPT, LETHAL or STRIKEDOWN, and can resist SUNDER calls, as well as acting as a spiritual bulwark for its Dominion owner. Having come from humble origins, it is truly a weapon to be feared. |
- | {{tag>item rules}} | + | {{tag>item rules engineering}} |