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devices [2024/08/27 18:13]
conan Cost changes for new equation.
devices [2025/08/24 19:47] (current)
conan
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 Devices are separated from other Game Items by dint of their ability to be maintained and Modified by characters with the [[professional skills#​Engineer]] skill. Most devices also use Charges to power their abilities. Devices are separated from other Game Items by dint of their ability to be maintained and Modified by characters with the [[professional skills#​Engineer]] skill. Most devices also use Charges to power their abilities.
 +
 +===== Using Devices ======
 +
 +  * The abilities an item has are indicated on the lammie.
 +  * Many abilities will have a Cost in Charges to use.
 +  * Some abilities require certain Character Skills to use.
 +  * Charges can be transferred between Devices with 30 seconds of Roleplayed Action.
 +
 +==== Abilities ====
 +
 +==== Charges ====
 +
  
 ===== Working with Devices ===== ===== Working with Devices =====
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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. The device must be in the Inventory of the Engineer doing the work.   * 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.
 +    * Technically,​ Maintenance on an item sets its expiry to just before the 5th event after the device has been maintained, so that it will have 4 more main events worth of use. Maintaining an item that still has several events of usefulness remaining will not increase its expiry for longer than 4 events after the maintenance is performed.
   * 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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   * 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.   * 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 Energy Chit 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 ^
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   * 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.   * 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}}
devices.1724778834.txt.gz ยท Last modified: 2024/08/27 18:13 by conan