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[[The_Virgin_Expanse| Back to The Virgin Expanse Main]] ==Acquisition Rules== To acquire an item, or pile of items, you make a Wealth test modified by the item's rarity, quantity and craftsmanship. If you succeed you gain the item and may continue purchasing with a cumulative -1 modifier to your Wealth to represent ready assets. If you fail you may decrease your Wealth stat to gain a +5 to the check for every point you permanently sacrifice. If you only fail by a few points you may instead take a -5 penalty per +1 needed for the remainder of the cycle to acquire the item. You may increase this stat as if it were an attribute once play begins. You may not increase it as of right now since the premise of the game is you all just started out on your own. You can also use Commerce to boost your Wealth for a single Acquisition. Success generally means you get a +5, critical gets a +10. Failure, however nets you a -5 for that roll and a fumble means -10. If you fumble a Wealth roll you get a mishap that will cost you a point of Wealth unless you deal with it immediately. Failing a Wealth roll means you can't make any further Acquisitions at that time. A critical on a Wealth roll means you get a beneficial effect based on what the check was about. ==Modifiers== ===Rarity=== {| {{table}} | align="center" style="background:#f0f0f0;"|'''Ubiquitous''' | align="center" style="background:#f0f0f0;"|'''Abundant''' | align="center" style="background:#f0f0f0;"|'''Plentiful''' | align="center" style="background:#f0f0f0;"|'''Common''' | align="center" style="background:#f0f0f0;"|'''Average''' | align="center" style="background:#f0f0f0;"|'''Scarce''' | align="center" style="background:#f0f0f0;"|'''Rare''' | align="center" style="background:#f0f0f0;"|'''V Rare''' | align="center" style="background:#f0f0f0;"|'''Ex Rare''' | align="center" style="background:#f0f0f0;"|'''Near Unique''' | align="center" style="background:#f0f0f0;"|'''Unique''' |- | 15||10||6||4||2||0||-2||-4||-6||-10||Special |- | |} ===Quantity=== {| {{table}} | align="center" style="background:#f0f0f0;"|'''Single''' | align="center" style="background:#f0f0f0;"|'''Squad''' | align="center" style="background:#f0f0f0;"|'''Platoon''' | align="center" style="background:#f0f0f0;"|'''Company''' | align="center" style="background:#f0f0f0;"|'''Battalion''' | align="center" style="background:#f0f0f0;"|'''Brigade''' | align="center" style="background:#f0f0f0;"|'''Regiment''' |- | 6||4||2||0||-2||-4||-6 |- | |} ===Craftsmanship=== The Craftsmanship modifier is increased for more exquisite items in bulk. Excellent items are only produced in limited runs by special order and Masterful items are all hand-crafted by the master and thus are almost never available in multiples if they are even available at all. Excellent items double the Scale modifier, for Masterful multiply by 5. {| {{table}} | align="center" style="background:#f0f0f0;"|'''Dreadful''' | align="center" style="background:#f0f0f0;"|'''Poor''' | align="center" style="background:#f0f0f0;"|'''Common''' | align="center" style="background:#f0f0f0;"|'''Excellent''' | align="center" style="background:#f0f0f0;"|'''Masterful''' |- | 5||2||0||-2||-5 |- | |} ==Ship's and Ship Components== ===Components=== Starship components are massive objects that must always be purchased singly and they use their own modifier based on type of component. They do not use Quantity modifiers but they do have Rarity and Craftsmanship modifiers. This does allow Poor components which behave in all ways as if damaged. Dreadful craftsmanship components are useless, they are treated as destroyed components and only worth their value as scrap. {| {{table}} | align="center" style="background:#f0f0f0;"|'''Structure''' | align="center" style="background:#f0f0f0;"|'''Power''' | align="center" style="background:#f0f0f0;"|'''Etheric''' | align="center" style="background:#f0f0f0;"|'''War''' |- | 0||-2||-4||-6 |- | |} If they are available for purchase archeotech components are always at least Ex. Rare, making them very difficult for even the wealthiest characters to simply buy. ===Acquiring Entire Ships=== These rules generally only apply to the hull of a voidship. Components that cost 0SP are often included in a bare hull but rare or expensive components always increase the cost and require a separate Acquisition test. Since ships are so expensive they require both an Acquisition test and a permanent loss of Wealth no matter how rich a Dynasty is the addition of a new ship is an enormous undertaking. To find the Acquisition test modifier to purchase a starship hull divide the SP cost of that ship by 2. This is the modifier for a fully functional ship of that class with all its required components bought in its entirety. If you succeed then you must then invest permanent Wealth equal to half the final modifier. Since much of the expense is the physical material and construction if you have a hulk you reduce the Wealth modifier by half and reduce the final Wealth loss by half again as well. Thus a brand new Lunar cruiser (SP60) would require a Wealth-30 test to acquire and then reduce the Wealth statistic by 15. However if the Dynasty had recovered a Lunar hulk the test would only be at -15 and require a loss of 4 Wealth. ==Upkeep== In the Logistics Phase all items and services currently active have to be upkept. This is much like making an Acquisition test to get the item or service in the first place save that the cumulative modifier is reduced depending on Wealth level and you may automatically upkeep your some of your personal affects.
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