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(PTU) Setting Things.

Posted by The One Who ThinksFor group 0
The One Who Thinks
GM, 6 posts
Fri 27 Nov 2015
at 18:50
  • msg #1

(PTU) Setting Things

A thread to post any sort of setting musings or other things PTU related that don't fit into other threads.
The One Who Thinks
GM, 7 posts
Fri 27 Nov 2015
at 18:58
  • msg #2

(PTU) Setting Things

Bottle Caps(Currency Info)
 For Fallout Inspired campaigns. This system works well for a campaign in which currency is supposed to be a bit more rare for characters to find.

 Exchange Rate:
1 default cap = 100 yen (as always, round down when it comes to determining values, for example, a pokeball costs 250 yen, would round down to 2 caps.)
1 rare variant cap = 50 default caps
The One Who Thinks
GM, 8 posts
Sat 28 Nov 2015
at 07:10
  • msg #3

(PTU) Setting Things

New Mechanic: Bases
Bases work much like Vehicles (DPDoM, pg60) using the Breach Security and Breach Capacity capabilities, just like they do. Bases are immune to status effects and hazardous environment exposure. They become unsafe at 0 hit points and are completely destroyed at -200%, becoming scrap of 1/3 the base's total value. Bases can only recover hit points by being repaired by the appropriate edge:

Edge: Emergency Repairs
Pre-req: Novice Technology Edu or Survival
Effects: You may repair vehicles as a standard action by making a Technology Education roll, or repair Bases as a standard action by making a Survival roll. You pay the amount of your roll and repair that much Hit Point damage to the vehicle or base. If the vehicle or base has any Breaches you may Patch one of them. Patched Breaches no longer count towards Breach Security but still count toward Breach Capacity.

Bases by default are considered to be made of a plastic tarp (similar to tents) and take super-effective damage from Fire, Electric and Ground attacks, but can be altered by using different materials (see upgrades.)By default, Bases are considered to have a structured floor and foundation. Bases made in water can either be on the ocean floor (provided they have the air lock upgrade, to prevent flooding,) or can float on top of the water as a raft.

Here are the various "bases" and their stats. All prices are in yen/pokebucks :

Wall
Cost: 1000 per meter section, +500 for a gate
50 hit points, 5 def, 5 sdef, breach security 1, breach capacity 3

Small Base
Cost: 10,000 (no more than 40 sq/m)
200 hit points, 10 def, 10 sdef, breach security 2, breach capacity 5

Medium Base
Cost: 20,000 (no more than 100 sq/m)
500 hit points, 15 def, 15 sdef, breach security 3, breach capacity 6

Large Base
Cost: 40,000 (no more than 300 sq/m)
750 hit points, 20 def, 20 sdef, breach security 4, breach capacity 8

Huge Base
Cost: 80,000 (no more than 900 sq/m)
1000 hit points, 25 def, 25 sdef, breach security 5, breach capacity 10

Giant Base
Cost: 150,000 (900 sq/m+)
1500 hit points, 30 def, 30 sdef, breach security 6, breach capacity 12



Upgrades
Upgrades have different prices indicated as to whether the base is a wall/small/medium/large/huge/giant base.

Defensive Upgrades

Structural Integrity Upgrade
[Rank 3]
Cost: 500/1000/2000/3000/4000/5000
Add 10/20/40/60/80/100 hit points to the structure.

Armor Plating Upgrade
[Rank 2]
Cost: 500/1000/2000/3000/4000/5000
Add 1/2/4/6/8/10 to the structure's defense and special defense.

Breach-Resistant Upgrade
Cost: 750/1500/3000/4500/6000
Add 2 to the structure's breach security and breach capacity.

Shield Generator
Cost: 1500/3000/4500/6000/7500
Add 10/20/40/60/80/100 temporary hit points at the beginning of each scene.

Outpost
Cost: 1000/2000/3000/4000/5000
Creates a high platform 2m above the ground. People, pokemon or pokebots on the outpost gain 1 to range and +1 AC/+1 Evasion regarding ranged attacks.

Utility Upgrades

Solar Paneling
[Rank 3]
Not Available for Walls
Cost: 500/1000/2000/3000/4000
The structure has solar panels which provide it with enough electricity to be able to power lighting and +2 electronic devices at a time.

Water Tank
Not Available for Walls
Cost: 500/1000/1500/2000/2500
The structure has a water tank which collects rain water and has piping to allow the water collected to be used for washing or irrigation. Note: Water collected this way is not considered fully safe for drinking.

Water Filtration System
[Rank 2]
Not Available for Walls
Cost: 500
Rank 1: Whatever water source the structure has connected to is now having the water be filtered and treated. This makes it safe to drink.
Rank 2: The filtration system is so advanced that it can even collect unused water and "water waste" and send it through the filtration system to insure a never-ending supply of fresh water without needing to connect to water from the outside world. Bear Gryllis would approve!

Air Lock/Ventilation
Cost: 250/500/1000/1500/2000
The structure has been made to prevent even air from getting passed. Perfect for avoiding any hints of radiation, keeping dry in bases underwater, or keeping safe in bases on uninhabitable environments.

Wheels
Cost: 500/1000/1500/2000/2500
Adds Wheels to the bottom of the structure, allowing the structure to be moved. The Structure cannot propel itself,(for that, look at building a vehicle and adding a structure to it,) and moves at the average Overland speed of whatever is pulling it. (small structures require at least Power 6 to be pulled, Medium Power 8, Large Power 10, and Power 12+ for Huge.)


Room Upgrades

Living Area
[Rank 3]
Not Available for Walls
Cost: 500/1000/1500/2000/2500
Adds an area with proper materials to provide a sleeping area for +2 people (Pokemon are assumed to be able to sleep anywhere provided they can fit inside.)

Kitchen/Cafeteria
Cost: 1000/2000/3000/4000/5000
An area which functions as a Chef's Cooking Kit, and also has the bonus of being able to store food fresher for longer - so long as you can power it, of course.

Greenhouse
[Rank 3]
Cost: 1000/2000/3000/4000/5000
A portion of the structure has large windows as has been set aside to be able to grow plants. This room functions like a Portable Grower, capable of growing +2 plants.

Building Materials Upgrades

Wood
Costs: Usual costs x1.5
Structures made with Wood are considered Grass-Type in terms of weaknesses and resistances. Pokemon with Sprouter or Planter capabilities lower cost of Wood structures/upgrades by 50%.

Stone
Costs: Usual Costs x2
Structures made with Stone are considered Rock-Type in terms of weaknesses and resistance. Pokemon with the Groundshaper or Materializer capability lower cost of Stone Structures by 50%.

Metal
Costs: Usual cost x3
Structures made with Metal are considered Steel-Type in terms of weaknesses and resistances. They are not considered Magnetic. Pokemon with the Materializer capability lower cost of Metal Structures by 50%.
This message was last edited by the GM at 15:26, Sat 28 Nov 2015.
The One Who Thinks
GM, 9 posts
Sat 28 Nov 2015
at 15:18
  • msg #4

(PTU) Setting Things

New Capability: Platform Saddle

[Static]
Allows the pokemon to be able to support the weight of a structure the size listed or lower without its movement speed being hindered.

Requirements: Power 8 at least for a small structure, 10 at least for a Medium structure, 12 at least for a Large structure. Size.

Notable Pokemon with it(non-giant templates):

Mammoswine- Platform Saddle(Small)
Tyrantrum - Platform Saddle (Small)
Gyarados - Platform Saddle (Medium)
Wailord - Platform Saddle (Large)
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