Extra moves and other rulings.   Posted by Game Master.Group: 0
Game Master
 GM, 72 posts
Thu 29 Mar 2018
at 21:01
Extra moves and other rulings
Basic moves

Duct Tape and Bubblegum

When you are pressed for time or materials while attempting to build, repair, or expand upon an item, machine, vehicle, or other mechanical device, roll+Sharp. On a 10+, it works out for you just fine. On a 7-9, it works but pick 2:
  •      It's not precisely how you wanted it.
  •      It's prone to start breaking down or malfunctioning again soon.
  •      Your jury-rigging left it with an obvious drawback.
  •      It may pose a danger to you.
  •      You must spend extra cash or items worth 1-barter to have enough resources.
  •      Your digistruct tool won't work right for this, requiring extra time and effort.
  •      You draw unwanted attention to yourself.
If you are building something from scratch with no other resources handy, you must always spend cash or items worth 1-barter to be able to digistruct the basic things you need. This is in addition to any other choices chosen after rolling 7-9.


Mechromancer advanced moves (you may pick them on level up):

Genious or Insane, Maybe Both

When you spend time in a workshop to invent a new piece of tech which has never been seen before, tell the GM what you’re trying to achieve and they will tell you one to four of the following conditions in return.
  •      It's going to take days/weeks/months to design and build.
  •      First you must _____.
  •      You'll need help from _____.
  •      It will require a lot of money.
  •      The best you can do is a lesser version, unreliable and limited.
  •      You and your allies will risk danger from _____.
  •      You'll have to take apart _____ to do it.

Game Master
 GM, 73 posts
Thu 29 Mar 2018
at 21:02
Extra moves and other rulings

Buy/sell prices

$100 = 1 barter = 1 Eridium = 1 "loot point" for chests.
5 loot points = 1 (randomized) gun.

Common weapons may be purchased for $500 (5 barter) and sold for half price. Double the buy/sell price for each rarity tier. ($1000 for green, $2000 for blue, and so on).

"Valuable" weapons triple the value instead, so a valuable blue-tier weapon is worth $4500 but can be sold for $2250.

All common weapons are available for purchase in most civilized settlements. Loot chest and vending machines may carry rare weapons when you come across them.