Welcome to Reddry's Cog-Mart

Medieval fantasy mechs powered by steam, magic, or the labor of a thousand slaves.

Moderators: DJ LaBoss, finarvyn, Harley Stroh, walrusjester, mythfish

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Shadetree
Ill-Fated Peasant
Posts: 6
Joined: Tue Oct 05, 2004 8:50 pm

Welcome to Reddry's Cog-Mart

Post by Shadetree »

Reddry and his assistants are here to serve your Coglayer needs. Here is a small selection of Equipment to help you through your day. Discount on bulk orders available.

Sparkgoggles: 50gp These goggles made of the same material as the visor shades of Hydrualic Armor giving a +4 to saves vs. blindness and allowing saves against attacks not normally allowed one. If you are using our Sparkjoiner(see below) It isn't even an option, you gotta have these.

Toesaver Boots: 10gp These boots are your toes' guardian angels. made heavy leather that protect against the wayward sparks from the forge or the Sparkjoiner(see below) the Toesaver boots are also reinforced with iron bands over the foot as an added precaution for when those assistants get a bit clumsy with the materials. If you plan on keeping you feet facing forward these little gems need to go on your tab today. The weight of these boots give a +1 stability bonus to balance checks. You'll webble and you'll wobble but you won't fall down!

Guildwright Apron: 70gp This is a heavy leather apron with a multitude of pockets and loops for storing all those tools. A former exclusive item for the Gearwrights Guild, it is now available to the public.
It is treated as leather armor. If a full set of Artisans tools is secured to the loops and pockets of the Guildwright Apron, its Armor bonus increases to +3. These tools will need to be replaced if the wearer takes a critical hit. So stay outta trouble.

Fumehelm: 150gp Working with dangerous materials? you definately need the Fumehelm, Much like the Hydraulic armor, this little lifesaver will give you a +4 bonus to saves against gasses and airborne poison. For double the price We'll integrate a custom set of Sparkgoggles. The small boiler on this works off perspiration and body heat (sorry Kobold friends, ya gotta be warm blooded). Needs virtually no maintenance. A Must Have!

Conduit Mesh: 40gp This fine wire mesh undersuit conducts electricity safely away from your body to the ground. A must have for the Spark Generator tinkerers out there. All normal damage from electricity attacks is treated as nonlethal damage. Nonlethal damage is cut in half. Only works if the characters spools out the groundline in advance. This does count as metal armor for electrical attacks directed at the wearer. (attackers get +2 cirumstance bonus) but does not count as armor otherwise.

The following equipment takes a bit of steam power knowhow. Sure you savvy Coglayers could build these yourselves but our mass production and easily maintaned parts will drastically cut down on your maintanence time and give you more time to tinker with your own inventions.
The following items are created with steam powers. They cost more than if they were made by the character himself but cost less in Steam Power Slots(SPS). These are considered integrated and cannot be broken down. If the player wishes to add steam powers to these devices they go back to the Original Steam Power slots(OC) due to the complexity of the device.

Sparkjoiner:
Spark Generator+Amplifier(x3)
Cost: 1000 gp
Size: Large(48)
Weight: 10lbs
SPS(2)/OC(4)
The days of riveting and heat welding are over. This large momma can easily be transported around the work site on its wheels. The spark is produced at the end of an insulated handheld rod and is guarenteed to cut 25% off of your construction time. Outfit all of your overseers with these babies and watch even those big projects go up just as quickly. The price includes a Conduit Mesh undersuit and Spark Goggles. Don't forget to spool out your groundline as this baby can do 3d4 damage if you get clumsy. The amplifiers on this monster are custom built with safety in mind, so even if you do get stupid the shock won't kill you. (damage is nonlethal)

Overseers Helper (Master Unit):
Imagemaker + Wavemaker + Discriminator(X4)
Cost: 2250 gold
Size: Huge(78)
Weight: 70lbs
SPS(4)/OC(6)
This sweet thing will help your overseers keep on track. The Master Unit stores a set of your schematics. Each slave unit, a max of four on the standard unit, can be placed around the worksite. Your overseers can use these slave units to call up any portion of your schematics. No more oilstains covering up important calculations on your design. No more lost or upside down portions. This thing will decrease the difficulty of your construction considerably. (-5 dc if all overseers have a slave unit) Extra discriminators can be bought and added for 350 gp each. These add nothing to the maintenance of the unit

Overseers Helper (Slave Unit):
Wavemaker+Imagemaker
Cost: 225 gp
Size: Large(54)
Weight: 50 lbs
SPS(0)/OC(2)
This thing needs very little maintenance. The master unit can have as many slaves as it has discriminators.

Of course these things only work if you have a full complement of Overseers. The bonuses disappear if you dont have an overseer for every ten workers.

Please take your time and look around. I get new stock in every once in a while so check back.
Shadetree
Ill-Fated Peasant
Posts: 6
Joined: Tue Oct 05, 2004 8:50 pm

Post by Shadetree »

On the sparkjoiners i'm considering changing that to 25% increase in hours worked for each crew that has one.

so instead of decreasing the manhours on, say, a large mech from 480 down to 360 manhours an average crew with a sparkjoiner would be able to clock in 10 hours a day instead of 8

without sparkjoiner and 10 average crew would take (480/8) 60 days
decreasing manhours with 10 average crew would take (360/8) 45 days
Increasing hours worked with 10 average crew would take (480/10) 48 days

I kinda like that system better....lets see if you give your expert crew a sparkjoiner
without sparkjoiner and 10 expert crew would take (480/14)35 days
decreasing manhours with 10 expert crew would take (360/14) 28 days
decreasing hours worked with 10 expert crew would take(480/17) 29 days

What ya'll think? The original way makes you buy one for every Overseer. The new way lets you pick and choose. Does anyone even care :)
walrusjester
Hard-Bitten Adventurer
Posts: 150
Joined: Tue Jun 22, 2004 9:02 am
Location: Surrounded by corn

Post by walrusjester »

You've got some cool ideas here. Thanks for posting them!
LVSUBARU
Far-Sighted Wanderer
Posts: 49
Joined: Mon Aug 09, 2004 6:06 pm
Location: LAS VEGAS

Post by LVSUBARU »

I like it! 8)
goodmangames
Cold-Hearted Immortal
Posts: 2703
Joined: Sun Dec 01, 2002 12:41 pm
Location: San Jose, CA

Post by goodmangames »

This is great. :)
Joseph Goodman
Goodman Games
www.goodman-games.com
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