Difference between revisions of "EVIL Resources"
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==Projected usage / day== | ==Projected usage / day== | ||
− | '''Raw resources''': 1 (upkeep base) 6 (upkeep villains and Malphas) = 7 | + | *'''Raw resources''': 1 (upkeep base) 6 (upkeep villains and Malphas) = 7 |
− | '''Weapon components''' 1 (ammo usage and wear) | + | *'''Weapon components''' 1 (ammo usage and wear) |
− | '''Food''': 4 (villains), 6 (5 slaves, 1 simple slaver) = 10 | + | *'''Food''': 4 (villains), 6 (5 slaves, 1 simple slaver) = 10 |
− | '''Fuel''': 2 (ED and Malphas), 2 (Base) = 4 | + | *'''Fuel''': 2 (ED and Malphas), 2 (Base) = 4 |
− | '''Dead bio-matter''': 1 (Chompy) = 1 | + | *'''Dead bio-matter''': 1 (Chompy) = 1 |
=Resources and where to find them= | =Resources and where to find them= |
Revision as of 22:58, 15 January 2017
Contents
Resources
An evil lair doesn't pop into existence out of nothing. It requires resources and man-power, not only to built but to keep it running. We'll have a running stock here, projected usage and how to get more of them.
Resources currently available in base
- Raw resources : 205
- Rare resources: 52
- Weapon components: 55
- Tech components: 50
- Food: 220
- Fuel: 50
- Information: 20
- Manpower: 5 (players), 5 (4 slaves, 1 slaver)
- Biomatter (Uhm...Dead Men & such - snacks!) 2
Projected usage / day
- Raw resources: 1 (upkeep base) 6 (upkeep villains and Malphas) = 7
- Weapon components 1 (ammo usage and wear)
- Food: 4 (villains), 6 (5 slaves, 1 simple slaver) = 10
- Fuel: 2 (ED and Malphas), 2 (Base) = 4
- Dead bio-matter: 1 (Chompy) = 1
Resources and where to find them
Raw resources
Basic things like concrete, steel, copper wires, bricks, screws, cloth,... Can usually be found easily in large numbers in settlements, much less so (but still some) in abandoned locations. Can be gotten by creating outposts on promising locations. These things tend be heavy (so transport is required if more than 10 resources per player).
Rare resources
Rare minerals, precious metals, oils, components for spells, crystals,... All rare things that are hard to get by, and required for the more esoteric or interesting equipment and spells. Can usually be found in some number in larger settlements, but specific mining locations or Church factories are usually a better source. High-tech places tend to have these in some number too.
Weapon components
Springs, barrels, ammo, stocks, powder, weapon-oil, capacitors, hardened steel bars, soft steel bars,... Anything you need to make anything from swords, to rifles to rail-guns and the ammo and materials to keep them in working order. Can be found pretty much everywhere. The higher the tech level, the more components though.
Tech components
PCB's, chips, resistors, solder, LCD's,... anything needed to make high-tech equipment. Anything from PDA's to computers and screens. Can be found only in higher tech areas, and the most in big Church Enclaves or R&D facilities.
Food
Food is food, anything from canned foods, to fresh meat, vegetables,... Sentient creatures can become food too of course, though beware eating brains of similar species. Can be found almost everywhere, though settlements tend to have the highest concentration.
Fuel
Fuel is anything from wood (inefficient), to coal, to classic carbon fuels, to the vaunted Helium-3. Most reactors work on Helium-3, but there are ways to distil classic fuels into something use-able by the reactor. Most vehicles still work on carbon fuels though. Fuel is harder to find, only specialised places actually pumping it up. The Church has a monopoly on Helium-3 though, as it's the only one with drones on the moon that supply the stuff back by linear accelerator.
Information
Information is the most important currency left. Anything from information on your surroundings, to raw research, to scientific thesis are all important sources of information. Information can be gathered easily, or even created from the comfort of your base. But it's faster to gain it from others. Don't invent the warm water again, steal it from someone who did!
Manpower
Manpower is kind of easy. Your characters provide it by themselves. If you succeed on a Physique roll TN:2 you can even double that for a day. Failing gives you a mild consequence for the next scene though. Having a workforce can increase this amount. Slaves, willing subjects, it doesn't matter. A lot of structures and work will require manpower though. All manpower also requires some form of sustenance though, usually food, possibly fuel. Manpower can be found where-ever sentient creatures are. Some larger creatures can generate more than 1 manpower per day, but usually require more food. Even certain vehicles or machines can be a source of manpower.
Bio-matter
Dead creatures. Can be used for food... or other things. Keep well-cooled. Kill creatures, bring 'em back, what more can I say.