Here are some additional Ultraviolet Grasslands upgrade. Original post is here.
Varguy |
Humanoids
Human (Basic)
Capacity: 1 Sack
Cost: €7 per week
Consumes: 1 supply per week
Porter
Capacity: 2 Sacks
Cost: €20 per week
Consumes: 1 supply per week
At the bottom of the barrel, there's not much room for upgrades. Purchase and distribute weapons and gear normally. Just don't expect to see it again.
Disposable Slave
Capacity: 1 Sack
Cost: €200
Consumes: 1 supply / week
Slave Porter
Capacity: 2 Sacks
Cost: €600
Consumes: 1 supply per week
Addons:
Explosive Collar: €20
Occupies: 0 Stones if worn, 1 Stone if carried or stored.
Faced with certain death (in the form of cranial separation) and possible death (in the form of an ancient tomb, a perilous bridge, or a desperate charge), people can find reserves courage they didn't know they possessed. Collars are usually sold in 6 packs with a matching remote. Default range is 500'. Festive colour packs available.
Surgical Obedience: €50, 50% chance to kill the participant.
With a sharpened spoon, some ultratech crystal neuron lances, strong drugs, and a bit of elbow grease, some mad surgeons will carve out all the unpleasantly disobedient bits of a brain. Survivors will cheerfully obey any order. Eat my fingers? You've got it, boss! Charge that hydratiger? I'm on it, yippee! Considered a bit too evil by even the most jaded evil warlords.
Fabricated Backstory: €10
For a nominal cost, Psi-Priests of the Emerald City will root through a subject's psyche, extract their most shameful deeds, and write a brief report. It makes slavery more tolerable if you think they deserve it. Up to 20% of shameful deeds may be filler inserted by the Psi-Priest to maximize moral superiority.
Side Note: The caravan economics of UVG strongly discourage the use of 1 Sack capacity humans. They can carry useful gear or 1 Supply. They can't graze, so they'll eat that Supply in a week, and then what? It's just not practical. Including them on the list makes sense, both to cover normal adventuring events and to tempt new players into setting off on a 2 week journey with 1 week of supplies and some instant enemies.
Porters, or anything that can carry 2 Sacks (1 sack of gear, 1 sack of Supplies) are better, especially if they know the terrain. The cost of a Porter (€20/week) vs. a Slave Porter (€600) means that renting is much better than buying. It's good that the cost is included though, because nefarious and shortsighted PCs might decide to raise some quick capital by hiring porters in one location and selling them in another.
Xin Xia |
Undead
Skeleton Porter
Capacity: 1 Sack
Cost: €200
Consumes: nothing
Speed: Slow.
Addons:
Chrome Plating: €10
Makes stealth nearly impossible, but thoughtful bandits might think the Skeletons are deadly combat golems, glitterdust ghosts, or something even worse.
Geometric Protocol: €2
At a shouted word of command, the Skeletons assemble into a prearranged formation or shape. With enough Skeletons, a caravan can create an observation tower, a wall, or even (with 6 or more Skeletons) the famously dangerous Skelecopter.
Zombie Porter
Capacity: 2 Sacks
Cost: €200
Consumes: nothing
Speed: Very Slow.
Rubberized Coating: €10
Paint your Zombie with a thick layer of flesh-preserving epoxy. Sealed glass goggles and copper ear-discs keep the smell inside while letting the Zombie function at peak efficiency.
Berserker Gland: €50
A vengeful bound spirit in a fleshcrafted housing. Insert it into the Zombie, and activate it later with the control wand to turn the Zombie into a relentless killing machine. The process cannot be reversed, and the Zombie cannot tell friend from foe, so plan carefully.
Brainseeker Trumpet: €20
Occupies: 1 stone
By wedging this large and carefully shaped trumpet in the nasal cavities of your Zombie, you can turn a porter into an early warning system. The Zombie will turn and lumber towards the distant odour of human flesh. To avoid confusing the system, stay downwind of the Zombie at all times.
Side Note: It's not clear what "Requires: Necromancy" in the UVG text means (pg. ###). I ruled that undead require occasional necromantic maintenance, and so someone in the caravan had to have a necromancy-related skill to keep them from falling to bits.
Alexandru Negoiță |
Beasts of Burden
Pony, Mule, or Camel
Capacity: 2 Sacks
Cost: €70
Consumes: Grazing
Heroic Horse or Charger Camel
Capacity: 2 Sacks
Cost: €200
Consumes: Grazing
Magnificent Velblood Camel
Capacity: 3 SacksCost: €300
Consumes: Grazing
Burdenbeast
Capacity: 4 Sacks
Cost: €600
Consumes: Grazing
Note: Rare
Biomechanical Beast
Capacity: 6 Sacks
Cost: €3000
Consumes: Grazing
Note: Very Rare
Addons:
Speaking Gem: €100
Embedded in the forehead (with a mallet). Lets the beast speak and adds a human-type personality overlay. Works on most beasts, but increases the chance of vomish infection. Obedience not guaranteed. Do not use on people, vome-infected beasts, or creatures with more than four legs.
Stepfall Shoes: €80
Made from bits of oldtech hullmetal. Only works on animals with hooves (so not camels). When moving at top speed, the plates add a tiny bit of lift, letting the beast charge across small dips, avoid gopher holes, and leap majestically. They leave neon contrails.
Afterburner: €60
Grazing animals produce a lot of gas. This convenient surgical upgrade stores the most flammable portions in a small canister, for use in cooking fires or for a sudden burst of speed. It's unclear if the speed increase comes from thrust or from fear, but it works either way.
1d10 | A Bit Like A... | Crossed With A... | And It Has | Disposition |
1 | Horse | Beetle | Superb Night Vision | Curious |
2 | Camel | Catfish | An Astonishing Odour | Stubborn |
3 | Yak | Tortoise | Moisture Extraction Gills | Disease-Riddled |
4 | Antelope | Metal Orb | Sticky Climbing Pads | Lethargic |
5 | Bison | Cuttlefish | Glow-In-The-Dark Spots | Adorable |
6 | Iguana | Rat | Prehensile Nostrils | Loyal |
7 | Toad | Pig | Delicious Skin Parasites | Skittish |
8 | Newt | Cement Mixer | Vestigial Wings | Cunning |
9 | Rhino | Slug | Root-Digging Claws | Competitive |
10 | Ostrich | Goat | Hyperadaptable Digestion | Inscrutable |
Yamada |
Wagons, Carts, and Coaches
Adventuring Handcart
Capacity: 3 Sacks
Cost: €10
Requires a human.
Side Note: It's odd that a handcart doesn't have the Slow tag or some other drawback. It really should. Otherwise, there's no downside to equipping every porter (or, if your GM is lenient, every skeleton and zombie) with one. The cost is trivial and it adds +1 sack of capacity (unless the intention was for it to add +3 Sacks on top of the 1 or 2 sacks carried by the human). You don't need much of a track to push a barrow, but you do need some sort of road.
Small Wagon, Rickety Coach, or Swaying Cart
Capacity: 6 Sacks
Cost: €200
Speed: Slow.
Requires a draft animal.
Solid Coach or Wagon
Capacity: 12 Sacks
Cost: €600
Speed: Slow.
Requires two draft animals.
Can take Road Yacht upgrades or below.
Massive Hauling Wagon
Capacity: 24 Sacks
Cost: €1500
Speed: Very Slow.
Requires four draft animals.
Can take War Engine upgrades or below.
Addons:
Sail: €5
Adds a tiny bit of extra speed. Not worth quantifying mechanically, but it improves morale (especially if you pass people without a sail). A great way to display your company's logo.
Hull-Tight: €20
Designed to float across calm rivers. Seams caulked, wheels detachable, handles convertible into steering oars or pushpoles.
Camo Net: €10
Not as good as true rainbow silk, but a cheap and waterproof landscape mimic. Lets you hide your vehicle from casual scouting. Just don't wander away from your camp in the dark.
Julian Holm |
For other vehicles, see this post.
Theory
The UVG Caravan economy is a tidy set of interacting resources (if you prune away some of the messier bits). Speed/Time. Capacity (in Sacks). Number of weeks the caravan can travel (how many Sacks it consumes). Cost of the caravan and its supplies. Size (and risk of being raided).
And if you add the Fuel subsystem, it's even better. Fuel can't be foraged (in most regions, at least), but it can be stolen or bartered. It's an invitation to get involved in local disputes, to form alliances, to set schemes of hot metallic death in motion. Mules can graze anywhere, but a V9 Kraftfarm Autowagon with extra rattleguns has peculiar and expensive needs.
Fuel is also useful for all sorts of PC plans. Set the grasslands on fire to cover a heist. Serve fine beverages to the Diesel Dwarves (extra pentane!).
...Having the upgrades for the massive wagon add a mere 2% to its cost seems both implausible and imbalanced. Also, no undead beasts?
ReplyDeleteFuel is also useful if you (in defiance of convention) don't let players use standard lamp oil to make Molotovs.
I imagine the Diesel Dwarves would appreciate a good boctane.
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