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Month Index: April, 2004
From: Michael Sandy <wuggadad@??????.com> Date: Mon, 5 Apr 2004 17:01:23 -0700 Subject: Re: How to Handle PC Salvaging
>While i have not had any problems with this (in the 31 games over 5 >chronicles) i gmed of spell jammer, i do remember a gm had a list of what >'savlage rights entailed. > >It was something like, 5% of weaponry in working order on the ship, 10% of >the ship itself, and 15% of the helms price. IF in possesson of a letter of >marque or a registered privateer working for the crown, those % increased by >5% in each catageory. Only 20% of cargo, 75% of mudane weaponry (personal >NOT SHIP) and 50% of magic was allowed as a 'finders fee'. They could >barter for more magic/money, but would loose out elsewhere.... Something that I have been experimenting on is that not all magic items last forever. Some were bonded to their old possessors, some will have to recharged. For example, a ring of regeneration incorporates some suspended troll's blood. If you kill the possessor, the blood dries out. So you would need to get more troll's blood in order to activate the ring. Another factor is that big items take a long _time_ to sell. If you want to go adventuring during that time, you need to have a trusted and well-paid agent, who has the funds and authorization to grease the appropriate palms. Magic items, in my opinion, would be sold like major artwork is. Not in shops, in other words. Possibly by auction, or by special arrangements, but certainly not by having all the items out on display for the common thug to fondle. You might have a book describing various items, and who might be willing to sell them, but it would take time and money to be introduced to them. And selling items would also take time, effort and connections, or else you get a horrible price. And who gets to evaluate the value of the various items, or to divide up the cut? The real trick for historical privateers was actually _finding_ legitimate prey, and prey that wasn't escorted by warships too heavy to fight. It is a very dangerous game, so it is reasonable for there to be a high payoff. The consequences of a prey merchant ship getting away to pass descriptions to its navy to keep a look out for your player's ship and crew are pretty nasty. Especially if peace suddenly breaks out, and one of the terms is that the filthy pirates are turned over for punishment. :) 'Filthy pirates' being the standard nomenclature for privateers who are a bit stingy with the cut that belongs to the king or state or whatever. :) Also, ambitious henchmen will wish to start up franchise operations, so to speak, departing with significant chunks of cash and items, becoming powerful allies instead of servants. Michael Sandy 'Sand Fly'
Previous Message: Re: Aerial Adventure Guide
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Month Index: April, 2004
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| How to Handle PC Salvaging | Kent Lerch | |||
| Re: How to Handle PC Salvaging | David Stairs | |||
| Re: How to Handle PC Salvaging | Michael Sandy |