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Post by GM / Malinous on Mar 20, 2012 17:11:41 GMT -5
Updated my post.
@ Mes DId Mes get that 1,330 Silver I gave him for potion budget? For what it's worth, I could use at least 2 healing potions and lots of boosters as a short term goal. I have 0 healing and 6 boosters remaining. I may buy a healing potion if not enought time to make one.
@ Mes 2 Conversation isn't a bad idea. It might be both (a) a nice compliment to Maw's "first impression" and (b) a nice reason to keep both Mes and Maw active in social situations.
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Post by GM / Malinous on Mar 20, 2012 17:25:17 GMT -5
And I forgot about Haggle. Which is currently -5% to all goods costs {doesn't apply to services generally, like training} So the Cloaks are only 950 Silver! Woo, +50 silver!
And we never finalized these per se, but this is from earlier discussions:
[proposed] Potion making Rules
(1) Haggle does not apply. It doesn't affect anything (if you were already considering it).
(2) Mats can be purchased for 50% So you could say "I pay 200 silver for material for 400 silver worth (book value) of potion making materials" (see below: fungible).
(3) materials to craft 100 silver worth of potions (book value) per skill level can be gathered per week. But the character must pay 10% of the "crafted value" of the mats when gathered.
[So you don't have to track gathered and purchased mats separately, because you've already paid the 10% I previously defined as a crafting cost.]
[These materials can't be sold, this rule is not intended for profit making purposes. It's *way* too easy to break crafting rules for that, which is why we have a separate rule for using skills to make money.]
(4) Potion ingredients are fungible.
In other words, Mal really can just go out and say "I am going to pay 30 silver and spend a week gathering 300 silver worth of potion materials"
[He then gives the mats to Mes, and Mes can later use the materials to make 1 healing potion or 6 boosters, whatever he needs it for.]
(5)(a) Instead of rolling, you can just make potions worth (book value) up to [Alchemy Skill * 100] silver per week and assume success
(So you with skill 3, you could make one healing potion or 6 booster potions in a week, assuming you have the materials).
(5)(b) Instead of using rule (5)(a), You may instead still manually roll dice for potion making if you prefer. Self Explanatory. Note that you can apply a -1 to the target number (max: -3) for each additional day. [So 4 days to craft a potion with a -3 modifier]
(6) You are still limited to Alchemy Skill * 2 + PC Assistant's Alchemy Skill per downtime.
[i.e., Mes's Alchemy Skill x 2 + Mal's Alchemy skill.]
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Post by ehren on Mar 20, 2012 17:52:53 GMT -5
I got the 1330, I haven't updated my character sheet for any of the money or potions yet.
I have made a healing potion, and a booster. I'm assuming those go to Mal. (I still need to pay for the materials for the healing potion, but I figure that'll come out of the 4330 I have).
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Post by GM / Malinous on Mar 20, 2012 19:40:48 GMT -5
I'm actually considering dramatically changing my combat style for 3-4 reasons. (1) Differentiation (Mes: sword & board; Maw, 2 weapons; Mal: 2 hander) (2) I often don't stand in melee - less need for a shield. (3) My really awesome 5th circle spell - earth staff, is not useable with 1 hand. (4) *many* fire spells just can't be done one handed very easily. Perhaps most significantly, I think to cast a fireball I need 2 free hands + a source of fire. Now, I think I can use my special 5th level power to replace planting a torch, so that's not a big deal. It's kind of neat to me that casting fireball will cause 1 strain. I can survive that. Because I like the idea that a Fireball is a really intensive spell anyways. (5) I have a lot less skill than Maw or Mes, so it's fun being the the one who hits less often for bigger hits. [@ 5th Circle, my earth staff will rapidly become step 21 damage: Wil+Wilforce+10]
(6) I always wanted to wear heavy armor. That makes the most sense if I'm using a 2 handed weapon (because you can get around a shield with high initiative and because the higher armor makes up for not having a shield).
Seriously considering wearing plate armor, light armor enchant, and then carrying a fully forged low-init penalty shield to be used only when fighting mages (3/5, 1 init penalty crystal raider). Now I just need 10k gold to pull that off :-). This crystal chain just hasn't been justified by what we've fought.
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Post by GM / Malinous on Mar 20, 2012 20:06:24 GMT -5
@ Mes: Can I have 500 of that potion money back? (I need to ask/get affirmative response so we're not duplicating money :-)) I really want to change my armor around a bit and have my weapon do base of Step 15 damage ;-). [Str 6, Base 8, +1 Damage]
Training Circle 4 is 500 silver Training Str 15 is going to cost me 360 silver, but will let me use a two handed sword (base damage 8, oh yeah. +1 forging, +6 str = Step 15 base damage. Muahaha.). Keeping my old stuff in storage (crystal chain shirt, footman's shield) Buying Ring Mail and a Ferndask.
Hmm. I really want an Earth Elemental familiar too :-).
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Post by GM / Malinous on Mar 20, 2012 20:22:18 GMT -5
What would Maw get as a familiar. An imaginary friend?
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Post by Mawaris on Mar 20, 2012 20:46:07 GMT -5
What would Maw get as a familiar. An imaginary friend? I've been thinking an Air Elemental, just so it can create breezes to make my cloak and hair blow dramatically in the wind after winning fights, and after karma rituals, while I accept the crowd's adoring applause and money.
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Post by Mawaris on Mar 20, 2012 20:56:25 GMT -5
Additional stuff:
Thread Weaving (Weapon Weaving) 2, 200 LP
Weaving Threads: Not clear from the rules exactly how long this takes. You can only attempt once per day normally, but you can spend a Recovery Test for another attempt, so given I don't otherwise need them, I can try 4 times per day. The LP is spent before the first attempt but only needs to be spent once no matter how many attempts it takes.
Potion Thread 1, 200 LP, need a 9 on thread weaving: rolls: d8e + d6e Thread Weaving => 2 + 5 = 7 rolls: d8e + d6e Thread Weaving => 5 + 4 = 9
Hat Thread 1, 200 LP, need a 9: rolls: d8e + d6e Thread Weaving => 2 + 4 = 6 rolls: d8e + d6e Thread Weaving => 7 + 1 = 8 rolls: d8e + d6e Thread Weaving => 7 + 4 = 11
Hat Thread 2, 300 LP, need an 11: rolls: d8e + d6e Thread Weaving => 10 + 5 = 15
2 days total.
After that, more stuff: First Impression 2, 200 LP Dead Fall 2, 200 LP
Increasing Strength to 14, 800 LP and 360 silver (and 6 days)
Buying some more spells, 60 LP and 900 silver: Nobody Here Mind Fog False Floor
Rolls, to determine how long this takes. Like weaving threads, I can do this once per day plus one per recovery test used, so four attempts per day. These are all 3rd circle spells so the target number is 13 and I need three successes.
rolls: d8e + d8e Read/Write Magic => 3 + 5 = 8 rolls: d8e + d8e Read/Write Magic => 7 + 1 = 8 rolls: d8e + d8e Read/Write Magic => 3 + 2 = 5 rolls: d8e + d8e Read/Write Magic => 2 + 2 = 4 rolls: d8e + d8e Read/Write Magic => 7 + 1 = 8 rolls: d8e + d8e Read/Write Magic => 7 + 1 = 8 rolls: d8e + d8e Read/Write Magic => 7 + 6 = 13 rolls: d8e + d8e Read/Write Magic => 7 + 1 = 8 rolls: d8e + d8e Read/Write Magic => 3 + 4 = 7 rolls: d8e + d8e Read/Write Magic => 1 + 7 = 8 rolls: d8e + d8e Read/Write Magic => 5 + 3 = 8 rolls: d8e + d8e Read/Write Magic => 2 + 5 = 7 rolls: d8e + d8e Read/Write Magic => 11 + 6 = 17 rolls: d8e + d8e Read/Write Magic => 6 + 3 = 9 rolls: d8e + d8e Read/Write Magic => 1 + 2 = 3 rolls: d8e + d8e Read/Write Magic => 2 + 7 = 9 rolls: d8e + d8e Read/Write Magic => 1 + 5 = 6 rolls: d8e + d8e Read/Write Magic => 2 + 2 = 4 rolls: d8e + d8e Read/Write Magic => 4 + 4 = 8 rolls: d8e + d8e Read/Write Magic => 7 + 2 = 9 rolls: d8e + d8e Read/Write Magic => 12 + 1 = 13
For step 10 that sure is a lot of rolls below 10. Lots of 8s. Anyway, that's 21 rolls so 6 days.
17 days total here, plus 21 days from my earlier post.
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Post by GM / Malinous on Mar 21, 2012 13:13:29 GMT -5
I got the 1330, I haven't updated my character sheet for any of the money or potions yet. I have made a healing potion, and a booster. I'm assuming those go to Mal. (I still need to pay for the materials for the healing potion, but I figure that'll come out of the 4330 I have). Can I get 500 of it back? I didn't realize how expensive it was to train attributes! :-). And I'm changing out my gearing a bit. Can't have us all wearing the same armor!
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Post by ehren on Mar 21, 2012 13:18:07 GMT -5
@ Mes: Can I have 500 of that potion money back? (I need to ask/get affirmative response so we're not duplicating money :-)) I really want to change my armor around a bit and have my weapon do base of Step 15 damage ;-). [Str 6, Base 8, +1 Damage] Training Circle 4 is 500 silver Training Str 15 is going to cost me 360 silver, but will let me use a two handed sword (base damage 8, oh yeah. +1 forging, +6 str = Step 15 base damage. Muahaha.). Keeping my old stuff in storage (crystal chain shirt, footman's shield) Buying Ring Mail and a Ferndask. Hmm. I really want an Earth Elemental familiar too :-). I haven't actually updated my character sheet yet, so yeah. I'll just note a 830 silver for potion supplies.
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Post by ehren on Mar 21, 2012 13:36:45 GMT -5
How much will it cost to get my armor smoothed? If I'm wearing Hide + Espagra + Shield, I will want to smooth it out to eliminate (or minimize) the penalty.
I'm also going to get my boots forged (for 50 right?).
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Post by ehren on Mar 21, 2012 14:21:46 GMT -5
I've spent most of my LP.
Raised Wound Balance to 2 (so I can roll 2d6 to avoid being knocked down) Raise a spell matrix to R3 (so I can cast a R3 & R4 spells)
spent 950 Espagra Cloak +830 in mat’ls – 150 for healing potion (plus what was already there... its updated) Rank 3 Talisman (-450) - for ID Spell Spells: Aura Strike (30LP) 300 Identify Spell (30LP) 300 Notice Not (30LP) 300 Relax (free) Hair Fenzy 400 silver.
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Post by GM / Malinous on Mar 21, 2012 15:04:50 GMT -5
How much will it cost to get my armor smoothed? If I'm wearing Hide + Espagra + Shield, I will want to smooth it out to eliminate (or minimize) the penalty. I'm also going to get my boots forged (for 50 right?). Rules are in the book on Smooth Armor. You can find someone to do it fairly easily in Daiche - armor is popular to support a healthy population of Smiths. Smoothing comes out of the physical armor "budget" [1/2 rounded up], and is limited to reducing the penalty to 1/2 (round down, I believe). It costs 300 for each of the first two armor mods. So it would be 300 silver, but not hard to find someone to do it. You could also forge the shield once to smooth it out (same cost), although you'd have to double check the talent to be 100% sure. Because of the way an Espagra cloak works/it's special nature, it can be forged- either normally or smoothed (base init penalty of 0 means you can't smooth it). It's really more of a special item than armor. Still, you ignore 2 with str, so actually you could upgrade to ringmail, forge once (1 penalty), Espagra cloak (unforged) is 1, and then the normal footman's shield would be 1 forged to 0 penalty. Although I guess if you wanted a crystal raider shield, you'd want to stick with hide or a chain shirt. Having Mal Forge your boots (TN 10 or 11 - 9+Damage Step ), 1 day (size) Test) costs 125 Silver. [Normal cost is 250 for each of the first two modifications]. I've got plenty of time. The TN for my 2-Handed sword starts at 17 . . so I'm just paying other people to forge it. And watching them work while they do to learn more about my craft.
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Post by GM / Malinous on Mar 21, 2012 15:10:20 GMT -5
As a random aside, I'm thinking of saying that smooth armor is a rare knack outside of Daiche, but it's a city-specialty. Due to our culture of "wearing armor is normal and socially acceptable," comfort is at a premium.
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Post by ehren on Mar 21, 2012 17:37:35 GMT -5
How much will it cost to get my armor smoothed? If I'm wearing Hide + Espagra + Shield, I will want to smooth it out to eliminate (or minimize) the penalty. I'm also going to get my boots forged (for 50 right?). Rules are in the book on Smooth Armor. You can find someone to do it fairly easily in Daiche - armor is popular to support a healthy population of Smiths. Smoothing comes out of the physical armor "budget" [1/2 rounded up], and is limited to reducing the penalty to 1/2 (round down, I believe). It costs 300 for each of the first two armor mods. So it would be 300 silver, but not hard to find someone to do it. You could also forge the shield once to smooth it out (same cost), although you'd have to double check the talent to be 100% sure. Because of the way an Espagra cloak works/it's special nature, it can be forged- either normally or smoothed (base init penalty of 0 means you can't smooth it). It's really more of a special item than armor. Still, you ignore 2 with str, so actually you could upgrade to ringmail, forge once (1 penalty), Espagra cloak (unforged) is 1, and then the normal footman's shield would be 1 forged to 0 penalty. Although I guess if you wanted a crystal raider shield, you'd want to stick with hide or a chain shirt. Having Mal Forge your boots (TN 10 or 11 - 9+Damage Step ), 1 day (size) Test) costs 125 Silver. [Normal cost is 250 for each of the first two modifications]. I've got plenty of time. The TN for my 2-Handed sword starts at 17 . . so I'm just paying other people to forge it. And watching them work while they do to learn more about my craft. I only get to ignore 1, but I have 1 from the shield, 1 from the Hide Armor, and now 1 from the Cloak... so, thats cutting a lot into my iniatiative. I'm more likely to keep the Espagra Cloak around for awhile (especially since we all have matching ones). So, that would be my 1st goal, then the shield, if I've got money.
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Post by ehren on Mar 21, 2012 18:01:39 GMT -5
With my remaining 650 I'll smooth the cloak for 300 and spend 125 on forging the boots. That'll leave me with 225 to either throw at potion materials of finiancing our spy network/hiring "actors"
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Post by ehren on Mar 21, 2012 18:07:56 GMT -5
With my remaining 650 I'll smooth the cloak for 300 and spend 125 on forging the boots. That'll leave me with 225 to either throw at potion materials of finiancing our spy network/hiring "actors" I threw in 100 silver for potion materials, and 25 for the spy network/actors. We have 930 silver worth of materials now. I was thinking of using 600 for healing potions (4), and then spreading the rest out over boosters, and maybe a confidence booster or 2. What do you guys want?
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Post by ehren on Mar 21, 2012 18:09:18 GMT -5
Of course with 930 silver I could make 6 healing potions and 1 booster.
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Post by GM / Malinous on Mar 22, 2012 16:03:19 GMT -5
I forget what a confidence booster does: + social defense?
I can run through lots and lots of boosters, but healing potions are nice. Although our *need* for healing potions will likely go down with the 2/day from the Flask of E'M, I hope.
I'm pretty open, honestly. Wouldn't mind having a confidence booster but don't *need* it. I have 6 boosters so I'm good for a bit, although I use 3-4 in a day. Nice to have a healing potion on hand too, if nothing else so I can force feed one of you two if you fall unconscious!
Currently I have 6 booster potions, and nothing else.
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Post by GM / Malinous on Mar 22, 2012 16:17:29 GMT -5
With my remaining 650 I'll smooth the cloak for 300 and spend 125 on forging the boots. That'll leave me with 225 to either throw at potion materials of finiancing our spy network/hiring "actors" May have missed it in my post, it was a wall of text, but the cloak can't be smoothed. Smoothing is limited to 1/2 of the penalty. (The init penalty is a base of 0, 1/2 of 0 is 0. The 1 is an additional penalty for stacking it with armor that can't be eliminated). It probably can't be forged in general either, although I'm not 100% decided on that, but it's not really "armor" as intended by the rules. And that doesn't even get into the balance concerns. Shields at least have a trade off. You can still forge armor your (Hide?) armor though, same effect.
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Post by ehren on Mar 24, 2012 13:07:10 GMT -5
Yeah, I guess I'll forge the armor then.
I also have 6 boosters, so I think we're pretty well set on them (although, I could see getting another 3-4).
I also have Relax now, which decreases time between recovery tests & adds a +4 bonus. It also doesn't force you to sleep for 8 hrs to get its benefits.
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Post by ehren on Mar 24, 2012 13:09:09 GMT -5
I forget what a confidence booster does: + social defense? I think its +3 against fear. Which can come in handy if we don't get Heartening Laugh off in time.
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Post by Mawaris on Mar 24, 2012 16:28:34 GMT -5
Confidence Boosters are a bonus against fear checks. Which actually makes them most useful to me, since if I resist the fear I can use Heartening Laugh afterwards for anyone else. But really you have to drink it before the fight ideally, which makes it an expensive buff.
Maybe worth carrying a couple when we're a bit richer. And Heartening Laugh does require an action, so mostly it will be useful only against things we know will use fear.
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Post by ehren on Mar 26, 2012 19:00:02 GMT -5
So, the question is then with 930, what do you want for the potion split (or have it try to be)?
(4) Booster (100) (4) Healing (600) With some materials left over...
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Post by GM / Malinous on Mar 27, 2012 3:35:54 GMT -5
Mal 2 booster 2 healing Mes: 1 booster, 2 healing Maw: 1 booster, carry the potion of life?
Does that make sense?
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Post by ehren on Mar 27, 2012 12:51:27 GMT -5
Mal 2 booster 2 healing Mes: 1 booster, 2 healing Maw: 1 booster, carry the potion of life? Does that make sense? Is that in addition to what we already have, or how we should split what we make? And yes, I think that makes sense... although Mes already has quite a few boosters, and Mal is the one that uses them the most, so I could see him getting 3 or Maw getting 2.
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Post by GM / Malinous on Mar 27, 2012 13:03:36 GMT -5
I was going with what you posted, 4 boosters and 4 healing potions. The potion of life can't be used with boosters, for whatever that's worth.
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Post by ehren on Mar 28, 2012 17:29:08 GMT -5
Alchemy (Healing Potion) - step 10: 2d8 (5,5) [Success] (4days) Alchemy (Healing Potion) - step 10: 2d8 (2,4) [Failure] (4days) Alchemy (Healing Potion) - step 10: 2d8 (4,6) [Success] (4days) Alchemy (Healing Potion) - step 10: 2d8 (7,3) [Success] (4days)
Boosters I'll take the week to get automatically.
So, we have 3 Healing Potions, how should those be split up? (I think 1 to each of us?) Also, where the materials for the failed healing potion used up (or can I try again)?
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Post by GM / Malinous on Mar 29, 2012 14:49:41 GMT -5
They're only used up on a pathetic result. You'll have to check the results table to see if that's a pathetic result or not.
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Post by ehren on Mar 29, 2012 15:17:52 GMT -5
They're only used up on a pathetic result. You'll have to check the results table to see if that's a pathetic result or not. Just barely didn't waste that 150. If we have time, I'll auto success it.
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