Feel free to disseminate this to the party in gameplay.
Osric:
General: The Steam Slums are almost 100% ifrit, as the temperature coming from this scalding part of River is nearly intolerable for the other races. The low visibility due to the steam makes this a high-crime area that is not patrolled much by the guards. The garden street area takes advantage of the heat and humidity by growing exotic plants (flowers, herbs, spices, vegetables, as well as drugs)
Specific: There are guides called "Misters" who have the ability to see through the steam. They are costly, but add a degree of protection against thugs who would ambush an unwary party.
Awesome roll: You happen to have met a Mister on a case in the Steams you worked a few years ago - Franco Leoni. You didn't engage his services, he just happened to be a witness that you questioned - he was helpful. He lived a little west of Garden Street at the time.
I'm guessing most of us are less available due to Labor Day weekend right now, so if I don't see any new posts by mid-day Monday or so I'll do a "let's get our momentum going again" post.
Ifrit is definitely Italian and it's pretty common for ifrits to throw in certain words of their own language, even when having a conversation in Common.
High Ifrit is Latin. I'm planning on using Vietnamese for Undine. Benthic would best be represented with Simplified Chinese. I wanted to do a Native American language for Oread, but let's keep it simple with something that's on Google translations - Zulu. Sedime is Afrikaans. Irish for Sylph. Welsh for Maker Script.
Does Fire Resistance = Heat Resistance in your game? It seems logical, but isn't actually stated anywhere in the rules.
In general yes, but I suppose it depends on the exact case. For instance, ifrits are still vulnerable to the nonlethal damage that occurs from being in extreme heat (though a natural +1 to fortitude saves of that nature might make sense)
I was just curious, lots of places have been described as being hot - and I was assuming it just wouldn't bother an Ifrit until it got really hot, and if that wasn't the case, I'll adjust my thinking/posting accordingly.
Oh no, I completely agree with you. I'm talking about more like almost supernaturally hot (130 F+) This is a steamy jungle-thing to be sure, but nothing to bother an ifrit - you're good to go.
Male sylph Alchemist (mindchemist) 5 | HP -10/33 | AC: 15 T: 13 Fl: 12 | CMB: +4 CMD: 17 | F +5 R +7 W +0 | Init +3 | Perc: -1 SM -1 | Speed 35' | Prepared Extracts: Cure Light Wounds x2, Bomber's Eye, Endure Elements, Jump, Invisibility, Bulls' Strength, Resist Energy | Bomb 8/11 Inspiration 4/4| Active Conditions: Bomber's Eye
It amuses me that not a one of us is any good at being scary. Maybe Byron will have to put some skill points in Intimidate so he can tell people all about the interesting effects some compounds have when ingested...
Yeah, i apparently didn't think the questioning part of investigation through. I'll probably put some Ranks into Intimidate and Diplomacy next level, but his Charisma is still not great.
Probably, most rl groups I've been in have always taken skills by background rather than strictly by utility - so I've never had the need to restrict/complicate it, I can see how some groups need the extra restriction.
I also got used to playing FantasyCraft which had a minimum of 4+int bonus skills/level, and most classes got more than that, so maybe I got spoiled.
To clear up Odebie's comment about the building burning down: Is that Odebie's opinion based on not having seen Alchemist Bombs in action before?
As far as I can tell, Alchemist Bombs don't start fires. Outside of things like burning oil and alchemist's fire (which are, essentially, on fire themselves) instantaneous damage like bombs and spells don't cause fires unless they specifically call it out (like Fireball)
I'm going to be camping in rural Appalachia leaving Friday and returning Sunday; wanted to give you all some advance notice. I'll be trying to update on my phone but I might not have signal. Feel free to bot me if necessary.
Let me know if you guys need any clarification on the current scene, or if life is busy this particular week. Want to make sure I didn't miss a question somewhere in the Gameplay thread.
How would you rule on a Cure Light Wounds extract being used to heal another person? The RAW says that the extract loses potency when it is away from its creator, but what happens if the creator applies it to someone else?
I had to squint for a while at the extract section under Alchemists:
"An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist."
I'm going to rule that only the infusion discovery allows alchemists' and investigators' extracts to be applied to anyone else.
I'm going on an unexpected business trip tomorrow morning. I'll be away for the week, back next Thursday. I don't know what my posting schedule will be like while I'm away. No idea about free time or connectivity. Sorry.