Seyres wrote:
No problem
Captain Morgan wrote: Not knowing about the Bleaching kind of feels like not knowing about the Sabbath in the United States. It seems like a pretty basic thing, but you'd be surprised how many people are ignorant. I don`t think it's quite the same, since bleaching kills gnomes. I would compare it to a unusual food allergy that only affects one group of people. By the second or third prisoner, someone should notice that the gnomes are screaming "NO, NOT GRAPES! I'M ALLERGIC TO GRAPES!! AAAARGH!!!" and dying slowly. I would forgive a small prison for not knowing about this, but a larger prison complex should have had this happen enough that it would be impossible to ignore. It makes me wonder if there are "Toys for Gnomes" activist groups, who give toys to criminal gnomes to carry out their sentence. Entire divisions of the Toymaker's Guild dedicated to taking care of gnomes unable to experience new things on their own. A sect of the church of Nivi Rhombodazzle dedicated the telling stories to confined gnomes.
I like to add new Lores based on how my character earns money outside of adventuring. For example, I have a half-elf con man who passes himself off as a noble. He started with Underground Lore (criminal background) but gained Courtier Lore (additional lore), because he earns money through his social interaction interactions with nobility (gifts, opportunities, etc.). Admittedly, I don't know if Courtier is the best way to phrase it, but I felt Con Lore or Confidence Lore was too broad.
Art objects are usually valued more on subjective taste. However, I agree that precious gems and metals should have been added on to the materials section (CRB pg. 577). As for how much an item made of something like gold cost, they could have a minimal cost based on the grade of item [Full gold for High-Grade, gold-plated for Low-Grade], plus the cost of material. This is how the system works now for other objects. You could add on to the price based of the "Earn Income" action's result to add the value based entirely on its artistry. Having said all that, I doubt adding this mechanic would do much to improve the game, unless you had a jeweler who was really in to building jewelry. It's not like a gold sword would be anything other than be heavy and easy to dent. Still, that's my suggestion. Gold item prices could be based the price of Silver items times ten. As for the gems, I'm not a lapidarist, so I can't help with that. As a side note, I wish there was a feat that let you use the Crafting skill for the "Preform" or "Make an Impression" action, if you had a sample of your work that audience could appreciate. Or vise versa, a feat that makes anything you make worth more based on the fact you made it. Although, I suppose that could be one interpretation of the " Legendary Professional" feat.
They could learn: 1. That certain parts of the creature are valuable to the right buyer, delicious when cooked correctly or a potent aphrodisiac. 2. That they can not go near or are attracted to a certain substance. 3. That under the right conditions they can transform into another creature. 4. That they have some origin story related to a powerful entity or a force of nature. 5. That they are children/servitors of a larger, more legendary creature. 6. That some attack they do transfers a slow acting disease or curse, with a local cure (watch for the symptoms). 7. That they have some unique ritual associated with them. 8. That they have an odd reaction to a spell or item. 9. That among them is a shape-shifting caretaker. 10. That it's clearly a humanoid in a costume. Most of these waste time after a fight or are quickly disproved by wasting a few action, an equivalent of one person being stunned 2. I based this list on folk stories, urban legends and fairy tales of common creatures.
Plus, there's the difficulty in finding some sort of cover or concealment. Skittermander: I hide behind a waste basket. GM: Ok, roll stealth ______________________________ Uplifted Bear: I hide behind a waste basket. GM: OK, the troppers walk in to see you with your face covered and your fluffy butt sticking up in the air.
Another thing worth noting in this discussion, the "Armory" book has a level 4 item called "Solar Sheeting" for 2000 credits. Page 107-108 wrote: When you take a full action to unfurl this thin, 5-foot-square black panel, it absorbs solar energy and converts it into power, acting as a recharging station (Core Rulebook 234). In direct sunlight, it takes solar sheeting 10 minutes to recharge 1 charge in a battery or power cell. In overcast daytime conditions, it takes 1 hour per charge restored. So, how expensive is it to build and maintain a recharging station? Is it a supply and demand problem? Maybe people are using power faster than it can be collected. Then again, why is cost based on the type of battery instead of the number of charges? It doesn't seem like the portable recharging stations care what kind of battery they are recharging. Perhaps the price is set by what people are willing to pay as opposed to how much they cost and they just charge wealthy adventurers more.
Also, your size effects how much you can carry [page 191]. For a huge creature, one ton is 10 bulk, relatively (2000lb -> 200 bulk -> 10 relative bulk). Outside of the previously stated examples, it seems like they are going to handle each size-changing mechanic on a case by case basis, instead of establishing a blanket bonus. Edit: I forgot to mention that your bulk limit changes, too. When your huge, it is equal your small/medium bulk limit times 4.
Personally I use the notation #,#,# when I write down prices for items on my sheet, where each number stands for gold, silver and copper pieces, respectively. Perhaps a notation like would be easier to read at a glance. Also, all prices fall into neat columns for easy addition. 1,2,0
FirstChAoS wrote:
This is why technomancers need digital familiar.
Cellion wrote: I'm really hoping for a book focused on magic, spells, and how different both are in a world with a lot of tech. There have been a few drips and drabs across the other books so far, but in comparison to how many hundreds of technological items have come out, its been very disappointing. Though some players prefer a lighter focus on magic, I would really like to hear more about the role of magic in a world where technology approaches it's utility.
On page 270 of the CRB, it says that creatures that are summoned come from somewhere and they return when the spell is done. Even if the creature dies, it will reform in 24 hours. So, I guess that you either summon deceased baby ghosts or you summon living ones and make them ghost-like. Neither option is particularly moral, but, if the second one is true, I imagine there are some skittermanders with very interesting backstories... and some with ptsd.
Damanta wrote: Though the poor Society Characters cannot buy the 5 UPB for the kits because they need to buy the UPBs in lots of 1000 :) (unless that changed) Well, they say tha UPBs are usable as currency in many major settlements and trade hubs, aswell as places that don't use Credits (CRB page 233). They probably don't deal in 1000 credits worth of UPB every time. After all, UPBs are the standard the Pact Worlds' Credit is based on (CRB page 233) |