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Old 09-18-2011, 10:48 PM   #21
The General
 
Join Date: Sep 2011
Default Re: [OOC] The Gate at Hinnom

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Originally Posted by zoncxs View Post
after some thought I would like an ally, I dropped a skill (two handed axe/mace) and used that point for the ally. constantly there and 5% of starting points. I want it to be a large guard dog from the basic set (p454 I think) but with increase strength since I would be using it to carry my stuff we we travel, at least ST 13 helps.
If you're just using it to carry your stuff that sounds more like equipment than an ally - just buy a dog for $200.
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Old 09-18-2011, 11:17 PM   #22
Lamech
 
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Default Re: [OOC] The Gate at Hinnom

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Originally Posted by The General
Ah, okay, I didn't want to take the time to detail the magic system if no one was going to play a mage, but I'll go ahead and tell you the specifics.
Sweet, neat spell list. Two spells that jumped out at me as having unmeetable pre-reqs with the allowed spells.

Bless (I think): Requires spells from 10 different colleges. I didn't run down every spell, but I think its safe to say that isn't happening.
Lich: Requires enchantment. Also it is an enchantment spell.
Also I'm pretty sure a number of the spells in the meta-college have the same problem as bless.

Also a bunch require more than one magery, although I don't think that was what you meant...

How much would it cost to start with one of those tablets. Also are the tablets inherently magical? I.E. What is to prevent someone from copying it down and selling it for a high price?
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Yeah, but alchemy is incredibly rare mostly thanks to the stigma magic is met with in the Rift. That is to say - they really don't like mages. Herb lore is a bit more common, especially among the giants of Hinnom and smaller villages on the plains.
Hmm... would herb lore be appropriate for a mage then?
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Old 09-18-2011, 11:19 PM   #23
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Default Re: [OOC] The Gate at Hinnom

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Originally Posted by The General View Post
If you're just using it to carry your stuff that sounds more like equipment than an ally - just buy a dog for $200.
okie dokie. anything else you think I should get?
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Old 09-18-2011, 11:38 PM   #24
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Default Re: [OOC] The Gate at Hinnom

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Originally Posted by Lamech View Post
Sweet, neat spell list. Two spells that jumped out at me as having unmeetable pre-reqs with the allowed spells.

Bless (I think): Requires spells from 10 different colleges. I didn't run down every spell, but I think its safe to say that isn't happening.
Quote:
Originally Posted by me
When a spell prerequisite calls for 'spells from at least _ other colleges', ignore it - instead, you must have at least _ spells from your Soulprint
;)

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Lich: Requires enchantment. Also it is an enchantment spell.
Yeah, that makes sense, didn't notice that.

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Also a bunch require more than one magery, although I don't think that was what you meant...
Yeah, but those spell lists should hopefully last us most of the game. I didn't want to have to upgrade them when you increased your magery, right?

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How much would it cost to start with one of those tablets. Also are the tablets inherently magical? I.E. What is to prevent someone from copying it down and selling it for a high price?
1) You can't copy it down onto anything but another tablet so you'd have to be sat down chiseling it away, by hand, repeatedly. 2) Tablets influence your Name in a unique way. Most are created magically (predominantly by Earth mages).

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Hmm... would herb lore be appropriate for a mage then?
Sure - depends on his background, obviously, but there's no reason why he couldn't.

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Originally Posted by zoncxs
okie dokie. anything else you think I should get?
Well, if you're a blacksmith, won't you need a forge/anvil/place of residence? We still need to see just how things turn up in terms of Imperial/Townsfolk, the party could go either way at the moment.
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Old 09-18-2011, 11:43 PM   #25
ErhnamDJ
 
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Default Re: [OOC] The Gate at Hinnom

Lamech, do you think your character might be associated with a mafia-type organization? I could have my character be assigned to escort yours somewhere.
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Old 09-18-2011, 11:53 PM   #26
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Default Re: [OOC] The Gate at Hinnom

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Lamech, do you think your character might be associated with a mafia-type organization? I could have my character be assigned to escort yours somewhere.
Hmm... quite possibly. I was thinking more a life mage. (Although that still has obvious uses.) The idea was slowly starting to assemble, but I needed to get what was actually possible out of the way first.
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Old 09-18-2011, 11:58 PM   #27
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Default Re: [OOC] The Gate at Hinnom

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Lamech, do you think your character might be associated with a mafia-type organization? I could have my character be assigned to escort yours somewhere.
Hm-- I'm still not really sure where you're going with the mafia idea. It seems a little out of place? Far-reaching criminal syndicates or whatever are a bit too advanced for this tech level; mostly what you'd be seeing are small, localized criminal operations (a Thieves Guild in a capital city) OR groups employed by nations. For instance, az-Qarratim likely has a trained Spymaster serving directly beneath the Emperor, with a force of rogues and thugs beneath him.
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Old 09-19-2011, 12:08 AM   #28
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Default Re: [OOC] The Gate at Hinnom

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Well, if you're a blacksmith, won't you need a forge/anvil/place of residence? We still need to see just how things turn up in terms of Imperial/Townsfolk, the party could go either way at the moment.
since we are starting with so little in money (and after the dog I got $200 left) there is no way for me to start with one. or a forge.

as for the anvil, any smooth flat rock can be used (for a little while) and this depends on everyone else, what side they are starting on.

according to Low tech companion 3 page 45+ I have (can have) multiple jobs! ^,^


Farmer (TL1)

Miner (TL1)

Mason (TL1)

Smith (TL1)

Carpenter (TL1)

Armorer (TL1)

Village Blacksmith (TL1)

He has had jobs in that order, the last two are up to the rest of the group if they decide. and my opinion on this mafia thing is that it is really out of place in 3000 B.C.

Last edited by zoncxs; 09-19-2011 at 12:28 AM.
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Old 09-19-2011, 12:27 AM   #29
ErhnamDJ
 
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Default Re: [OOC] The Gate at Hinnom

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Hm-- I'm still not really sure where you're going with the mafia idea. It seems a little out of place? . . . mostly what you'd be seeing are small, localized criminal operations (a Thieves Guild in a capital city)
A mutated thieves guild is close to what I was thinking. In war-torn areas, you could see criminal organizations filling the power gap. They would also function as a place for pirates, bandits, and looters to gather to trade and sell their 'wares' without threat of legal response.

It might be easy enough to manhandle (through extortion, bribes, etc) the rulers of one of the Urgu city-states. A ruler losing power through the wars might be willing to turn a blind eye to the seedy underbelly that has developed in his city if he's getting kickbacks.

I was thinking through what such a criminal organization could do if it had a few wizards at its disposal. A simple protection racket would be pretty easy there. You have a wizard specialized in fire (or earth) magic in a large city where the ruler isn't able to handle an uprising. Burn down one city block (or destroy it with earth magic) and then sit back as people pay you not to do it anymore. It could be cheaper to pay than to have a response from the legal authorities.

I guess you'd need to have this in a particularly prosperous area with a legal system either unwilling or unable to respond to these types of internal threats.

Or you could have neighboring areas with conducive laws (import tariffs maybe?), leading to smuggling.

Not that this has to operate inside a city. It's easy enough to threaten farmers. Poison some crops, then make them pay. I think it would be easier in a city, though. Concentrated wealth.

I imagine this sort of organization would set up in an area with lots of sorts of different opportunities.

These are mighty small cities, though, aren't they? We're looking at, what, fifty-thousand people? Sixty-thousand? I wasn't thinking this would be anything huge. You could have thirty or forty people supported through crime, though, I'm sure.
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Old 09-19-2011, 12:31 AM   #30
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Default Re: [OOC] The Gate at Hinnom

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snip

I am sure you are liking this idea a lot, but just so you know my character would not put up with your life style nor work with you, he is selfless and helps people, not mafia like at all.
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