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Totem 02-04-2014 02:41 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by momothefiddler (Post 1719862)
Fit/Very Fit "applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells." (B55) I thought that Recover Energy had a corresponding restriction, but it seems it does not. Still, as a purely academic query, I'd be interested in knowing whether Fit/Very Fit applies to the energy lost to the Rathnell ring.

Hah! For most efficient power recharge, I could get one ring for each finger, put them on with two minutes' difference between each one, and then just never use my own energy except in an emergency (in which case I'd have to make sure to take off the appropriate amount of rings). And maintain things from the ER, since it recharges separately.

I'm getting overexcited though. My rate of mana regen is exactly the same as before, I just have a higher cap, possibly broken up into multiple groups, only one of which can be used at a time.

Plus if you have ten of them charging at 2 minute intervals, you would lose 5 FP in the time it took you to regenerate 1 FP. Starting at 10 FP and assuming that there was only 1 FP stored in each of them, you'd be down to 2 FP at the end of 20 minutes. If they held more than 1 FP each... Yeah...

Quote:

Originally Posted by yoippari (Post 1719911)
Now that I think about it a set of radios wouldn't be bad to have. What are we 6 characters? Would I be able to pick up 6 earbud radios, encrypted ideally? Basic set TL8 they would be $500(*10 for encrypted) each or the infinite worlds TL9 version is the Hideout Radio on p. 24. $50 (probably not encrypted but same *10 rule would apply I assume).

The Hilba can provide radios; as mentioned they're good at this kind of stuff, and anything that they throw together is liable to be a lot harder to trace than regular radios.

momothefiddler 02-04-2014 02:43 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1720225)
Plus if you have ten of them charging at 2 minute intervals, you would lose 5 FP in the time it took you to regenerate 1 FP. Starting at 10 FP and assuming that there was only 1 FP stored in each of them, you'd be down to 2 FP at the end of 20 minutes. If they held more than 1 FP each... Yeah...

Except that, due to Recover Energy, I recover 1 FP per 2 minutes - exactly enough to keep up with ten rings.

That's why I picked ten rings.

momothefiddler 02-04-2014 02:46 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by momothefiddler (Post 1720227)
Except that, due to Recover Energy, I recover 1 FP per 2 minutes - exactly enough to keep up with ten rings.

That's why I picked ten rings.

It occurs to me that perhaps you're ruling that the fact that Magic! defaults to Recover Energy at -1 doesn't necessarily mean I'm treated as knowing Recover Energy at 21, and that I get no benefit from it without points in the specific spell, in which case a lot of my time calculations from previously are way off and, while it's likely too late to retcon that, I should probably put a point in Lend Energy (the prereq) and a point in Recover Energy as soon as possible for continuity's sake.

Lamech 02-06-2014 02:17 AM

Re: [OOC] Worlds of Fire
 
Hmm... John will try and requisition/purchase a 30 point powerstone that sucks FP off him. I'm sure this can't possibly end poorly.

Other than that I assume I should update the character sheet?

Totem 02-08-2014 12:47 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by momothefiddler (Post 1720227)
Except that, due to Recover Energy, I recover 1 FP per 2 minutes - exactly enough to keep up with ten rings.

That's why I picked ten rings.

I wasn't counting use of Recover Energy or anything like that: I'm purely working on the basis of each one taking 1 FP every twenty minutes, which they will do constantly, starting twenty minutes after you use one of them. All it takes is a prolonged situation where Jorin can't keep Recover Energy going (i.e. a hike, a prolonged battle or series of battles, any kind of stressful situation lasting more than 10 minutes) and the rings will knock him back to 0 FP. I'll clarify that the 20 minutes delay starts from when they register a need to recharge themselves, not from when you put them on (probably where the confusion has come from), but has a minimum delay of 20 minutes (so spending 1 FP from one 18 minutes after it filled itself up will mean that it takes 1 FP in 20 minutes, not 1 FP in 2 minutes). Putting them on at intervals is great for initial charging, but could get things very complicated in the field.

Quote:

Originally Posted by Lamech (Post 1721283)
Hmm... John will try and requisition/purchase a 30 point powerstone that sucks FP off him. I'm sure this can't possibly end poorly.

Other than that I assume I should update the character sheet?

No issue with John buying this. Yes, please go ahead and update your character sheet.

Further stuff to follow.

momothefiddler 02-08-2014 06:04 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1722424)
I wasn't counting use of Recover Energy or anything like that: I'm purely working on the basis of each one taking 1 FP every twenty minutes, which they will do constantly, starting twenty minutes after you use one of them. All it takes is a prolonged situation where Jorin can't keep Recover Energy going (i.e. a hike, a prolonged battle or series of battles, any kind of stressful situation lasting more than 10 minutes) and the rings will knock him back to 0 FP. I'll clarify that the 20 minutes delay starts from when they register a need to recharge themselves, not from when you put them on (probably where the confusion has come from), but has a minimum delay of 20 minutes (so spending 1 FP from one 18 minutes after it filled itself up will mean that it takes 1 FP in 20 minutes, not 1 FP in 2 minutes). Putting them on at intervals is great for initial charging, but could get things very complicated in the field.

Ahhh, okay. Thank you for that clarification.

I think, given the lack of requisition so far, that it would be reasonable for Jorin to get a "Thumb" ring of 24 points ($510) and four "Finger" rings of 6 points each ($600) for a total of $1110. This would allow the fingers to recharge in two hours and the thumb overnight.

I acknowledge that this is going to be a distressing amount of bookkeeping, and if you'd rather I do something else, let me know.

Totem 02-09-2014 03:12 PM

Re: [OOC] Worlds of Fire
 
Jorin's Apprentice. My proposed character sheet anyway. Feel free to play around with the stats and whatnot, but do it quickly if you want him involved in this mission.



Name: Terry Callin

Terry grew up in Gideon's Landing, a port town famed for producing certain brands of beer in the previous century and not much since then. It had kept going largely because it made a convenient stopping point along the route between the capital and the next major harbour located in a more strategic location along the coast (Gideon was an explorer famed more for being slightly off course than anything else).

Terry had two passions when growing up: acting (on the stage) and weirdness. The first he made a small living from as he grew up which allowed him to indulge the second; he would research late into the night on topics of any kind of weird happenings, magic, occultism, and so forth. It is hard to say how much of this was influenced by his own magical gift, and how much by his own random interests.

When he did discover his own ability to use magic, Terry wasn't particularly impressive with it, but he was incautious; the Council of Seven (who amongst other things policed the use of magic in a world that didn't publically know of its existence) came down hard on him a short while later. Lacking patience with his attitudes they set a watch upon him and surgically implanted the Flames of Haste; this magical artefact cannot be removed without crippling his magical talent, and forces him to restrain himself, doing physical damage to him if he tries to use magic too quickly.

He was found by a survey team from the Rabbit Hole (a Harbour involved in the war against the Blazen) and eventually transferred over to the Western Harbour. Now seeking someone to train him in magical arts, and some kind of adventure, he enters play.


Point Limit 221
Points Spent 220
Disadvantages -47
Unspent Points 1
Total Points 221


DX 11 [20]
HT 11 [10]
IQ 13 60
ST 11 10
PER 13 [0]
WILL 13 [0]
FP 11 [0]
HP 11 [0]

Basic Lift 24
Basic Speed 5.5
Basic Move 5

Encumberance Basic Lift Basic Move Dodge
None 24 5 8
Light 48 4 7
Medium 72 3 6
Heavy 144 2 5
X-Heavy 240 1 4


Languages Spoken Written
English Native Native 0
German Native Native 6
Latin Native Native 6



Advantages/ Disadvantages
Magery 2 [25]
Magery 4 (Limited 1 College (Enchantment) -40%) [24]
Ambidexterity [5]
Compartmentalised Mind (limited: Maintaining only) [20]
Photographic Memory [10]
Magic Resistance (Improved +150%) 1 [5]
Incompetence (Climbing) [-1]
Minor Obsession (Research Magical Stuff) [-1]
Nightmares [-5]
Jump sickness [-10]
Past Record (Unhealthy interest in Things Man Was Not Meant To Know; researches a lot, isn't entirely trusted as a result) [-5]
Flames of Haste (roll 1d-4 (minimum 0) damage for every FP spent per second after the first) [-20]
TL 7 [-5]

Skills
Brawling DX+2 = 13 [4]
Carousing HT+ = 11 [1]
Driving (Car) TL/7 DX+ = 11 [2]
Hiking HT+ = 11 [2]
Fast Talk IQ+ = 13 [2]
Axe/ Mace DX+ = 11 [2]
Scrounging PER+ = 13 [1]
Search PER+ = 13 [2]
Staff DX+ = 11 [2]
Stealth DX+ = 11 [2]
Streetwise IQ+ = 13 [2]
Throwing DX+ = 11 [2]

Magic! IQ-3 = 12 [3]
Hidden Lore (Magic) IQ+1 = 14 [4]
Hazardous Materials (Magical) IQ+1 = 14 [4]
Law (Magical, Council of Seven) IQ+0 = 13 [4]
Occultism (Demons) IQ+1 = 14 [4]
Thaumatology IQ+0 = 13 [8]
Weird Science IQ-3 = 10 [1]

Area Knowledge (Western Harbour) IQ+ = 13 [1]
Area Knowledge (Gideon's Landing) IQ+ = 13 [1]
Disguise IQ+ = 13 [2]
Performance IQ+1 = 14 [4]
Group Performance IQ+0 = 13 [2]
Research IQ+1 = 14 [4]

momothefiddler 02-10-2014 06:49 PM

Re: [OOC] Worlds of Fire
 
That looks great!

It seems an 11-point Rathnell ring would largely (though definitely not completely) mitigate that disadvantage.

I really don't understand why these things aren't a bigger deal among mages, especially research and enchanting ones.

Totem 02-11-2014 12:26 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by momothefiddler (Post 1723425)
That looks great!

It seems an 11-point Rathnell ring would largely (though definitely not completely) mitigate that disadvantage.

I really don't understand why these things aren't a bigger deal among mages, especially research and enchanting ones.

Part of it is to do with the Rathnell themselves; as you've seen, they look like metre high rats. On top of that they have low-light vision, so they can't operate in regular daylight, which gives them a reputation for lurking in shadows. There's more, but Jorin and John don't have Streetwise, do picking up rumours is a bit tricky.

Also, the Flames of Haste take into account any magic that Terry channels. Doesn't matter about the source; if it passes through him, then he has to watch out.

momothefiddler 02-11-2014 12:29 PM

Re: [OOC] Worlds of Fire
 
Quote:

Originally Posted by Totem (Post 1723813)
Part of it is to do with the Rathnell themselves; as you've seen, they look like metre high rats. On top of that they have low-light vision, so they can't operate in regular daylight, which gives them a reputation for lurking in shadows. There's more, but Jorin and John don't have Streetwise, do picking up rumours is a bit tricky.

Also, the Flames of Haste take into account any magic that Terry channels. Doesn't matter about the source; if it passes through him, then he has to watch out.

Gotcha.

Does Compartmentalized Mind (Maintaining Only) mean he can ignore penalties from spells on?


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