Difference between revisions of "Talk:OAAAA Recap"
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I also looked over the rules I put up again on the character creation page, and character appropriate martial arts you can always buy, just not damage classes, which require GM permission.<br> | I also looked over the rules I put up again on the character creation page, and character appropriate martial arts you can always buy, just not damage classes, which require GM permission.<br> | ||
Nobody has lost any equipment yet: currently, you are all watching a giant dragon, flames spewing from it's maw, descend out of a storm cloud towards the ship: that's where we ended (you can expect a presence attack with a lot of dice as the opening of session #4). However, it is safe to say that anything denser than water (things made out of metal, rock, or glass, to name a few) will not float and make it difficult to swim. That's not to say, of course, that everything in those categories is guaranteed to end up in davey jones' locker...assuming you end up swimming (which isn't certain), I'm sure you'll come up with creative ways to save at least some of your gear. That being said, anything you bought with points that is not unique, you can replace anywhere you could reasonably find said item (a med.-large sized town/city for alchemical supplies, for instance): unique items that are lost return the points to the owner for other equipment purchases. Independent but non-unique items, of course, would be gone gone. | Nobody has lost any equipment yet: currently, you are all watching a giant dragon, flames spewing from it's maw, descend out of a storm cloud towards the ship: that's where we ended (you can expect a presence attack with a lot of dice as the opening of session #4). However, it is safe to say that anything denser than water (things made out of metal, rock, or glass, to name a few) will not float and make it difficult to swim. That's not to say, of course, that everything in those categories is guaranteed to end up in davey jones' locker...assuming you end up swimming (which isn't certain), I'm sure you'll come up with creative ways to save at least some of your gear. That being said, anything you bought with points that is not unique, you can replace anywhere you could reasonably find said item (a med.-large sized town/city for alchemical supplies, for instance): unique items that are lost return the points to the owner for other equipment purchases. Independent but non-unique items, of course, would be gone gone. | ||
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+ | '''GABE:''' I was just wondering if I got them back from the jail. Sweet, its time for us to drink some underwater comfort potions dudes. | ||
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+ | BEN: yup, you got everything back from the jail: you can thank dieter for that one. The potions are a very good idea, just remember that they will not affect your ability to swim, stay afloat, or carry stuff. | ||
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+ | --[[User:Edmiao|Edmiao]] 11:26, 12 September 2008 (MST) who would have thought those underwater breathing potions would actually come in handy! awesome. now, which one was it (fails int test) ah! the one with the red swirls, right! | ||
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+ | '''GABE:''' Oh I know, but my str potion will help me deal with carrying stuff and endurance. And I KNEW underwater potions were gonna be useful... I mean its a chain if islands. Thats why I have like four pre-made. | ||
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+ | BEN: I agree: i forgot all about those potions too, and here they are to save all yo' asses! And that combo with the str. potion is nice too. to clarify some other stuff: first, I think the formula for what you can carry in water without sinking will be [Str]/2 x [inches of swimming] in pounds (divide by 2 for kilograms). For the sake of simplicity and for the benefit of the players (this is a very generous calculation, if you've ever tried swimming with weight), we will say that this is the amount of weight your characters can transport in water while swimming. Also, we will not include clothes in the calculation. Second: if you sink all the way to the bottom of the ocean, you will still die even if you drank the potion, unless it includes a "safe in high pressure" clause. | ||
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+ | '''GABE:''' I think it actually might! But... maybe not, I forget right now. I know it makes you immune to the cold, so you know, we don't just freeze and drop. |
Latest revision as of 13:10, 12 September 2008
--Brandon 16:46, 11 September 2008 (MST) Sweet. I've got like 40 points to spend on "getting dragons to do whatever I want" powers! I kid, I kid!
BEN: not entirely off the mark, although with an active point cap of 40 points at the next session, you're not likely to get very far. Furthermore, remember that powers and martial arts need to be approved by the GM when you buy them, no matter how big or how small.
Based on what I've read on the wiki, I suggest you all go back to the natural world and read up on dragons. If you still want to assign human motivations (and exclude animal motivations) to Oryxys thereafter, fine.
EDIT: I know I'm an incredibly obtuse GM, so in the interests of keeping people informed on parameters/world mechanics, I will say the following. Saving the ship will be nearly impossible. Not impossible, but it will take some fancy tricks, great RPing, etc, to pull it off. At the very least, you will have to pay points for it and come up with a way to steer/crew it.
GABE: Wait, whats the 40 point cap about? I don't remember that. Can no power go over that or something? I'm pretty sure I got my martial art approved. You should pick up a "martial art" Brandon, like martial block and defensive strike or something.
Also, did I loose all my equipment, more over, the potions?
BEN: as a rough guide, I've suggested that the active points of powers that will be approved should be in the [current session #] x 10 range. Next session is #4, which would be 40 points. That's not to say I absolutely won't approve stuff that's bigger, but Dieter, for instance, will have to wait a while before buying his 180 point "f u all!" power.
I also looked over the rules I put up again on the character creation page, and character appropriate martial arts you can always buy, just not damage classes, which require GM permission.
Nobody has lost any equipment yet: currently, you are all watching a giant dragon, flames spewing from it's maw, descend out of a storm cloud towards the ship: that's where we ended (you can expect a presence attack with a lot of dice as the opening of session #4). However, it is safe to say that anything denser than water (things made out of metal, rock, or glass, to name a few) will not float and make it difficult to swim. That's not to say, of course, that everything in those categories is guaranteed to end up in davey jones' locker...assuming you end up swimming (which isn't certain), I'm sure you'll come up with creative ways to save at least some of your gear. That being said, anything you bought with points that is not unique, you can replace anywhere you could reasonably find said item (a med.-large sized town/city for alchemical supplies, for instance): unique items that are lost return the points to the owner for other equipment purchases. Independent but non-unique items, of course, would be gone gone.
GABE: I was just wondering if I got them back from the jail. Sweet, its time for us to drink some underwater comfort potions dudes.
BEN: yup, you got everything back from the jail: you can thank dieter for that one. The potions are a very good idea, just remember that they will not affect your ability to swim, stay afloat, or carry stuff.
--Edmiao 11:26, 12 September 2008 (MST) who would have thought those underwater breathing potions would actually come in handy! awesome. now, which one was it (fails int test) ah! the one with the red swirls, right!
GABE: Oh I know, but my str potion will help me deal with carrying stuff and endurance. And I KNEW underwater potions were gonna be useful... I mean its a chain if islands. Thats why I have like four pre-made.
BEN: I agree: i forgot all about those potions too, and here they are to save all yo' asses! And that combo with the str. potion is nice too. to clarify some other stuff: first, I think the formula for what you can carry in water without sinking will be [Str]/2 x [inches of swimming] in pounds (divide by 2 for kilograms). For the sake of simplicity and for the benefit of the players (this is a very generous calculation, if you've ever tried swimming with weight), we will say that this is the amount of weight your characters can transport in water while swimming. Also, we will not include clothes in the calculation. Second: if you sink all the way to the bottom of the ocean, you will still die even if you drank the potion, unless it includes a "safe in high pressure" clause.
GABE: I think it actually might! But... maybe not, I forget right now. I know it makes you immune to the cold, so you know, we don't just freeze and drop.