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However, because it was born in the cold depths of space starsteel is brittle and suffers a -2 penalty to attempts to sunder or break it.
 
However, because it was born in the cold depths of space starsteel is brittle and suffers a -2 penalty to attempts to sunder or break it.
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===Flying Carpets and Hex Clearing===
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Using a flying carpet -- or other method of long term flight -- greatly reduces the amount of time it takes to explore most hexes. For grasslands, farmland, mostly water hexes, etc. reduce the time required to explore a hex by half, to two days for the entire hex. Note, of course, that this does not reduce the amount of time needed to deal with potential threats but rather the overall time required to map and explore the hex. In addition, assuming the flying observers on the carpet stick relatively close to the main party the group is only surprised on a roll of 1 on 1d6 or, if there is an Explorer present, on a roll of 1 on 1d8.
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For other terrain -- hills, mountains, light to medium forest, etc. -- it moves the category up by one degree. Therefore, you could explore a hilly hex (which typically takes six days) in the same amount of time it takes to explore a grasslands hex. For hexes that are mostly obscured by the air (such as woodlands) the party does not gain the benefit of reduced chance of surprise.
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Jungles, swamps or heavily forested hexes do not gain the benefits of having an "eye in the sky".
  
 
===Construction Projects===
 
===Construction Projects===
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In areas with material scarcity building materials must be imported.  Material costs are, assuming average materials, half of labor costs and are used at a rate as follows: every
 
In areas with material scarcity building materials must be imported.  Material costs are, assuming average materials, half of labor costs and are used at a rate as follows: every
 
===Praum===
 
*It is called godshit because it seems to be spontaneously produced in places where powerful beings, quasi-gods or eidolons are trapped, sleeping or otherwise confined. The presence of such beings, over centuries or millennia, creates veins of the waxy, slightly glowing substance that alchemists call praum.
 
*It has a value approaching one hundred gold per pound when refined.
 
*Raw praum can be difficult to refine, and one pound of raw godshit produces one half pound of refined praum.
 
**Requires a base throw of 17+, instead of 14+. Without the book it would have a throw of 20+ to refine.
 
*The real value of praum is to magic-users, especially those who specialize in the creation of life or unlife. It can be used as follows:
 
**For every twenty pounds of godshit used in necromancy it allows the mage to add 1 HD to the maximum level of undead created, to a maximum of double the caster's level. Using a minimum of one pound of praum in the ritual also adds +1 to the caster's magical research throw.
 
**When creating crossbreeds every twenty-five points of godshit allows the caster to add one special ability beyond which would normally be allowed. She also gains a +1 bonus to the magic research throw as long as at least one pound is used.
 
**A mage using praum to create a construct gain a +1 bonus to the magic research throw for every 5,000 gp worth of praum they use.
 
*Because it is created from the boiling off of excess divine power (much as salt is refined from boiling sea water) praum can also be used as a source of divine power. Every pound of godshit produces 1,000 gp of divine power.
 
*Refined praum can also be used in alchemical labs. One pound of praum counts as 500 gold worth of alchemical reagents.
 
 
Nathet estimates that the book is worth approximately 500 gold for purposes of being added to the growing library at Wolf Keep.
 
 
===Natural 20 Rolls===
 
Any attack throw that results in a natural 20 yields maximum damage.
 
 
===Coal===
 
Coal is a mineral trade good worth a base of 75 gold per stone of weight. This puts it at a rough equivalence to gold ore at 50% purity (see ACKS mining). It can be mined at a rate of 50 stone per week per miner tree (one master miner, two journeymen, four apprentices and ten unskilled laborers). Coal does not need to be refined. It has the following uses:
 
 
1. When used to run a smelter it increases the efficiency of the smelter by the following: small smelter x 100%, medium smelter 50% and a large smelter by 25%. In addition, it increases the yield of the smelter by 10% (to a maximum of 100%). It takes five stone of coal to run a small smelter for one week, twenty stone of coal to run a medium smelter and eighty stone of coal to run a large smelter.
 
 
2. If used by a blacksmith, armorer or similar they have their output increased by 50% per month. A smithy will go through one stone of coal a week. In addition, the smith can produce the rare alloys needed to create masterwork or magical items.
 
 
3. If used in an alchemists lab coal adds a +1 to any magical research throw that requires a reagent or consumable material. At least 1/6 stone per 250 gp of the project must be used to gain the bonus.
 
 
===Improving Land Values===
 
Some of the hexes include resources (such as herbs, mines, lumber, etc.). You may decide to either use the resources directly until they are depleted, in which case you get the gp value of whatever the resource is worth. So, if there's a stand of timber worth 750 gp you can harvest it and get the cash, or a mine can be worked until all the ore has been extracted, etc.
 
 
The other choice would be to ration the resource, in which case it will increase the land value by some fractional amount, yielding potentially more revenue over the long term.
 
 
===Cooks===
 
An army moves on its stomach, and while any mercenary worth his or her salt can cook a meal the presence of professional cooks with an army can improve morale and stretch food beyond what would otherwise be expected. Cooks follow the standard pyramid for craftsfolk -- masters, journeymen and apprentices -- with the same pay scale as a craftsman. The only difference is that the gp produced per month is instead mouths fed. So, a master cook can feed 40 soldiers at a time, a journeyman 20 and an apprentice 10. When under the command of one above them the output is increased, as per the description. The presence of a cook raises the morale of all soldiers fed by the cook by +1. In addition, a full pyramid of cooks improves the efficiency of food production by 25%. So, for instance, 8 days of rations gets stretched to 10 days.
 

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