Part 8 of my blind let's play of Assassin's Creed Origins.
Saturday, March 24, 2018
Friday, March 23, 2018
Star Wars Battlefront II Blind Let's Play Solo Campaign Part 8
Part 8 of my Blind let's play of the Star Wars Battlefront II Solo Campaign.
Thursday, March 22, 2018
The Dragon Tablets: Iteration Two – Motivational Lenses
Inspired by Monster Hunters 1: Champions, we are going to have 15 point motivational lenses as part of each template.
Why be a Hero?
Each motivational lens includes a -15 point disadvantage that reflects why the champion is willing to risk his life as an adventurer. Each lens has been assigned the most appropriate ones, but the player can pick another if he feels that it is more suitable to his character.
Charitable (12): People need help and being an adventurer is the best way for you to prepare yourself so that you can help them when they need it. You can select to do anything you like, as long as you are there to help when needed.
Compulsive Thrill-Seeking (9): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Debt 15: For some reason, you owe money. You can select to do anything you like, but once a month you need to show up and make your payment.
Divine Curse (Monster Magnet): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Duty (12 or less; Extremely Hazardous): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Enemies (Monster of the week; 9 or less; Unknown): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Fanaticism (pick one): You believe so strongly in this one thing that you are willing to spend your time, and perhaps even your life, on the path of an adventurer. Perhaps you are looking for lost relics that should be returned to where they belong or perhaps all monsters must die. You can act freely, make careful plans, and even make tactical retreats. But you can never give up on your belief.
Greed (12): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Obsession (Become the best at what you do) (9): You want to become the best at something and figure that adventuring will help you do that. Dungeon Fantasy 1: Adventurers have a few suggestions: Perfect my art at any cost, Become the best swordsman in the world!, Become the world’s most powerful wizard. You can do whatever you like, but must make a self-control roll to engage in any activity that might interfere with your obsession. You cannot use the same Obsession twice.
Obsession (Become something) (9): You want to become something you are not. Perhaps some kind of undead. You can do whatever you like, but must make a self-control roll to engage in any activity that might interfere with your obsession. You cannot use the same Obsession twice.
Obsession (Rid the world of monsters) (9): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Sense of Duty (Humanity): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
The Lenses
These Motivational Lenses is the reason why the character is on the path of an adventurer.
Accidental Hero
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Avenger/Atoner
Someone close to you was killed by monsters and being an adventurer allows you to slay that kind of monster. You don’t say no to other adventuring tasks, but this is what you live for.
Depending on your race or other traits, some may think that you are a monster, but that’s just rude. And you’ll show them.
Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Skills: Spend 12 points on knowledge skills and 4 points on one combat skill.
Chosen One
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Clergy
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Skills: Use standard Religious Ritual and Theology skills for the Dragon Tablets setting.
Criminal
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Skills: Use other skill than Guns.
Law Enforcement
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Skills: Replace combat skills with whatever combat skills are required for your specific background.
Mercenary
Replaces Hired Gun. It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Operative
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Philanthropist
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Soldier
It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Warlock
You have been raised, alchemically altered, and trained by the warlocks to become one of them.
Advantages: Magery 0 [5], Warlock Gear [1]. * One of Bioenhancement Talent 2 [10], Magery 1 [10], Psionic Talent 1 [10], or Sorcery Talent 1 [10]. * 10 points chosen from among ST +1 [10], HT +1 [10], Common Sense [10],
Disadvantages: One of Duty (12 or less; Extremely Hazardous) [-15], Fanaticism (The Mission) [-15], or Obsession (Rid the world of monsters) (9) [-15].
Skills: Spend 4 points for +1 to one combat skill.
Notes: As the warlocks are peculiar and train their members in certain ways, there are some minimum requirements. When the character creation process is completed, you must have Bioenhancement Talent and one of Magery, Psionic Talent, or Sorcery Talent at 1 level or higher. You also need a melee combat skill at 16+. This is normally Broadsword, but other skills are possible.
Saturday, March 17, 2018
Assassin's Creed Origins Blind Let's Play Part 7
Part 7 of my Assassin's Creed Origins Blind Let's Play.
Star Wars Battlefront II Blind Let's Play Solo Campaign Part 7
Part 7 of my blind let's play of the Star Wars Battlefront II solo campaign
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Thursday, March 15, 2018
The Dragon Tablets: Iteration Two – Templates the New Way
As shown in Templates the Old Way , the Dungeon Fantasy templates can be quite useful if used correctly. But that is the difficulty.
When we started this journey, we were looking at 400 point characters, but due to the Dungeon Fantasy templates and the way we merged two of them together, that ended up being closer to 500 character points, including racial templates for those that use them. Which is why The Dragon Tablets templates will be 400 character points, including -50 points of disadvantages, with another 100 character points to be spent individually and -5 points for quirks, for 500 point characters. In addition to that, they will get the computer game related traits, so that’s another 8 character points.
With only 400 points for the template, the merge method cannot be used any longer. Nor did it produce characters of the same point budget to begin with. And if we wanted to figure out what the highest budget would be, we would have to test all 55 mergers, and that’s only counting the templates in Dungeon Fantasy 1: Adventurers. And we would have to consider not using all the disadvantages for each merger. Not a fun or fast prospect.
And considering what we added in New Rules, there now need to be templates for Bioenhancement, Psionics, and Sorcery. And we need to update the Holy Might templates so that they cover Divine Favor too. Bard-Song, which is from Dungeon Fantasy but is more of a sub-power than a power of its own, wasn’t listed in New Rules with the other powers, but still is in the setting. And considering the changes made to it, we’re going to cover it here, in context. But not just yet. To that, we have the lists of traits from Exploits and Exploits Continued that have to be included in the set of templates we’re going to make.
Going back to the very first post in Iteration One, we established the core activities in The Dragon Tablets and they can be summarized as combat, supernatural, exploration, and economics.
If we start with the non-supernatural templates from Dungeon Fantasy 1: Adventurers, we have Barbarian, Knight, Scout, Swashbuckler, and Thief. Knight, which Dungeon Fantasy used for their baseline warrior template, gives me mental pictures of a mounted, heavy armored, honorable warrior. And even though it is possible to use the Knight template to build such a character, you can use it to build very dissimilar characters too. So I want a term that doesn’t pigeonhole the template as much. And Warrior seems like a good generic term.
Among those templates, there is little focus on economics, so let's get an Agent. Those templates also only cover two of the three non-supernatural guilds mentioned in that same first post. So we’re also adding an Assassin template.
Having looked at the non-supernatural, let’s look at the supernatural ones. There are seven ways to be supernatural: Bioenhancement, Chi, Druidic Arts, Holy Might, Psionics, Sorcery, and Wizardry. And looking to Elder Scrolls, the three iconic characters of Dragon Tablets, and the remaining templates from Dungeon Fantasy 1: Adventurers, there are some interesting templates to choose from for this list. To follow the example of Dungeon Fantasy, we are looking at two templates from each form of supernatural power: Acrobat, Arcane Warrior, Bard, Bearbarian, Cleric, Crusader, Druid, Experiment, Martial Artist, Mentalist, Nightblade, Psionic Ranger, Sorcerer, and Wizard.
While working on these templates, I quickly discovered that I had seven for psionics, sorcery, and wizardry. But only one for Druidic Arts. I looked at Arcane Warrior, Bard, Mentalist, Nightblade, Psionic Ranger, Sorcerer, and Wizard and quickly noted that Bard had to go. But just as quickly noted that Druidic Arts was not the way to go. So I moved Agent to the non-supernatural list and reshaped and renamed the Bearbarian, leaving room in Chi and Bioenhancement.
And with Agent now the “powerless” face template, I could move Bard, the powered face template, into the Chi slot I had vacated. And as I envisioned Bioenhancement for characters like Black Panther, Black Widow, and Captain America , but with fewer character points, it felt natural to call the final powered template Acrobat.
Having defined those templates, it was clear that all bases hadn’t been covered yet, so Marshal and Steward were added.
Bard-Song
This is the power of song and music channeling the user’s life energy, or chi. Rolls to use abilities with the Bard-Song limitation are made at a bonus equal to the bard’s Bardic Talent level.
Power Modifier: Bard-Song: The new Bard-Song modifier works as the old one did, with the exception that it’s not magical. But as it is chi, you need the Disciplines of Faith (Chi Rituals) disadvantage and you are bound to all the other aspects listed under the Chi power modifier in Dungeon Fantasy too.
Bardic Talent: Bardic Talent costs 15 points/level and gives you a bonus to Bard-Song abilities, Bardic skills, and Chi skills. But as he still needs to sing to use his Chi skills, some of them may not be as useful to him as they are to the Martial Artist.
Templates
As we define the scopes on these templates, we’re using Dungeon Fantasy, GURPS Template Toolkits 1: Characters, GURPS Action 4: Specialists, and fictional sources to do so.
Acrobat: An entertaining, Bioenhanced wonder of motion.
Agent: Deception, infiltration, intrigue, manipulation, negotiation, stealth, and tradecraft.
Arcane Warrior: A warrior who uses Sorcery.
Assassin: A stealthy infiltrator of death.
Barbarian: A strong, durable outdoorsman and warrior.
Bard: An infiltrating, Chi powered manipulator and entertainer.
Bearbarian: A strong, durable druidic warrior.
Cleric: A leader and healer of Holy Might that knows many things.
Crusader: A warrior of Holy Might.
Druid: Nature is yours
Experiment: A Bioenhanced warrior
Marshal: An investigator and stealthy leader on horseback.
Martial Artist: A mobile, Chi powered warrior.
Mentalist: You are a master of Psionics.
Nightblade: You are an athletic and stealthy deathbringer with Wizardry.
Psionic Ranger: An outdoorsman powered by Psionics.
Scout: An outdoorsy, ranged warrior.
Sorcerer: A master of Sorcery.
Steward: You are a diplomat who takes care of business.
Swashbuckler: You are a swordsman extraordinaire
Thief: Stealth and acquisition.
Warrior: You are a warrior.
Wizard: The ultimate Wizardry spellslinger and scholar.
Saturday, March 10, 2018
Assassin's Creed Origins Blind Let's Play Part 6
Part six of my blind let's play of Assassins Creed Origins.
Friday, March 9, 2018
Star Wars Battlefront II Blind Let's Play Solo Campaign Part 6
Part six of my let's play of the Star Wars Battlefront II solo campaign!
Thursday, March 8, 2018
The Dragon Tablets: Iteration Two – Templates the Old Way
Now that we have set the new rules we’re using with The Dragon Tablets, drawing on Action, Dungeon Fantasy, and Monster Hunters. It is time to update the templates.
That elves are better looking than humans, is one of the most common traits of an elf in other settings. But that isn’t the case in TES or Dragon Tablets. At least not in Iteration Two. Is that something that needs to be considered for Iteration Three? If the image of Nephithi is considered Attractive in Iteration One, shouldn’t it be considered Attractive in Iteration Two too? Or can I use the same image even if she no longer is Attractive? The balance and voice of elves are also well known in some settings. But again, in Iteration Two that is not the case. And having the old Nephithi being 569 points and the new Nephithi being only 500 points, something has to change. But how that will happen is still to come.
When we started this journey, I was looking at 400 point characters, but due to the Dungeon Fantasy templates and the way I merged two of them together to get something workable, that ended up being closer to 500 character points, including racial templates for those that use them. Creating characters this way is still possible and that is why we’re going to go through the process that created Arthur Wing, Edward Ashcroft, and Nephithi Andas.
Let’s use Nephithi as our example. In Iteration One we used the elf template from GURPS Fantasy, but in Iteration Two we changed the racial templates. And as her inspiration came from the Elder Scrolls Dark Elf, she would be a Shadow Elf.
As a Shadow Elf, she has DX +1, IQ +1, Per +1, Dark Vision, Silence 2, Unaging, and Social Stigma (Minority). Which would remove the Elf template’s ST -1, Appearance (Attractive), Magery 0, Perfect Balance, Telescopic Vision 1, Voice, and Connoisseur (Natural Environments) from the Iteration One character.
We add the TES related traits, Absolute Direction, Accessory (Map), Shtick (Absolute Direction and your senses updates the Map automatically), Shtick (Absolute Direction shows the direction to all locations on the map).
We then go to the Dungeon Fantasy templates Swashbuckler and Wizard. We take the highest of each attribute from both templates, ST 11, DX 16, IQ 16, HT 13. The elf template gave ST -1, but I decided to skip that part in Iteration One so that the character didn’t have lower attributes than indicated by the templates. In Iteration Two this includes IQ +1.
Secondary characteristics go next. Again, use the best of each template. Damage 1d-1/1d+1, BL 24 lbs, HP 11, Will 16, Per 14, FP 13, Energy Reserve (Magicka) 14, Basic Speed 7.00, Basic Move 7. Including the Per +1 from her race and lowering FP to the Swashbuckler value as FP from the wizard has been moved to Magicka.
The next step is looking at the advantages, starting with the mandatory ones. Combat Reflexes, Enhanced Parry (Broadsword), Luck, Magery 3, Weapon Bond (Sword), and Weapon Master (Broadsword). And then picking optional ones: Eidetic Memory, Intuition, Magery 4 from Wizard and Alcohol Tolerance, Enhanced Dodge, Extra Attack, and Serendipity 1 from Swashbuckler.
Followed by the disadvantages. And neither have any mandatory disadvantages, so we’re going straight for the optional ones. Code of Honor (Gentleman’s), Obsession (Become the best swordsman in the world!), and Vow (Never refuse a challenge to combat) for a total of -30 from the -50 points for a Swashbuckler. And Obsession (Become the best wizard in the world!), Weirdness Magnet, and Sense of Duty (Companions) for a total of -30 from the -35 points from the Wizard template. There are another -25 points available in the templates, but I chose to skip those.
Skills are next, starting with the mandatory ones. From the Wizard: Hidden Lore (Demons)-16, Occultism-16, Alchemy-16, Thaumatology-16, Hazardous Materials (Magical)-15, Research-15, Speed-Reading-15, Teaching-15, Writing-15, Meditation-15. And from Swashbuckler: Jumping-15, Fast-Draw (Knife)-17, Fast-Draw (Sword)-17, Acrobatics-16, Wrestling-15, Stealth-15, Carousing-13. As IQ and Will have +1 in Iteration Two, but not Perfect Balance, some of the skill levels are different from Iteration One. And somehow Wrestling didn’t make it in Iteration One.
The optional skills, starting with Swashbuckler: Throwing-16, Broadsword-20, Cloak-17, Brawling-17, Savoir-Faire (High Society)-17, Climbing-15, Fast-Talk-14, First Aid-16, Gesture-16, Gambling-15, Hiking-12, and Search-13. And from the Wizard: Staff-18, Innate Attack (Beam)-18, Fast-Draw (Potion)-17, Cartography-15, Hidden Lore (Magic Items)-15, Hidden Lore (Magical Writings)-15, Hidden Lore (Spirits)-15, Diplomacy-14, Physiology (Demon)-14, Physiology (Mundane)-14, and Scrounging-14. As I would need it for my spells, I also added Innate Attack (Projectile)-18 outside the template. Some of the skill levels are different here too, due to higher IQ and Per, as well as no Voice.
And then on to the spells. All of these are from the Wizard: Armor-18, Breathe Water-18, Burning Touch-18, Concussion-18, Create Air-18, Create Fire-18, Create Water-18, Dark Vision-18, Deflect Energy-18, Destroy Water-18, Explosive Fireball-18, Fireball-18, Flame Jet-18, Heat-18, Ignite Fire-18, Infravision-18, Keen Vision-18, Lend Energy-18, Lend Vitality-18, Lightning-18, Major Healing-17, Minor Healing-18, Purify Air-18, Recover Energy-18, Resist Fire-18, Shape Air-18, Shape Fire-18, Shield-18, Sound-18, and Thunderclap-18.
Because of the more expensive racial template, she ended up being 15 points more expensive at 569 points. But as she already has Dark Vision, we can remove a few spells from her spell list: Dark Vision, Infravision, and Keen Vision. But as the template indicates that 30 points should be spent on spells, those three points have to be reinvested there anyway.
Saturday, March 3, 2018
Assassin's Creed Origins Blind Let's Play Part 5
Part 5 of my blind let's play of #AssassinsCreedOrigins. Now only 40 minutes or so in length!
Friday, March 2, 2018
Star Wars Battlefront II Blind Let's Play Solo Campaign Part 5
Part 5 of my blind let's play of the Star Wars Battlefront II solo campaign. Now only 40 minutes or so per episode!
Thursday, March 1, 2018
The Dragon Tablets: Iteration Two – Concoctions and Magic Items
We’ve come to the third post on gear. After weapons & armor and adventuring gear, we have come to concoctions and magical items. We will be referring to GURPS Dungeon Fantasy 1: Adventurers for the default list. The names of these concoctions are in most cases descriptive rather than something that would be used in the game world. But figuring out names used in the setting will be for a later post. This will not be a complete list of concoctions and magical items.
Glow Vial: DF 28. $30, 0.5 lb.
Smoker: An alchemically treated wooden stick that when lit develops an impenetrable smoke in a two-yard radius. The smoke will remain in place for 1d hours. $500, 0.5 lb.
Garlic: DF 28. $5, 0.25 lb.
Wolfsbane: DF 28. Works on shapeshifters. $5, 0.25 lb.
Demon’s Brew: DF 28. $500, 1 lb.
Monster Drool: DF 29. $20, 0.5 lb.
Oozing Doom: DF 29. $100, 1 lb.
Paralysis: Utility. Causes paralysis in the victim for 1d hours. $1,000, 0.5 lb.
Poison: Utility. Does 1d injury on a failed HT roll. $50, 0.5 lb.
Poison, Strong: Utility. Does 2d injury on a failed HT-1 roll. $200, 0.5 lb.
Restlessness: Utility. Does 1d FP loss on a failed HT roll. $50, 0.5 lb.
Restlessness, Strong: Utility. Does 2d FP loss on a failed HT-1 roll. $200, 0.5 lb.
Agility Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Alchemical Antidote: DF 29. $400, 0.5 lb.
Alkahest: DF 29. $1,650, 1 lb.
Balm of Regeneration: DF 29. $900, 0.5 lb.
Breathe Underwater Potion: Drinkable. Grants you the ability to breathe underwater for 1d hours. $240, 0.5 lb.
Clinging Potion: Drinkable. Grants the Clinging advantage for 1d hours. $500, 0.5 lb.
Cold Endurance: Drinkable. Add HT*10 degrees to the cold side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Cold Resistance Potion: Drinkable. Immunity to cold for 1d hours. $500, 0.5 lb.
Cure Disease Potion: Drinkable. Cures all mundane diseases. $1,000, 0.5 lb.
Cure Paralysis Potion: Drinkable. Cures paralysis. $1,000, 0.5 lb.
Dark Vision Potion: Drinkable. Grants you Dark Vision for 1d hours. $1,000, 0.5 lb.
Death Potion: DF 29. $1,000, 1 lb.
Defense Potion: Drinkable. Grants you +1 to all active defenses for 1d hours. $2,000, 0.5 lb.
Fearlessness Potion: Drinkable. You become unaffected by fear and Fright Checks. $400, 0.5 lb.
Fire Resistance Potion: DF 29. $500, 0.5 lb.
Fitness Potion: Drinkable. Grants you the Very Fit advantage for 1d hours. $400, 0.5 lb.
Flight Potion: DF 29. $3,000, 0.5 lb.
Great Healing Potion: DF 29. $1,000, 0.5 lb.
Growth Potion: Drinkable. Grants 2 levels of the Growth advantage for 1d hours. $500, 0.5 lb.
Heat Endurance: Drinkable. Add HT*10 degrees to the hot side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Invisibility Potion: DF 29. $2,250, 0.5 lb.
Invulnerability Potion: DF 29. $2,100, 0.5 lb.
Liquid Ice: DF 29. $250, 1 lb.
Magebane: DF 29. $1,400, 1 lb.
Magic Resistance Potion: DF 29. $1,600, 0.5 lb.
Major Healing Potion: DF 29. $350, 0.5 lb.
Minor Healing Potion: DF 29. $120, 0.5 lb.
Paut: DF 29. Restores Magicka. $135, 0.5 lb.
Perception Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Poison Blood: Drinkable. For any who drink your blood, including undead, it has the effects of Bladeblack poison. This effect remains in your blood for 1d hours. $1,000, 0.5 lb.
Poison Immunity Potion: Drinkable. Grants you Poison Immunity 1d hours. $500, 0.5 lb.
Poison Resistance Potion: Drinkable. Grants you Resist Poison +8 for 1d hours. $240, 0.5 lb.
Regenerative Potion: Drinkable. Regenerates 1 HP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Regenerative Potion, Improved: Drinkable. Regenerates 1 HP per second for 1d hours. $2,800, 0.5 lb.
Rejuvenation Potion: Drinkable. Regenerates 1 FP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Rejuvenation Potion, Improved: Drinkable. Regenerates 1 FP per second for 1d hours. $2,800, 0.5 lb.
Shock Resistance Potion: Drinkable. Immunity to lightning and electricity for 1d hours. $500, 0.5 lb.
Shrinking Potion: Drinkable. Grants 2 levels of the Shrinking advantage for 1d hours. $240, 0.5 lb.
Sleep Potion: DF 29. $500, 1 lb.
Slow Fall: Drinkable. If you fall, you will fall slow enough not to get hurt. It lasts 1d hours. $1,000, 0.5 lb.
Speed Potion: DF 29. Lasts 1d hours. $1,100, 0.5 lb.
Strength Potion: DF 29. Lasts 1d hours. $500, 0.5 lb.
Thieves’ Oil: DF29. $700, 0.5 lb.
True Water: DF29. $750, 0.5 lb.
Universal Antidote: DF 29. $750, 0.5 lb.
Walk on Water Potion: Drinkable. Grants the ability to walk on water for 1d hours. $240, 0.5 lb.
Weakness Potion: DF 29. $800, 1 lb.
Wisdom Potion: DF 29. $1,500, 0.5 lb.
Accuracy: Weapons have +1 to attack. $4,000.
Acid Immunity: You are immune to the effects of acid, including damage. $36,000.
Breathe Underwater: You can breathe underwater. $10,000.
Climbing: You get a +4 bonus to Climbing. $16,000
Cold Immunity: You are immune to the effects of cold, including damage. $36,700.
Continual Light: DF 30. $8,000.
Deflect: DF 30. +1 DB. $2,000.
Deflect: DF 30. +2 DB. $10,000.
Disease Immunity: You are immune to disease. $10,000.
Dream Guide: The wearer can enter the Dream World while sleeping. They leave their physical body behind for the duration. The physical body gains no rest while in the Dream World. $55,000.
Fire Immunity: You are immune to the effects of heat and fire, including damage. $36,700.
Flaming Weapon: Your weapon is wreathed in flame and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Fortify: An invisible shell surrounds you and gives you DR. +1 DR for $6,000, +2 DR for $12,000, +3 DR for $18,000, and +4 DR for $24,000.
Hide Thoughts: You get a bonus to protect your mind from mental assault. +1 for $4,000, +2 for $8,000, +3 for $12,000, +4 for $16,000, +5 for $20,000, and +6 for $24,000.
Icy Weapon: Your weapon is wreathed in cold and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Improved Block: You get a +1 bonus to both your Block defenses. $10,000.
Improved Dodge: You get a +1 bonus to your Dodge score. $15,000.
Improved Parry: You get a +1 bonus to all your parries. $10,000.
Invisibility: You can become invisible. $80,000.
Jumping: You get a +4 bonus to Basic Move for jumping purposes only. $16,000
Lighten: You can carry a multiple of your Basic Lift that doesn’t affect your encumbrance. BL costs $5,000, 2x BL costs $10,000, 3x BL costs $15,000, 4x BL costs $20,000.
Lighten Container: The affected container holds more than it normally does. The extra weight does not count as encumbrance. Adding 50% costs $5,000, 100% costs $10,000, 150% costs $15,000, 200% costs $20,000.
Moly: Grants 5 levels of Magic Resistance. $10,000.
Move Object: You can move things with your mind up to 10 yards away from you. Your mind’s ST score works the same way as your body’s for this purpose. ST 1 costs $5,000, ST 2 cost $10,000, ST 3 costs $15,000, and ST 4 cost $20,000.
Penetrating Weapon: Your weapon has an armor divisor of (2), $2,500.
Perfect Balance: Grants Perfect Balance. $15,000.
Poison Immunity: You are immune to poisons. $15,000.
Puissance: DF 30. For melee weapons. $5,000.
Puissance: DF 30. For missile weapons. $10,000.
Recover Energy: You recover Magicka at 1 point per minute instead of the standard 1 point per 10 minutes. $50,000.
Reinvigoration: You don’t have to eat, drink, or sleep. $60,000.
Shock Immunity: You are immune to lightning and electricity, including damage. $41,000.
Sickness Immunity: You are immune to sickness. $15,000.
Silent Stealth: This enchantment confers the effect of a number of levels of the Silence advantage. 1 level costs $5,000, 2 levels costs $10,000, 3 levels cost $15,000, 4 levels cost $20,000.
Shatterproof: DF 30. $8,000.
Slow Fall: You fall slowly to the ground. $20,000
Swimming: You get a +4 bonus to Swimming. $16,000.
Walk on Water: You can walk on water. $15,000.
If an item has a value in-between the values in the table, while still being lower than $4,800, use the next-lower amount. An item worth less than $50 cannot store Magicka. An item worth $942 can store 7 Magicka. If the item is worth more than $4,800, you have to use the formula above to figure out how much Magicka you can store in it.
To recharge a Power Item, you have to touch it and make a Will roll. If you succeed, you can move your personal Magicka into the Power Item. You can push up to Will Magicka into the Power Item per second. And you need to make the Will roll each second you want to refill the Power Item. If you fail the roll, you have to wait for one minute. If you critically succeed, you can push all your Magicka into the Power Item in one second. If you critically fail, all your Magicka is depleted, but none of it is pushed into the Power Item. You then have to restore your personal Magicka before you can push more into the Power Item.
Cornucopia Quiver: DF 30. $110, 0.5 lb.
Gem of Healing: DF 30. $400, neg.
Necklace of Fireballs: DF 30. $7,200, 0.25 lb.
Pain Giver: A short staff delivers agonizing pain when touching or striking the target. $28,020, 1 lb.
Siege Stone: DF 30. $550, neg.
Warlock Medallion: A medallion made of Entercian silver and worn by warlocks. It warns the warlock bound to it of the presence of supernatural creatures by vibrating and tugging on the chain. The exact way it does this informs the warlock of the creature’s direction. It “sings” if magic is close by and this arcane song can be heard by the warlock, and only him, even if the medallion is ten yards away. And the song indicates the direction to the magical source. The medallion becomes “warm” when danger approaches, but this is an arcane, rather than physical, heat that the warlock can sense through his armor. The intensity of the vibration, song, or heat increases with the number of sources. Some powerful creatures know how to shield themselves from detection and certain phenomena or locations may be so overwhelming in magic that the song can be misleading. These medallions are given to aspiring warlocks when they have passed their tests. Some have been lost or stolen and can be found for sale on the black market. $91,000, 1 lb.
Wizard’s Staff: DF 30. $40, 4 lbs.
Wizard’s Wand: DF 30. $50, 1 lb.
Concoctions
Concoctions are not only potions, but all kinds of things crafted by alchemists, herbalists, and poisoners. Though the crafting of such concoctions will be covered in a later post. We will be focusing on adventure ready concoctionsChemicals
Acid: DF 28. $10, 1 lb.Glow Vial: DF 28. $30, 0.5 lb.
Smoker: An alchemically treated wooden stick that when lit develops an impenetrable smoke in a two-yard radius. The smoke will remain in place for 1d hours. $500, 0.5 lb.
Natural Preparations
Anti-Toxin: DF 28. $20, 0.5 lb.Garlic: DF 28. $5, 0.25 lb.
Wolfsbane: DF 28. Works on shapeshifters. $5, 0.25 lb.
Poisons
Bladeblack: DF 28. $1,000, 0.5 lb.Demon’s Brew: DF 28. $500, 1 lb.
Monster Drool: DF 29. $20, 0.5 lb.
Oozing Doom: DF 29. $100, 1 lb.
Paralysis: Utility. Causes paralysis in the victim for 1d hours. $1,000, 0.5 lb.
Poison: Utility. Does 1d injury on a failed HT roll. $50, 0.5 lb.
Poison, Strong: Utility. Does 2d injury on a failed HT-1 roll. $200, 0.5 lb.
Restlessness: Utility. Does 1d FP loss on a failed HT roll. $50, 0.5 lb.
Restlessness, Strong: Utility. Does 2d FP loss on a failed HT-1 roll. $200, 0.5 lb.
Potions
Acid Resistance Potion: Drinkable. Immunity to acid for 1d hours. $500, 0.5 lb.Agility Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Alchemical Antidote: DF 29. $400, 0.5 lb.
Alkahest: DF 29. $1,650, 1 lb.
Balm of Regeneration: DF 29. $900, 0.5 lb.
Breathe Underwater Potion: Drinkable. Grants you the ability to breathe underwater for 1d hours. $240, 0.5 lb.
Clinging Potion: Drinkable. Grants the Clinging advantage for 1d hours. $500, 0.5 lb.
Cold Endurance: Drinkable. Add HT*10 degrees to the cold side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Cold Resistance Potion: Drinkable. Immunity to cold for 1d hours. $500, 0.5 lb.
Cure Disease Potion: Drinkable. Cures all mundane diseases. $1,000, 0.5 lb.
Cure Paralysis Potion: Drinkable. Cures paralysis. $1,000, 0.5 lb.
Dark Vision Potion: Drinkable. Grants you Dark Vision for 1d hours. $1,000, 0.5 lb.
Death Potion: DF 29. $1,000, 1 lb.
Defense Potion: Drinkable. Grants you +1 to all active defenses for 1d hours. $2,000, 0.5 lb.
Fearlessness Potion: Drinkable. You become unaffected by fear and Fright Checks. $400, 0.5 lb.
Fire Resistance Potion: DF 29. $500, 0.5 lb.
Fitness Potion: Drinkable. Grants you the Very Fit advantage for 1d hours. $400, 0.5 lb.
Flight Potion: DF 29. $3,000, 0.5 lb.
Great Healing Potion: DF 29. $1,000, 0.5 lb.
Growth Potion: Drinkable. Grants 2 levels of the Growth advantage for 1d hours. $500, 0.5 lb.
Heat Endurance: Drinkable. Add HT*10 degrees to the hot side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Invisibility Potion: DF 29. $2,250, 0.5 lb.
Invulnerability Potion: DF 29. $2,100, 0.5 lb.
Liquid Ice: DF 29. $250, 1 lb.
Magebane: DF 29. $1,400, 1 lb.
Magic Resistance Potion: DF 29. $1,600, 0.5 lb.
Major Healing Potion: DF 29. $350, 0.5 lb.
Minor Healing Potion: DF 29. $120, 0.5 lb.
Paut: DF 29. Restores Magicka. $135, 0.5 lb.
Perception Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Poison Blood: Drinkable. For any who drink your blood, including undead, it has the effects of Bladeblack poison. This effect remains in your blood for 1d hours. $1,000, 0.5 lb.
Poison Immunity Potion: Drinkable. Grants you Poison Immunity 1d hours. $500, 0.5 lb.
Poison Resistance Potion: Drinkable. Grants you Resist Poison +8 for 1d hours. $240, 0.5 lb.
Regenerative Potion: Drinkable. Regenerates 1 HP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Regenerative Potion, Improved: Drinkable. Regenerates 1 HP per second for 1d hours. $2,800, 0.5 lb.
Rejuvenation Potion: Drinkable. Regenerates 1 FP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Rejuvenation Potion, Improved: Drinkable. Regenerates 1 FP per second for 1d hours. $2,800, 0.5 lb.
Shock Resistance Potion: Drinkable. Immunity to lightning and electricity for 1d hours. $500, 0.5 lb.
Shrinking Potion: Drinkable. Grants 2 levels of the Shrinking advantage for 1d hours. $240, 0.5 lb.
Sleep Potion: DF 29. $500, 1 lb.
Slow Fall: Drinkable. If you fall, you will fall slow enough not to get hurt. It lasts 1d hours. $1,000, 0.5 lb.
Speed Potion: DF 29. Lasts 1d hours. $1,100, 0.5 lb.
Strength Potion: DF 29. Lasts 1d hours. $500, 0.5 lb.
Thieves’ Oil: DF29. $700, 0.5 lb.
True Water: DF29. $750, 0.5 lb.
Universal Antidote: DF 29. $750, 0.5 lb.
Walk on Water Potion: Drinkable. Grants the ability to walk on water for 1d hours. $240, 0.5 lb.
Weakness Potion: DF 29. $800, 1 lb.
Wisdom Potion: DF 29. $1,500, 0.5 lb.
Magic Items
We will be focusing on adventure ready “low-end” magic items, but they won't be the only items.Enchantments
This is a list of effects items can be enchanted with. It does not include the cost of the item itself.Accuracy: Weapons have +1 to attack. $4,000.
Acid Immunity: You are immune to the effects of acid, including damage. $36,000.
Breathe Underwater: You can breathe underwater. $10,000.
Climbing: You get a +4 bonus to Climbing. $16,000
Cold Immunity: You are immune to the effects of cold, including damage. $36,700.
Continual Light: DF 30. $8,000.
Deflect: DF 30. +1 DB. $2,000.
Deflect: DF 30. +2 DB. $10,000.
Disease Immunity: You are immune to disease. $10,000.
Dream Guide: The wearer can enter the Dream World while sleeping. They leave their physical body behind for the duration. The physical body gains no rest while in the Dream World. $55,000.
Fire Immunity: You are immune to the effects of heat and fire, including damage. $36,700.
Flaming Weapon: Your weapon is wreathed in flame and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Fortify: An invisible shell surrounds you and gives you DR. +1 DR for $6,000, +2 DR for $12,000, +3 DR for $18,000, and +4 DR for $24,000.
Hide Thoughts: You get a bonus to protect your mind from mental assault. +1 for $4,000, +2 for $8,000, +3 for $12,000, +4 for $16,000, +5 for $20,000, and +6 for $24,000.
Icy Weapon: Your weapon is wreathed in cold and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Improved Block: You get a +1 bonus to both your Block defenses. $10,000.
Improved Dodge: You get a +1 bonus to your Dodge score. $15,000.
Improved Parry: You get a +1 bonus to all your parries. $10,000.
Invisibility: You can become invisible. $80,000.
Jumping: You get a +4 bonus to Basic Move for jumping purposes only. $16,000
Lighten: You can carry a multiple of your Basic Lift that doesn’t affect your encumbrance. BL costs $5,000, 2x BL costs $10,000, 3x BL costs $15,000, 4x BL costs $20,000.
Lighten Container: The affected container holds more than it normally does. The extra weight does not count as encumbrance. Adding 50% costs $5,000, 100% costs $10,000, 150% costs $15,000, 200% costs $20,000.
Moly: Grants 5 levels of Magic Resistance. $10,000.
Move Object: You can move things with your mind up to 10 yards away from you. Your mind’s ST score works the same way as your body’s for this purpose. ST 1 costs $5,000, ST 2 cost $10,000, ST 3 costs $15,000, and ST 4 cost $20,000.
Penetrating Weapon: Your weapon has an armor divisor of (2), $2,500.
Perfect Balance: Grants Perfect Balance. $15,000.
Poison Immunity: You are immune to poisons. $15,000.
Puissance: DF 30. For melee weapons. $5,000.
Puissance: DF 30. For missile weapons. $10,000.
Recover Energy: You recover Magicka at 1 point per minute instead of the standard 1 point per 10 minutes. $50,000.
Reinvigoration: You don’t have to eat, drink, or sleep. $60,000.
Shock Immunity: You are immune to lightning and electricity, including damage. $41,000.
Sickness Immunity: You are immune to sickness. $15,000.
Silent Stealth: This enchantment confers the effect of a number of levels of the Silence advantage. 1 level costs $5,000, 2 levels costs $10,000, 3 levels cost $15,000, 4 levels cost $20,000.
Shatterproof: DF 30. $8,000.
Slow Fall: You fall slowly to the ground. $20,000
Swimming: You get a +4 bonus to Swimming. $16,000.
Walk on Water: You can walk on water. $15,000.
Power Items
Power Items are used to store Magicka for later use. The more expensive the item is, the more Magicka can be stored in it. If the value of an item is $10*P2+$40*P, P is the highest amount of Magicka you can store in that item.Value | Magicka | Value | Magicka | Value | Magicka |
---|---|---|---|---|---|
$50
|
1
|
$1,650
|
11
|
$7,250
|
25
|
$120
|
2
|
$1,920
|
12
|
$10,200
|
30
|
$210
|
3
|
$2,210
|
13
|
$13,650
|
35
|
$320
|
4
|
$2,520
|
14
|
$17,600
|
40
|
$450
|
5
|
$2,850
|
15
|
$22,050
|
45
|
$600
|
6
|
$3,200
|
16
|
$27,000
|
50
|
$770
|
7
|
$3,570
|
17
|
$104,000
|
100
|
$960
|
8
|
$3,960
|
18
|
$231,000
|
150
|
$1,170
|
9
|
$4,370
|
19
|
$408,000
|
200
|
$1,400
|
10
|
$4,800
|
20
|
$635,000
|
250
|
If an item has a value in-between the values in the table, while still being lower than $4,800, use the next-lower amount. An item worth less than $50 cannot store Magicka. An item worth $942 can store 7 Magicka. If the item is worth more than $4,800, you have to use the formula above to figure out how much Magicka you can store in it.
To recharge a Power Item, you have to touch it and make a Will roll. If you succeed, you can move your personal Magicka into the Power Item. You can push up to Will Magicka into the Power Item per second. And you need to make the Will roll each second you want to refill the Power Item. If you fail the roll, you have to wait for one minute. If you critically succeed, you can push all your Magicka into the Power Item in one second. If you critically fail, all your Magicka is depleted, but none of it is pushed into the Power Item. You then have to restore your personal Magicka before you can push more into the Power Item.
Other Items
This list is for complete items.Cornucopia Quiver: DF 30. $110, 0.5 lb.
Gem of Healing: DF 30. $400, neg.
Necklace of Fireballs: DF 30. $7,200, 0.25 lb.
Pain Giver: A short staff delivers agonizing pain when touching or striking the target. $28,020, 1 lb.
Siege Stone: DF 30. $550, neg.
Warlock Medallion: A medallion made of Entercian silver and worn by warlocks. It warns the warlock bound to it of the presence of supernatural creatures by vibrating and tugging on the chain. The exact way it does this informs the warlock of the creature’s direction. It “sings” if magic is close by and this arcane song can be heard by the warlock, and only him, even if the medallion is ten yards away. And the song indicates the direction to the magical source. The medallion becomes “warm” when danger approaches, but this is an arcane, rather than physical, heat that the warlock can sense through his armor. The intensity of the vibration, song, or heat increases with the number of sources. Some powerful creatures know how to shield themselves from detection and certain phenomena or locations may be so overwhelming in magic that the song can be misleading. These medallions are given to aspiring warlocks when they have passed their tests. Some have been lost or stolen and can be found for sale on the black market. $91,000, 1 lb.
Wizard’s Staff: DF 30. $40, 4 lbs.
Wizard’s Wand: DF 30. $50, 1 lb.
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