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 Post Posted: Mon Mar 20, 2017 3:49 pm 
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This is still erfworld, I wouldn't go so far as to say with no move expended. That kind of thing is abstracted with move expended.

Although it does raise a secondary question to my previous one: does our description of our foraging methods modify our yield?

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     Post Posted: Mon Mar 20, 2017 7:26 pm 
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    Omg Leihsaid, that is awesome!

    And Req! Of course they do! The more fluff we write the better things go! It's always like that even if the DM says otherwise and is discreet about it

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     Post Posted: Mon Mar 20, 2017 8:44 pm 
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    That is true i reward fluff and good rp. Hence someone gaining a special!

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     Post Posted: Mon Mar 20, 2017 10:01 pm 
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    Quick question: What direction does the road exit the hex from? Is it SE?

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     Post Posted: Mon Mar 20, 2017 11:02 pm 
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    (It's been way too long since I've had the spare time to just say something "silly" in character.)

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     Post Posted: Tue Mar 21, 2017 1:16 am 
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    SDM, completely agree about this being Erfworld, and that changing the fundamental mechanics of travel, and in essence getting food. I would be willing to say that it may slow the group, simply because of how one travels through the hexes/borders.

    Cyper will have to make a call on just how much forage this method can produce, but realistically it allowed groups of 30-40 people to feed themselves, daily, while still managing between 6-10 miles a day. That may not sound like much but the speed was limited by two primary factors, the first being how quickly the pack animals could pull the carts/wagons. The second limit on travel a day was from the lack of roads. The modern methods of dog hunting such as pointing, and birding were actually developed this way. Dogs startle/find animals. Humans shoot them, and pick them up, if to large for dogs to bring back. Skinning/cleaning was done at the end of the days travel.

    So arguably what would determine the speed of the stack would be the battle wagon (Aegis). That being said there should be nothing stopping the stack from traveling Aegis's max move, and pulling in 50% of everyone's upkeep daily.

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     Post Posted: Tue Mar 21, 2017 3:22 am 
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    Now that Aegis is mounted he is not the slowest member of the group so the speed of travel is not limited by him.

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     Post Posted: Tue Mar 21, 2017 5:24 am 
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    cypermancer wrote:
    That is true i reward fluff and good rp. Hence someone gaining a special!


    *Hides fangs*

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     Post Posted: Tue Mar 21, 2017 6:15 am 
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    kyleraymond are there any bonuses from your special other than being able to eat meat for your upkeep. Do you get anything more from different types of meat? What if you don't eat meat?

    Then again maybe you just need blood? Was thinking that if you just need blood like a vamp, at the end of day for upkeep maybe you could just drain a stack mate a bit. Completely pay your upkeep for essentially a few hits that just return at dawn. This would be important to know, because it may be the only current way for the stack to reduce its smucker upkeep. Which is more important than forage able upkeep.

    Also, I believe I saw that some of the drops could be converted into smuckers (something the silverbacks dropped). Its possible that the bee stingers (if they are large enough, or contain venom), arguably they have smucker value as weapons parts or components. This could mean that the stingers from the B's could be worth actual smuckers and are very worth picking up.

    Finally, I realize that arrows reload every dawn, but crafted materials stick around. Given the number of combats this turn arrows are probably running low. Creating new arrows, is fairly straight forward, Bone shards from dead ferals, wooden shafts, muscle strands to tie it on, and charred skin strips slotted in for fletching.

    I mention this because it can conserve resources while hunting, and it would use materials the stack doesn't currently take from feral bodies. All of this can be done with a belt knife, from slitting muscle strands, and then pulling them apart for cords, to cutting, and grooving the shafts, and splintering bones. You come close to frying the skin till its almost like non crisp bacon. Leaving it stiffer but still malleable. Best part is, while this would take a craft check, it would not require juice. I realize that the stacks crafters can use there juice to make arrows, but is that what the stack needs them to be doing?

    Finally one more thing that can be made, and should. Javelins. Incredibly simple weapons, just a stick with a hardened point (flame charred, or bone either works). Melees would suffer a non-proficiency penalty of -4 on attacks, but everyone in the stack could have a ranged weapon at need. Oh and Worm, some of the oldest knives in the world are made from bone. Having more knives to chuck for ranged situations couldn't hurt you either. Once again no juice needed to make these toys.

    Its all about conservation of resources, and using what isn't currently in use. There are dozens of things the stack could do on the fly to improve any situation.

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     Post Posted: Tue Mar 21, 2017 6:39 am 
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    Lleihsad wrote:
    kyleraymond are there any bonuses from your special other than being able to eat meat for your upkeep. Do you get anything more from different types of meat? What if you don't eat meat?

    Then again maybe you just need blood? Was thinking that if you just need blood like a vamp, at the end of day for upkeep maybe you could just drain a stack mate a bit. Completely pay your upkeep for essentially a few hits that just return at dawn. This would be important to know, because it may be the only current way for the stack to reduce its smucker upkeep. Which is more important than forage able upkeep.

    Finally, I realize that arrows reload every dawn, but crafted materials stick around. Given the number of combats this turn arrows are probably running low. Creating new arrows, is fairly straight forward, Bone shards from dead ferals, wooden shafts, muscle strands to tie it on, and charred skin strips slotted in for fletching.


    I can eat the living. I prefer it...but it will not end well for that person. I won't eat a stackmate that is still alive. I like you guys! That said...should we come against humanoid enemies...I would much prefer that we subdue one non-lethally...

    I agree on the arrows idea but theorise the egg rule would apply if we tried to game it. I would like to generate trick arrows, this is my aim in keeping the B stingers. I would not mind specialising as a Fletcher if the stack is happy for this? I have yet to determine a skill focus afterall.

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     Post Posted: Tue Mar 21, 2017 7:16 am 
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    kyleraymond wrote:
    Lleihsad wrote:
    kyleraymond are there any bonuses from your special other than being able to eat meat for your upkeep. Do you get anything more from different types of meat? What if you don't eat meat?

    Then again maybe you just need blood? Was thinking that if you just need blood like a vamp, at the end of day for upkeep maybe you could just drain a stack mate a bit. Completely pay your upkeep for essentially a few hits that just return at dawn. This would be important to know, because it may be the only current way for the stack to reduce its smucker upkeep. Which is more important than forage able upkeep.

    Finally, I realize that arrows reload every dawn, but crafted materials stick around. Given the number of combats this turn arrows are probably running low. Creating new arrows, is fairly straight forward, Bone shards from dead ferals, wooden shafts, muscle strands to tie it on, and charred skin strips slotted in for fletching.


    I can eat the living. I prefer it...but it will not end well for that person. I won't eat a stackmate that is still alive. I like you guys! That said...should we come against humanoid enemies...I would much prefer that we subdue one non-lethally...

    I agree on the arrows idea but theorise the egg rule would apply if we tried to game it. I would like to generate trick arrows, this is my aim in keeping the B stingers. I would not mind specialising as a Fletcher if the stack is happy for this? I have yet to determine a skill focus afterall.


    Good to know, was wondering if you had the ability to drain blood. If you have to eat them that won't work lol.

    Well there is gaming the system and then there is abusing a game mechanic. Using resources that are provided, in a creative way is an important aspect of surviving, especially in Erfworld. Having an extra 5 arrows for each of the archers a turn so they can hunt is not what I would consider abuse. Nor would I consider having each of the melees carry two javelins to be abusive of the rules. Now if we stockpiled hundreds of extra arrows or had the melees running around with twenty Javelins that would be abusive.

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     Post Posted: Tue Mar 21, 2017 8:35 am 
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    All fine points :)

    One stickler is, albeit it will not use Juice, it will use time (actions/move), which we currently haven't had any left at all at the end of the turn (after foraging)

    But quite interesting, definitely something to invest our actions into if available :)

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     Post Posted: Tue Mar 21, 2017 11:15 am 
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    My personal hope is to do things like channel excess Luckamancy into arrows to give my fellow bowmen 'Lucky Shots' - perhaps opening up different arrow types through discovery.

    I do NOT want to undermine other peoples specials. But offer single use arrows of other types.

    A Lucky shot for instance would allow a critical hit on a roll of 19 or 20 for the archer.

    A Brrow would have a chance of poisoning an opponent depending on their save roll. If you moved before firing it you would need to make a easy handling roll to avoid nicking yourself with poison.

    My craftsmanship would be restricted to just Arrows and Bows.

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     Post Posted: Wed Mar 22, 2017 1:35 am 
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    Rough outline for fletcher special

    fletching special: 4 points
    Perquisite- Skill focus craft
    You can craft different types of arrows, bows, and Master work versions of both.

    You can craft 100 Shmuckers worth material a day, You must have the materials, tools, and a work space to do the crafting. The crafted items are in addition arrows that are popped each turn. You may not use the arrows you are popped with each turn to make items.
    You make a craft check when creating items when the roll is high enough you make a master work item instead. (atleast a 25)

    10S: Crafted Arrow- You create a normal arrow. single use.

    Materials- Shaft material, Head material, Fletching material (you may use two small arrows in your inventory to make a single crafted arrow. Single use

    30S: Masterwork crafted arrow- You create a normal arrow. Recoverable.
    Material- 1 crafted arrows

    10 S: Hunting arrow- You modify an arrow for use in hunting small game, The arrow does minimal damage to the flesh and hide of the target. The arrow does two die steps lower damage, but has a plus two to hit. Single use.
    Material- Crafted arrow

    60 S: Master work Hunting Arrow- You modify an arrow for use in hunting small game, The arrow does minimal damage to the flesh and hide of the target. The arrow does two die steps lower damage, but has a plus two to hit. The arrow is recoverable.
    Material- 1 hunting arrows

    10 S: Side cutter arrow-  You modify an arrow designed to cut ropes, thin branches and other materials. Single use.
    Materials- 2 crafted arrows

    60 S: Master Work Side cutter arrow- You modify an arrow designed to cut ropes, thin branches and other materials. The arrow is recoverable.
    Materials- 3 Side cutter arrows

    40 S: Stinger arrow- You create a poison arrow using the stinger of a creature. Crafted this way the poison will stay on the weapon until the arrow is used. On a roll of a natural 1 you poison yourself with the arrow. Single use.
    Materials- 1 crafted arrow- 1 poison stinger

    120 S: Master Work Stinger arrow- You create a poison arrow using the stinger of a creature. Crafted this way the poison will stay on the weapon until the arrow is used. Single use.
    Materials- 1 MW crafted arrow- 1 stinger

    80 S: Lucky arrow- Has a threat range of 19 through 20
    Materials- 1 MW crafted arrow, 2 Luck points

    20 S: Quiver- you create a quiver for holding crafted arrows. Holds 20 arrows.
    Materials- 2 leather

    100 S: Bow- you create a bow
    Material- Wood, horn or bone, string material

    300 S: Master Work Bow- you create a master craft bow
    Material- Rare wood, horn or bone, string material

    200 S: Great Bow- You create a great bow
    Materials- Wood, horn or bone, string material

    500 S: Master Work Great bow-
    Materials- Rare wood, horn or bone, string material

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     Post Posted: Wed Mar 22, 2017 6:37 am 
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    I think if we ever ready actions (or AOO's) we shouldn't post the rolls in game thread, but send them by PM to Cyper, so other people don't "know" in advance if our readied actions are likely to hit or not

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     Post Posted: Wed Mar 22, 2017 6:50 am 
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    Rolls will still be visible though on unseenservant, but I agree.

    Also, my apologies, I totally forgot we could try the diplomatic option (unless that was just a taunt by Greyson).

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     Post Posted: Wed Mar 22, 2017 7:08 am 
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    It's a diplomatic attempt all right XD

    This might still be recoverable, no croaked bodies yet

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     Post Posted: Wed Mar 22, 2017 10:02 am 
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    No dice were rolled, it wasn't a diplomacy attempt. That kind of effort would only work if the orcs didn't immediately shout a battle cry and was just being on guard.

    That said, an 11 might actually hit, if the spearman's an archer-style unit with low defense. I doubt it though.

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     Post Posted: Wed Mar 22, 2017 10:18 am 
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    If Cyper wants me to roll Diplomacy.. I will

    You don-t need to roll for many things, just speak

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     Post Posted: Wed Mar 22, 2017 11:49 am 
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    Requiem_Jeer wrote:
    No dice were rolled, it wasn't a diplomacy attempt. That kind of effort would only work if the orcs didn't immediately shout a battle cry and was just being on guard.

    That said, an 11 might actually hit, if the spearman's an archer-style unit with low defense. I doubt it though.

    Their might be some flat footed penalties.

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