Fate of the Norns

The Complete Viking Experience!
It is currently Thu May 28, 2020 3:07 am

All times are UTC - 5 hours


Forum rules


No cyber-bullying, no racism, no spam! Keep discussions civil and respectful or you will be banned!



Post new topic Reply to topic  [ 6 posts ] 
Author Message
PostPosted: Tue Mar 31, 2020 8:12 pm 
Offline

Joined: Thu Jan 09, 2020 2:43 pm
Posts: 50
Does anyone have an idea what it should cost for the players to purchase potions and ointments from NPC druids or custom equipment from NPC blacksmiths?


Top
 Profile  
 
PostPosted: Sat Apr 04, 2020 9:42 am 
Offline

Joined: Sat Jul 20, 2019 12:56 pm
Posts: 92
I think officially, the general rule of thumb is QR x 50??? Someone plz correct me if I’m wrong on that.

It also partially depends on the quality of the item, and I don’t mean the QR. I mean when you look at something and say, “Damn that’s a good item,” boost the cost a bit. You can either double the price (QR x 100) or just straight up assign an arbitrary value if you decide it still seems too cheap for how good the item is.

Other circumstances to take into account:
1. Where are you? Materials and/or services might cost more or less depending on where you are. Ath Cliath for instance has bare minimum double what would be a fair price elsewhere, often more.

2. Is it a reputable merchant / legal good? If it’s the black market, that could drive the price up...or give your players an angle to haggle it down.

3. Is there anything special about this merchant? For instance, I put a merchant in Evingard who sells really bizarre items. Some are high quality magic items (a ladle that’s a DF 10, Pierce 10 weapon for instance), some are really bad magic items (a shield with negative parry, a dnd style bag of holding that turns any non magical item in it to excrement), some have minor and not at all helpful or detrimental effects (a sword that moans sensually when swung, for instance), and some aren’t magical at all (1 sandal). Schmidt doesn’t know which items are or aren’t magical, and as such every item is priced randomly. For instance, some of the items listed above: the ladle cost 5 skatt, the sandal costs 800, a vial of “king’s blood” cost 73. Sometimes weird prices make for a fun moment.

4. Is there some sort of personal relationship with the merchant? If so, consider a discount.


Top
 Profile  
 
PostPosted: Sat Apr 04, 2020 12:59 pm 
Offline

Joined: Thu Jan 09, 2020 2:43 pm
Posts: 50
Off topic, but when you use the "infuse" skill does the power donor lose the infused power?


Top
 Profile  
 
PostPosted: Sat Apr 04, 2020 9:27 pm 
Offline

Joined: Sat Jul 20, 2019 12:56 pm
Posts: 92
Not so far as I know. I don’t believe there’s any official rule about that, and I haven’t had any house rules as such. And one of my players is a blacksmith, so it’s far too late to change it in my game lol.

Infusing requires a willing subject, and most people wouldn’t willingly give up their powers and skills, so it would actually cheapen one of the rarest and coolest skills in the game, and one of the skills that sets FOTN apart from other systems.

That could be an interesting villain though: a blacksmith who has figured out how to permanently strip powers and skills away from unwilling subjects.


Top
 Profile  
 
PostPosted: Sat Apr 04, 2020 9:49 pm 
Offline

Joined: Thu Jan 09, 2020 2:43 pm
Posts: 50
It just seems like it would be really easy for a blacksmith to equip the party with a huge amount of infused items so that basically everyone has everyone else's passives. I suppose that I can come up with some limiting factor if someone actually tries it, though. Maybe Thor comes down "The Aesir need these weapons for the war effort!" before smashing them all flat and taking their stuff.


Top
 Profile  
 
PostPosted: Sun Apr 05, 2020 10:51 am 
Offline

Joined: Sat Jul 20, 2019 12:56 pm
Posts: 92
1. Yes it can be a problem, and one that I’m about to have to deal with since my blacksmith player has started drawing up “schematics” for item sets. The only really limiting thing built right into the system is that the difficulty goes up per infusion already on the item (by I wanna say 3?), and you can limit the number of items they can equip at a time. Other things you could do might be boost QR costs of infusions so they can’t get as much on each item, or even designate certain powers or skills as non-infusable (any skill unique to a certain class, for instance, like short fuse, inner sanctum, etc.).

2. I love the Thor idea and am totally stealing it or a variation on it.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group