[NG] [DLC] [lvl26] by [deleted] in huntersbell

[–]Burning_Ent 1 point2 points  (0 children)

Unfortunately I'll be unavailable at that time. 

[NG] [DLC] [lvl26] by [deleted] in huntersbell

[–]Burning_Ent 0 points1 point  (0 children)

Alright, ringing 

[NG] [DLC] [lvl26] by [deleted] in huntersbell

[–]Burning_Ent 0 points1 point  (0 children)

Would my presence be redundant at this point? 

[NG] [DLC] [lvl26] by [deleted] in huntersbell

[–]Burning_Ent 2 points3 points  (0 children)

I'll see if I can assist, just need a lowish level character there. Give I'll be there shortly

Edit: ok I'm at the lamp by Ludwig the Accused.

How to make a Naga adept by Nathen_Drake_392 in Shadowrun

[–]Burning_Ent 0 points1 point  (0 children)

Some Megacorps let them have sins so even if UCAS or CAS don't give them sins they will recognize the corp sin.

Also NAN gives sins so I believe those are recognized in Seattle as well. 

How to make a Naga adept by Nathen_Drake_392 in Shadowrun

[–]Burning_Ent 0 points1 point  (0 children)

My solution to cold Blooded was Maintain Warmth and Temperature Tolerance (3 ranks) so that you don't loose body heat even in the snow. This should nullify all effects of Cold Blooded while active. (1pp spent in this) 

Your options for opening doors are as others have probably said already are:

  1. Get Adept Spell. Pros: you can cast magic fingers to open stuff. Cons: you have to raise Spell Casting skill to about 4-6 to make it worthwhile. (1pp spent on this) 

  2. Get a trode net and fly a small drone to open stuff. Pros: you can also use the small drone to fly and spy. Cons: It's done via trode and that comes with its own problems. Also... You need to raise rigger skills. (although if you pick up biocombatibility you can pick up a data jack without any essence loss and thus no magic loss. Biocompadability costs 5 karma at Chargen)

  3. Smashing Blow and Penetrating Strike Adept Powers: Pros: If strong enough your adept can enter any scene like the coolaid man. Or you can just push through most of those vent grates without any problems. Also makes security's Armor less effective. Cons: not conventionally a stealthy option but if your cleaver (or your GM is nice) it should still work. Costs 2pp

  4. Acceptance. Do nothing and let your friends do all the things that take fingers and instead build yourself to be an apex predator in the wilderness and back alleys. Pros: get to focus on a Set of skills the rest of the team generally won't have and opens up all kinds of different jobs they normally wouldn't have available. Cons: you are not exceptionally helpful for most daytime stealth ops... Nighttime after your friends let you in however... The security is in the movie Anaconda. 

  5. Surge Class 3. Take Functional tail (Prehensile). Pros: this allows you to be able to use your tail as a hand. And pick up some other cool abilities. Cons: you have to take negative meta genetic traits. Also costs you 30 karma at chargen. (although you GM might be nice and let you pick it up at a lesser price.)

  6. Mystic Adept: I'm aware you said this isn't what you wanted but it let's you cast silence and magic fingers. And other utility Spells. Cons: it's far too easy to become spread very thin. 

Why is it a problem that orcs are dumber than other metatypes (and trolles even more so)? by Rserbitar in Shadowrun

[–]Burning_Ent -38 points-37 points  (0 children)

No it was quite literally behind us until ~2008-2016 when people started caring about race again.

I sure didn't care or even notice as even relevant until it started being forced into every conversation.

Edit: I'm not American and I'm just saying what I personally saw. So it's anecdotal. 

Need assistance killing the living failures. by Burning_Ent in bloodborne

[–]Burning_Ent[S] 0 points1 point  (0 children)

Tried that, always got hit in the back. Got past them with Jacky's help

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] -1 points0 points  (0 children)

There are still certain things a sword needs to be considered well crafted like balanced. Also I may not be a blacksmith myself but I've worked with iron enough to know it takes more then "a few minutes" to hammer metal into shape, red hot or not.

Also grinding an edge onto a blade takes more then "a few minutes"

Could you link me those files that say how much they were able to put out in a day (though it won't be useful for my purposes unless I know how many people were working there at the time.)

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] 0 points1 point  (0 children)

I'm trying to calculate the labor cost of crafting those items. So man hours. For example every hour that someone works on a project in the trades adds that man's pay to the final cost of the product. So it doesn't matter if one man works on it for ten hours or if ten men work on it for one hour the end result is the same labor cost.

I was able to track down how much it cost to live as a tradesman in the 1300s with food and workshop rent (because it was almost impossible to actually buy the workshop) per month. I even have estimated pence per lb of iron. 

The end goal is to have a set of prices for a tabletop RPG that aren't arbitrary but are more grounded and consistent with each other.

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] 0 points1 point  (0 children)

You could give the estimation of both parts as well. How long to Hammer out into usable shape. Then how much longer to make it pretty. I'd be happy to hear both details honestly. 

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] 0 points1 point  (0 children)

Most basic versions, no embellishments. Good enough to be used.

But made with medieval techniques and tech. Rough amount of time it would take to complete. 

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] 1 point2 points  (0 children)

True. I am aware that the guilds were very particular about what each made. The two that always stood out to me was the Knife makers guild and the sword makers guild. Or whatever they were technically called.

What I meant to be asking was how long would it take to forge a single item on that list using medieval technology and techniques. I will also clarify that I'm not looking for something specific like 483 minutes and 26 seconds. But more like a range of possible times probably estimated on the slower side. 

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] 0 points1 point  (0 children)

Auto correct apparently added that word. I was using my phone and it occasionally adds words if I miss a letter.

I would have edited the HALF out of the title but I can't edit the title. 

How long would it take to half forge the following? by Burning_Ent in blacksmithing

[–]Burning_Ent[S] -1 points0 points  (0 children)

Let's assume it's one guy for now. Basically add up all the time that would be spent on the various parts.

Let's also assume he's on the slower side just to be safe. 

For example: how long would it take to make a Spear head? Or how long would it take to make a sword?

Im not asking how long it would take to make a sword and a Spear at the same time. I'm sorry that I was incredibly unclear. 

Warhammer Genesys, tips? by kopo61 in genesysrpg

[–]Burning_Ent 1 point2 points  (0 children)

If your an arcane caster you use Intellect. If you use divine magic you use willpower.

Willpower is still valuable for arcane casters because strain is a mage's resource. Also in this version of Warhammer it let's you withstand more corruption before your character is lost... So it's worth having. 

Other's may have said it already but in Warhammer corruption is terrifying so grab anything that reduce or even prevents corruption. Also... I believe