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Logistics Reference Guide

 

June 2016 Edition

Last Updated: Tuesday, June 14, 2016

 

 

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Earning Service Points

Time

Money

1 Hour = 100 SP

$1 = 20 SP

5 Hours = 500 SP

$20 = 400 SP

10 Hours = 1000 SP

$50 = 1000 SP

25 Hours = 2500 SP

$100 = 2000 SP

SP Assignment Awards

NPCing for the Weekend

If you NPC for the weekend, you receive the following benefits:

Kitchen Work:

 

Kitchen Staff for each weekend will be chosen by the Director, and will have the ability to sign off on SP for other Help, Cleanup, and Bar Wenching.  Other awards will be at the discretion of the Kitchen Staff - you must fulfill the full time and obligation to be eligible for the SP award.

Spending SP for Fates

A player can choose to use service points at the beginning of the weekend to gain a special Fate for one of their characters. You may not purchase multiples of any individual Fate per event. Fates can only be purchased at sign-in, must take place inside of Logistics and be signed off by the active MM on duty.

Fate Of The Beginner - Cost: 200 SP (or 2 Gold)

Either +10 BP (Healable); or +5 of any and all Career Points types. This fate refreshes periodically. Character must be below 10th level to purchase this Fate.

Fate Of Lesser Protection - Cost: 500 SP (or 5 Gold)

1 of the following Defensive Spell Buffs: Stoneskin, Barkskin, Fluid Motion, Divine Negation, Elemental Shield, Displacement, Mind Shield, Inviolate Form, Deep Pockets, Protect Item. Automatically recast at the beginning of each period.

Fate Of Greater Protection - Cost: 1000 SP (or 10 Gold)

1 of the following Valance Spells: Negation, Alchemy Shield, or Mind Citadel. Does not refresh after being used.

Fate Of Insight - Cost: 100 SP (or 1 Gold) per Build Point of Skill

1 extra use of a skill you already possess. Skill duplicated is determined at the time of purchase. (Lower Profession only)

Fate Of Wisdom - Cost: 200 SP (or 2 Gold) per Build Point of Skill

1 use of a skill/spell you have the prerequisites for. Skills are restricted to their normal use (Periodic/Event/Continuous) and Spells may be cast as if known. (Lower Profession only)

Fate Of Guidance - Cost: 500 SP (or 5 Gold) per Build cost of skill

Learn one skill without a teacher. (This is the only Fate that can be purchased anytime during the weekend. Lower Profession only, cannot open new lists. We reserve the right to deny any lore.)

Fate Of Power - Cost: 1000 SP (or 10 Gold)

+5 Career Points of choice for the weekend. Points refresh periodically.

Fate Of Precision Cost - 1000 SP (or 10 gold)

+1 Damage for the weekend.

Fate Of Endurance - Cost:1000 SP (Or 10 Gold)

Additional 15 Healable Body for the weekend

Fate Of Fortune - Cost: 1000 SP (Or 10 gold)

A random Bauble, Device, or Invention, with a small chance for a Rune or an Item with Sockets. Dice are rolled at Logistics when this fate is purchased.

Fate of Meager Supply - Cost 100 SP or 1 Gold

1 unit of Silver, or 1 Alchemical or Elemental Essence

Fate Of Lesser Supply - Cost: 500 SP (or 5 Gold)

1 Unit of Tamaril Hide, Crystal or Ironwood, or 5 Elemental or Alchemical Essences.

Fate Of Moderate Supply - Cost: 1000 SP (or 10 Gold)

1 unit of Gold, Electrum or Meteoric Ore.

Fate Of Greater Supply - Cost: 2500 SP (or 25 Gold)

1 unit of Mithril, Wytchwood, or Drake Scales, or 2 Lesser Weave, Divine, or Druidic Essences. Greater Essences may not be purchased with a Fate.

Fate Of The Treasure Hunter - Cost: 2000 SP (or 20 Gold)

Your choice of the following: 1 Copper, Silver, Crystal, or Ironwood Weapon Card, or 4 Rank I Compounds, or 3 Rank II Compounds, or 2 Rank III Compounds or 1 Rank IV Compound.

Fate of Fortune Table

 

01-05

Bauble of Trip

06-10

Bauble of Throw

11-15

Bauble of Body Block

16-20

Bauble of Critical Attack

21-25

Bauble of Puncture Armor

26-30

Bauble of Waylay

31-35

Bauble of Basic Disguise

36-40

Bauble of Detect Traps

41-45

Bauble of Climb

46-50

Bauble of Courage

51-55

Bauble of Gift of the Predator

56-60

Bauble of Pick Basic Locks

61-63

Device of Break Limb

64-66

Device of Flee

67-69

Device of Break Shield

70-72

Device of Charm

73-75

Device of Cloak of the Green

76-78

Device of Advanced Entry/Escape

79-81

Device of Hide in Shadows

82-84

Device of Stunning Blow

85-87

Device of Shatter Weapon

88-90

Invention of Cleave

91-93

Invention of Interrogate

94-96

Invention of Deflect

97-99

Mystic Morphic Rune

100

Item with a d6/2 (Rounded Up) number of sockets in it.

 

Mystic Morphic Rune: This mysterious rune will turn into another rune (from a first tier Heroic ability) of the bearer's choice. A form must be chosen before the rune can be socketed. Once chosen, it becomes that new rune, and follows all of the rules for that rune, and cannot be changed. Regardless of which rune is chosen, the duration of the Mystical Morphic Rune is always 3 months from the month it is found, and may be extended as normal by socketing it.

Essences

Elemental Essences

 

Alchemical Essences

 

Sorcery Essences

 

Ceremonies Essences

 

Druidic Essences

 

Notes

Normal Item Values

Item

IG Cost

Normal Steel Dagger

1 Gold (Labor only, steel is free)

Normal Steel Sword

2 Gold  (Labor only, steel is free)

Silver 1H Sword

2 Gold in  Materials, 2 Gold for Labor

Electrum 1H Sword

20 Gold in Materials, 4 Gold in Labor

Mithril 1H Sword

40 Gold in Materials, 6 Gold for Labor

Superior or Exalted Armament

+10 Gold each

Superior or Exalted Armor

+5 gold per location

Any Rank I Potion

2 Gold

Any Rank II Potion

4 Gold

Any Rank III Potion

7 Gold

Any Rank IV Potion

9 Gold

1 Bar of Silver

10 Silver (1 Gold)

1 Bar of Gold

10 Gold

1 Bar of Copper

1 Silver

1 Stack of Tamaril Hide

5 Gold

1 Bundle of Ironwood

5 Gold

1 Shard of Crystal

5 Gold

1 Bar of Electrum

10 Gold

1 Bar of Meteoric Ore

10 Gold

1 Bundle of Wytchwood

20 Gold

1 Bar of Mithril

20 Gold

1 Stack of Drake Scales

15 Gold

Basic Essence (Elemental / Alchemical)

1 Gold

Lesser Essence

10 Gold

Greater Essence

20 Gold

Evaluate Item Values

Uncut Gems (Eng.#)

Gem Type

Value

1

Small Smooth Gem

1/3 Silver

2

Large Smooth Gem

1/2 Silver

3

Small Uncut Gem

1 Silver

4

Large Uncut Gem

2 Silver

 

Cut Gems:

Amethyst

Emerald

Ruby

Sapphire

Citrine

Square

1

2

3

4

5

Oval

2

3

4

5

6

Round

3

4

5

6

7

 

Eng.#

Gem Type

Value

A4

Small Brilliant Cut Amethyst

30 Gold

E4

Small Brilliant Cut Emerald

40 Gold

R4

Small Brilliant Cut Ruby

50 Gold

S4

Small Brilliant Cut Sapphire

60 Gold

T4

Small Brilliant Cut Topaz

70 Gold

AM4

Small Brilliant Cut Amber

80 Gold

D4

Small Brilliant Cut Diamond

90 Gold

PD4

Small Brilliant Cut Pink Diamond

100 Gold

 

Socketed Items

Individual Socket Value

Item Value

1st / 1 Socket

50 Gold

50 Gold

2nd / 2 Sockets

100 Gold

150 Gold

3rd / 3 Sockets

200 Gold

350 Gold

4th / 4 Sockets

400 Gold

750 Gold

5th / 5 Sockets

800 Gold

1,550 Gold

6th / 6 Sockets

N/A (Artificer only, make own)

N/A (Artificer only, make own)

Please remind people who do NOT have the Evaluate Item skill that they should not be able to ID or evaluate items, if you see them doing it.

Runes

Runes are commonly valued at 1 GP per CP spent to to make them, plus materials (Essences).  Maker’s Marks are double this in value because they are Superior in nature.

The duration of runes, in months, is noted with each type.  If a rune can be made permanent by being socketed, it will be noted as well.

Common Runes & Examples

Rune

Cost to Make

Value

Dur.

Perm?

Weapon Folding (+1 Damage)

30 CP

30 Gold

2 Mo.

Yes

Protective Reinforcement (+1 Soak)

20 CP

20 Gold

2 Mo.

Yes

Mystic Rune

(Standard Skill)

15 CP per Build

(Lowest off any list)

CP Cost

in Gold

2 Mo.

Yes

(Maker’s Mark)

10 CP per Build

2x CP cost

None

Yes

Storing Ritual (Mage) / Rite (Druid)

20 Points + Lesser Essence

30 Gold

2 Mo.

Yes

Mage / Priest / Druid Spell

30 Points + Lesser Essence

40 Gold

3 Mo.

Yes

+0 Magic / Divine / Primal Damage

10 Points + Lesser Essence

20 Gold

1 Mo.

Yes

Scourge Doll

20 DP + Lesser Druidic

30 Gold

2 Mo.

No

Natural Transposition

10 DP + Lesser Druidic

20 Gold

1 Mo.

No

Regeneration

20 DP + Lesser Druidic

30 Gold

2 Mo.

No

Leader of the Pack

30 DP + Lesser Druidic

40 Gold

3 Mo.

No

Vestments

20 FP + Lesser Divine

30 Gold

2 Mo.

Yes

All Sight

10 FP + Greater Divine

30 Gold

2 Mo.

No

Creature Trait

10 MP + Lesser Arcane

20 Gold

1 Mo.

No

Spell Ward

20 MP + Lesser Arcane

30 Gold

2 Mo.

No

Change Self

20 MP + Lesser Arcane

30 Gold

2 Mo.

No

Gate

10 MP + Greater Arcane

30 Gold

2 Mo.

No

Critical Attack

30 CP (2 x 15)

30 Gold

2 Mo.

Yes

Deflect

90 CP (6 x 15)

90 Gold

2 Mo.

Yes

Cleave

90 CP (6 x 15)

90 Gold

2 Mo.

Yes

Willpower

120 CP (8 x 15)

120 Gold

2 Mo.

Yes

Dodge

150 CP (10 x 15)

150 Gold

2 Mo.

Yes

(Racial Skill)

150 CP (10 x 15)

150 Gold

2 Mo.

Yes

Illicit Goods List

The following table lists the items normally available to a character with the skill, Smuggling. Other items may be made available by plot at certain times, but you cannot request items.

Item

Price

Grappling Hook (Bauble of Climb)

5 gp

Skeleton Key (Bauble of Pick Complex Locks)

5 gp

Stiletto Point (Bauble of Puncture Armor)

5 gp

Noosed Rope (Bauble of Quick Bind)

5 gp

Sack of Rocks (Bauble of Waylay)

5 gp

Emergency Kit (Device of Adv. Entry Escape)

15 gp

Shadow Wraps (Device of Hide in Shadows)

15 gp

Smoke Bomb

30 gp

Rank 1 Poison

5 gp

Rank 2 Poison

10 gp

Rank 3 Poison

15 gp

Rank 4 Poison

20 gp

Rare Poison Component

5 gp

Rank 1 Necromancy Scroll

5 gp

Rank 2 Necromancy Scroll

10 gp

Rank 3 Necromancy Scroll

15 gp

Rank 4 Necromancy Scroll

20 gp

Rank 1 Dark Pantheon Psalm

5 gp

Rank 2 Dark Pantheon Psalm

10 gp

Rank 3 Dark Pantheon Psalm

15 gp

Rank 4 Dark Pantheon Psalm

20 gp

Smoke Bomb

This is an exotic alchemical product, the secrets of which have never been unlocked, nor is the origin of how these items makes it into the black market known. When used, a Smoke Bomb allows a character to call a hold and proceed to go 30 feet (12 paces) in any direction towards the closest shadow. Once reached the character must immediately expend a use of the skill Hide in Shadows. If the Smoke Bomb is used and there is no shadow within 30 feet of the character or the character does not have an available use of the skill Hide in Shadows, the Smoke Bomb is expended and the character remains in the spot where they used the Smoke Bomb. A Smoke Bomb is considered a Master Invention.

 

 

Diseases

Normal Diseases have specifically defined effects and can be cured by standard abilities. A disease in the first or second stage can be cured with the use of a Cure Disease prayer or the physician ability Cure Disease; a disease in the third or fourth stage can be cured with a Heal Disease prayer or the physician ability Cure Disease. A disease in any stage can be cured with a Divine Restoration Prayer or the healer ability Heal All.

Some spells, prayers, or abilities cause disease-like effects, but are not diseases. Spells, prayers, and abilities that inflict Normal Diseases do not define the disease any further; rather, the one Normal Disease is chosen at random from the following table.

D6 Result

Disease

1

Leprosy

2

Pox

3

Dysentery (Bloody Flux)

4

Worms

5

Consumption

6

Kuru (Laughing Sickness)

All Normal Diseases progress through four stages, the first which occurs during the event that the character is afflicted, and each subsequent stage setting in at the beginning of next three events – regardless of whether the character is played at them. In the event that a disease would result in the character’s death at an event that she is not played, the result is delayed until the next event at which the character is played.

A disease will continue to afflict a character (though it cannot worsen beyond the fourth stage effect) until the character is cured or the character dies and is resurrected. The effects of each stage of a disease are cumulative with all previous stages. All of the effects suffered from being diseases are incurable unless the disease itself is cured. Upon being cured, the current stage’s effects are healed instantly; the previous stage’s effects are healed one hour later, and so on until all effects have been healed.

Upon affliction, a Normal Disease has no immediate effect on a character. The victim’s character card should be marked in the Notes section to indicate the disease and the event date that it was inflicted. The victim is not aware that she has been diseased, but if she was able to perceive the attack that inflicted it, she knows that something bad probably happened to her.

At the beginning of the game period immediately following the one in which the character is afflicted, the disease begins the first stage. If character is afflicted with the disease in the last game period of the event, then the first stage of the disease is assumed to occur between that event and the next, such that the character begins the subsequent event with the disease in its second stage, according to the standard progression.

Once a disease begins its first stage, the victim is aware that she is diseased. However, the connection between the disease and the attack that inflicted it is not automatic; the player must be able to demonstrate why her character relates the one to the other to the satisfaction of a Rules Marshal.

Minor Insanities

D100

Insanity

01-05

Nightmares

06-10

Panic Attacks

11-15

Delusional

16-20

Shaky Hand

21-25

Absent-Mindedness

26-30

Apathy

31-35

Blackouts

36-40

Temperamental

41-45

Stammering

46-50

Melancholia

51-55

Rash / Hives

56-60

Lethargy

61-65

Mild Phobia

66-70

Catatonic Fits

71-75

Dementia

76-80

Tick

81-85

Nervous Leg

86-90

Mania

91-95

Headaches

96-100

Blurry Vision

Major Insanities

D10

Insanity

1

Amnesia

2

Psychopathy

3

Depression

4

Severe Phobia

5

Obsession-Compulsion

6

Schizophrenia

7

Severe Dementia

8

Blindness

9

Suicidal

10

Frenzy

The character will not exhibit any sign of a Minor Insanity Point until the next event at which she is played, but will immediately begin suffering from a Major Insanity Point. Any specific details that must be defined for a Minor or Major Insanity Point will be defined by the rules marshal, though the context of the situation in which the Insanity Point was inflicted should be given strong consideration.

The accumulation of five Minor Insanity Points always results in the immediate affliction of a Major Insanity Point, so a character suffering in this way must have one of the Minor Insanity Points cured before the Major Insanity Point, or else the character will simply receive a new Major Insanity Point to replace the one that was cured.

Lesser Curses Table

D10

Curse

Description

1

Hex of the Jackleg

The subject loses access to one of her periodic skills or a spell, she cannot use the skill or spell at all, no matter how many instances of it she has purchased or how many casting points she has. The enactor can choose the skill or spell lost, but is not entitled to review the subject’s character card; neither can the subject be uncooperative in the selection. Either player may choose to consult a Rules Marshal to resolve the situation.

2

Scourge of Blood

The subject suffers double the normal effects from poisons, and receives no aid from alchemical antidotes.

3

Doom of the Mortal Coil

The subject becomes intolerant to the power of healers. Any Healing ability performed on the subject requires double the normal Healing Points.

4

Bane of Tongue

The subject can speak only in gibberish that cannot be understood by anyone. Skills, spells, or abilities that bestow the comprehension of languages will have no effect in discerning what the subject is trying to say. The subject cannot properly speak any incantations to prayers spells, or similar abilities. The subject can still write normally, if literate.

5

The Dullard’s Burden

The subject cannot learn skills, nor buy additional uses of skills she already possesses, nor buy Body or Career Points.

6

Gloom of the Soul

The subject becomes intolerant to divine powers, and cannot receive the benefit of any helpful prayer - other than Remove Curse - cast upon her, nor of Mass or Benediction. This curse does not affect the subject’s ability to access any divine-based abilities or prayers she possesses, merely her ability to personally benefit from the aforementioned ones.

7

Hex of the Arcane

The subject becomes intolerant to arcane powers, and cannot receive the benefit of any helpful magic spell, nor Valence protections.

8

Fated Possession

One item possessed by the subject becomes attuned to her. The item can never be more than five feet from the subject, and if taken outside that range, instantly reappears in the place where it was when the curse was placed upon it.

9

Wail of the Restless Eye

The subject does not refresh her skills, Career Points, or any other Periodic abilities at the change of periods. The subject is refreshed only at the beginning of each event, and at no other time; she cannot benefit from anything that refreshes skills, spells, abilities, or Career Points.

10

The Trickster’s Jibe

The subject is afflicted by a minor prank effect, decided by the character inflicting the curse. The effect must be of a role-playing nature, and cannot bring serious harm or loss of faculties to the character. The subject of this curse may appeal to a Rules Marshal if she feels that the effect is graver than mere role-play.

Armor Point Table

Shoulders, Arms, and Legs are valued for each side separately, with the AP for both sides in parenthesis.

Coverage Area

Soft Leather or Gambeson

Hard Leather or Metal

Metal Plate

Upper Torso

3

6

9

Lower Torso

3

6

9

Head (Top and Back)

1

2

3

Neck

1

2

3

Shoulder(s)

1 (2)

2 (4)

3 (6)

Upper Arm(s)

1 (2)

2 (4)

3 (6)

Lower Arm(s)

1 (2)

2 (4)

3 (6)

Upper Leg(s)

1 (2)

2 (4)

3 (6)

Lower Leg(s)

1 (2)

2 (4)

3 (6)

Soaks

These bonuses ONLY apply to armor that covers the Upper & Lower Torso, front & back.  Anything else does NOT get the benefit.

Soft Leather and Padded Gambeson

1

Hard Leather and Metal

2

Metal Plate

3

Bonuses for Material Types

These bonuses ONLY apply to armor that covers the listed locations/meet unit minimums.

Mithril

+2 Soak. Upper and Lower Torso.

Tamaril Hide

Additional 15 AP that refreshes per period (Rest of armor does NOT refresh). Upper Torso.

Drake Scale

+1 Soak, +3 additional Soak vs. chosen element damage. Upper and Lower Torso.

Meteoric

1 Natural Elemental Shield / Period. Comprised of four units.