Andres: Rulership: I'll make sure to scale it up. Clarifying the poll to make the "cosmetic change only" part clear
As for upgrades, you pay the difference. As often happens in YG, the process breaks how probability should actually work while still providing similar results on average.
0.6E from the start: Overall 60% chance of spending 1, 40% chance of spending 0 (Avg. 0.6E)
0.5E at the start:
- 50% chance of spending 1
- 10% chance of spending 1
- 90% chance of spending 0
- 50% chance of spending 0
- 10% chance of spending 1
- 90% chance of spending 0
Overall probabilities: 5% chance of spending 2, 50% chance of spending 1, 45% chance of spending 0. (Avg. 0.6E)
In other words, you end up paying an average of 0.6 in both cases, but separating them widens the distribution slightly, increasing both the chance of spending nothing and spending extra.
FArgHalfnr: No problem. When not managing IC, OOC, PMs, or coding, I occasionally put in price checked but uncreated creations into the data files. Races that have been price checked but not created (or perhaps wiped out or canceled?) show up in the racesNNN files with 0 population.
TheBiggerFish: Saving characters because the Big Book is now at around 33K characters after some generous trimming?
$$$Response
micelus:
Magori: Assuming they are magical plants, 4.2E/1000 is correct.
Animancy as separate school: 5E
Andres:
Educational NDEs: "Increases creation's combat abilities marginally in response to a real combat-induced near-death experience," may lower price after consideration on whether the highly risky behavior needed to activate this outweighs the actual benefits
Adaptive disease resistance+1 <6.5>: Reduces the likelihood of catching less
lethal (i.e. highly annoying but mostly non-lethal diseases confer little resistance) diseases after surviving a disease decently (Note: This may have the unintended side-effect of starting a disease arms race leading to the creation of increasingly deadly diseases and many, many deaths for the various races)
Ability of a race to identify another race/being: Implicit ability crafted from other things such as language ability, perceptiveness, the races' appearances, &c.
Rolepgeek:
[Mechanical <1>]: Descriptive flavor trait
[Soul-Bound <1?>]: Descriptive trait? May be a disadvantage
[Regenerative+1 <1.4>]: Allows regeneration of, say, limbs, takes around a season or two
[Regenerative+2 <2>]: Allows regeneration of, say, limbs, takes around a month or so
[Regenerative+3 <2.8>]: Allows regeneration of, say, limbs, takes around a week or two
[Regenerative+4 <4>]: Allows regeneration of, say, limbs, takes around a few days
[Regenerative+5 <5.7>]: Allows regeneration of, say, limbs, takes around a day or so
[Coordination <1>]: Mostly descriptive trait? Possible slight advantage
[Team Leader]: Probably merging with [Rulership] (-> [Leadership])
[Perceptive+1 <1.2>]: Notices some small details usually unnoticed
[Protection+x]: Probably exceptional(ly thick) materials extrapolating from Protection+1 and Protection+2
[Am Legion+1 <1.1>]: Is made up of many minds, and it shows
[Coherent+1 <1.3>]: Keeps those made up of many minds from showing it as much
TheBiggerFish:
Law drones: [Lawful] [Will Be Back <5>] [Affinity (Lawmancy/Nomosurgy/Magical Lawyering)] [Unworshipful <0.5>] [Teleport+2 <1.4>] [Foresight+1 <1.5>] [Focus-Discover-All the laws] = 5.3E/1000
Foresight+1 <1.5>: On a success, provides some warning of what will happen. On a failure, provides some false warning of what will happen. May reduce sanity
micelus:
Brass Caste: 100 * .001 [Rulership+2 <1.4>] [Charismatic+1 <1.1>] [Intelligent+2 <1.4>] =
Avg. 0.22E/100[/list]