Ah, another god game, interest peaked.
Name: Veri Terä
Sphere: Blood and Combat
Symbol: Black wings, dripping blood.
Description:
Veri looks like a human girl, permanently stuck in her teens. Her hair always cover her left eye.
She can grow black feathered wings from her back, but her skin also loses color and her eyes glow red.
Accepted.
Eh, might as well do a pricecheck. Lets us work out ideas.
€€€ Pricecheck.
A tall wooden tower on top of the highest peak on the island.
It looks over the settlement, and lets people see all who would threaten it. It also allows the archers to shoot whoever would attack the tower.
It contains 3 Idols, 1 at the ground floor, and 2 at the top floor.
The lower Idol grants enhanced endurance. The upper Idols grants vigilance and good sight.
Oh, and I very much intend to have my god be physically participating in it's construction (if accepted, but hey, I'm feeling lucky).
I have edited the base artifact cost to 2E and decreased the discount to 25% some consideration. This will not affect current artifacts.
[Strength+1][Extravision] [Pop Effect +?] (1*2*1.8*?)=?EE+3I
Pop Effect +1 [2]: Increases the number of pops the artifact can affect at a time.
I'm not sure I follow. +0 gets 1? And - doesn't have to be connected in any way... It's a separate trait? If it worked like that couldn't you curse someone with infinitely negative strength for free?
Strength +1 [2]
Strength -1 [0.5]
Having no modification doesn't change the cost, but lowering by 1 halves the cost, and raising by 1 doubles the cost. Therefore I say each point over 1 is double the cost.
Cursing someone that way is different. These traits count for creation, so you could give them lower strength to afford more power elsewhere (lots of magical power, but a frail body).
When cursing someone, lowering their stats is an advantage, and therefore cost more (it's a curse after all), so lowering their stats would cost more.
Cursing a strength 2 Agent to strength 1 would cost X, but lowering the same Agent to strength 0, aka. normal strength, would cost double X.
Of course, I think good effects make the curse cost less. So if you have a curse that makes the mind weak but strengthens the body, that wouldn't cost as much as just weakening the mind.
This could potentially be abused... if it wasn't for the game having a GM, and as such, it will only be a curse if it meets certain criteria.
Of course, I'm mostly just talking from how I would've done it, micelus is the GM, so I guess we'll have to wait and see what he has to say about it.
This was actually how I was initially planning to do this. As it stands, curses are just extremely cheap. You are of course, free to try curse as many people as you wish. If players wish to go with this system, then I will revert to it instead of going with the current system of non-mechanical consequences.
Having no modification doesn't change the cost, but lowering by 1 halves the cost, and raising by 1 doubles the cost. Therefore I say each point over 1 is double the cost.
I don't necessarily think that this follows. There's no "base one" here to halve and double.
Edit: Actually I see where the confusion is perhaps coming from... The rules say The base cost of a creation is multiplied by the trait cost to produce the final cost.
But there's no like, showing what a base cost even is. If it is just a flat one, then I think we've been handling this wrong at the start. The sword would cost 24 essence with that? Maybe? Or something? And the trinket rules make a reference to "base traits" but then those aren't explain in the rules....
Maybe I'm terribly misunderstanding something, but I sorta feel the more I look at them that the rules don't actually explain how things work very well. I had assumed it was just a simple add all the costs up, but the rules themselves say that's not the case several times, but never explain how it actually works if it's not that...
You're partly right, I thought I deleted those references to base traits. Lemme go through the OP again. I also seem to have forgotten to clarify on a blessing's base cost, which is 1E.
I got my agent price checked yesterday via PM because I had questions about the traits. It is the right price. You can use that to check and see if your price also checks out using the same system.
Edit: Also thus far every action has been made with the assumption of addition and not multiplication and the GM has said nothing.
I may not have gone through with checking the maths just yet, mainly because I'm waiting for other people to post before I go through the turn.
Are traits additive or multiplicative prior to multiplying by base cost?
Multiplicative. That first trait I have on top of the list is an exception.
Apologies about the doublepost, but on reading the actions and the listed costs, thought I should dig this up again.
I'm not actually sure where people applying the E cost comes from, either? Traits are just multiplied by base cost, aren't they? So, since agents have a 50% cost, and their base cost is 2I...
Let's assume an agent with a trait that costs 2, a trait that costs 1.5, and a trait that costs 3. The total cost of the agent should be (2 Base * (2 * 1.5 * 3))/2, or 9I total. Unless you somehow apply 5E to the agent, increasing the base cost (and thus increasing the final cost).
I'm a bit confused about the price checking thing. Where has he posted those? Until I see some actual evidence, I'm with Happy Demon on calling BS.
Okay, looking through the Stolen Seer's Tome o' Information, it seems to go like this:
The agent itself costs 2 Idols, and will cost an additional Idol for every 5 Essence used in creation.
However, traits have a 50% cost when applied to an Agent, meaning they start with an initial [0.5].
This means that the agent with said traits would cost:
0.5*2*1.5*3=4.5E
And because the Essence cost doesn't exceed 5 Essence, it still only costs 2 Idols.
You seem to have confused the Letters I and E somewhere.
Edit: The Agent will have a 50% chance of costing 4 Essence and 2 Idols.
And a 50% chance of costing 5 Essence and 2 Idols.
Wait, doesn't that mean it has a 50% chance of costing 3 Idols instead of 2 Idols?
micelus, clarify.
I'm tempted to go with Schrodinger's idol but I'll just round down in such cases.
"Traits
The base cost of a creation is multiplied by the trait cost to produce the final cost. If necessary (which is more than likely) a new trait may be suggested and will be pricechecked. Please mark posts with "$$$" when pricechecks are required."
"All traits given to an Agent have a 50% discount but have a base cost of 2I "
As agents have a Base cost of 2I, we multiply that by the trait cost. I'm not seeing anything suggesting traits add a value based on E, unless the base cost uses E. So using a separate action to add traits to an agent AFTER creation might use E? But that's to add traits to a population unit, and agents may be considered distinct enough not to count for that purpose. Not sure.
There should be a 1E cost attached to the agent's costs, oops.
EDIT: Er, to clarify, can infinite traits be applied to one action which then all multiplicatively apply to the whole thing? If I tried to make a +1 Speed, -1 Strength ring, for instance, would that be (2 * 0.5 * 0.5) = 0.5E, or ([2 + 0.5] * 0.5) = 1.25E, or something else?
4. I don't see why you multiplied 0.5 twice if you used the +1Speed and -1Strength traits, but you could theoretically dump a large amount of negative traits to get the cost to near 0. Theoretically.
This appears to (indirectly) clarify that trait costs are applied multiplicatively and that multiple traits may be applied to a single blessing/artifact/etc, since that's the only way negative traits could reduce cost.
It's possible stats of the same kind are additive before being multiplied in, but I'd lean more towards +4 Cha costing 16, not 6.
Also the second 0.5 was for the discount for applying traits to an artifact. Or... are the traits themselves halved for that? Couldn't be, because then half the traits would reduce the cost rather than increase it.
Hmm, GM slip-up. Yes, you're perfectly right.