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Caern Structural Ratings (By request)

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Post  Stbrian Sun Aug 19, 2012 10:25 pm

We've adapted add-ons from the Nos Warrens packet for Falling Waters. These are the current ratings of features we believe are (or could be) appropriate for this Caern. If there is a sort of add-on you do not believe is covered here, please let us know. For more details of what these numbers mean and how to raise them, refer to the Nosferatu packet (available to a simple google search)

Current ratings of Falling Waters Caern

Animal Defenders : 0
Animal Watchers : 0
Artistic Design : 6 (Appears as Crafts x6)
Boat System : 0
Computer Bank : 3
Electronic Security: 4
Extra Tunnels: 5
Food Supply* : 2400 man-days
Labyrinth: 0
Lake: 0
Library: 0
Machine Shop: 2
Message Network: 0
Natural Music: 0
Ranch/Farm: 0
Resistant Structures: 6
Research Labs: 0
Secret Doors: ?
Sentry Weapons: 0
Traps: 2
Kinfolk Retainers*: (approx 15- lost the BSD girl)
Water System: 4

Others Locations of interest:
Clinic/Operating Suite : In Progress.
Armory : Completed. Contains mostly melee weapons. Contains an abandoned forge.

* = local staff designed add-on.


Last edited by Stbrian on Thu May 09, 2013 9:17 pm; edited 4 times in total

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Post  Stbrian Fri Feb 08, 2013 8:10 pm


2.8.2013 - Electronic Security - Raised from 0 -> 2

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Post  Patch Fri Feb 08, 2013 10:45 pm

Since "Food Supply" and "Kinfolk Retainers" are local add-ons and not represented in the Nos packet, could you provide a run-down ((IC or OOC- whichever you prefer)) on what it would take to increase those? thnx.

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Post  Scytheborn Fri Feb 08, 2013 10:46 pm

There is no entry for Armory. The weapons stock piles should be represented here, right?

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Post  Stbrian Fri Feb 08, 2013 10:52 pm

*giving myself homework and thinking out loud*

I need to talk with the gang about the Armory... what it needs to be is a folder of item cards available to the whole gang... OR a replenishable source of generic weapons... or some combination of both. I'm not sure the smoothest mechanic to make it work.

Food Supply is simply a matter of cash. I'll work out the details.

Kinfolk Retainers probably can only be brought up by physically bringing in Kinfolk, the current number represents the current population/staff of the Caern. I suppose you could make the Caern more attractive by starting to pay them or provide some other sort of support, but that should probably left IC and leave the number here as just a population reference.

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Post  Patch Fri Feb 08, 2013 11:06 pm

are the kinfolk retainers actual kinfolk on people's sheets? or "extras"? i.e. do we need to collectively buy up kinfolk to increase it? or would they be unattached "floater" kinfolk? sorry if this question seems redundant- I do understand that you'll want us to find a way IC to make it more attractive for kinfolk.

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Post  Stbrian Fri Feb 08, 2013 11:14 pm

are the kinfolk retainers actual kinfolk on people's sheets? or "extras"? i.e. do we need to collectively buy up kinfolk to increase it? or would they be unattached "floater" kinfolk? sorry if this question seems redundant- I do understand that you'll want us to find a way IC to make it more attractive for kinfolk.

Currently they reflect the Kinfolk who were moved into the Caern last year and have chosen on their own to stick around and help out. AFAIK (and Matt/Kris can correct me), I don't think any of them reflect points in Kinfolk background. Background Kinfolk could certainly live here, and doing so would open up more manpower for cleaning/cooking/maint... which while is sounds menial, is essential for making a giant friggin' cave livable. Smile

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Post  Patch Fri Feb 08, 2013 11:21 pm

makes sense. Thanks!

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Post  Stbrian Fri Feb 08, 2013 11:25 pm

I still quietly long for the day a Toreador PC breaks into the caern and gets paralyzed by its artistic design. THE MOST SPECIFIC OF SECURITY SYSTEMS.

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Post  Stbrian Fri Feb 08, 2013 11:27 pm

FURTHER note, I would like to make an actual map of the Caern at some point, but my primitive skills weep when I try to make a four level map.


/Maybe I should make it in Minecraft. We could have IC scenes in Minecraft. :p

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Post  Stbrian Fri Feb 08, 2013 11:29 pm

Jesus, there really are Google Map -> Minecraft converters... this might actually be possible.

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Post  Scytheborn Fri Feb 08, 2013 11:40 pm

I am both delighted and terrified by this idea. It actually does seem possible, and perhaps even fun. We could put together a minecraft server and have the building of FW be a cooperative project?

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Post  Stbrian Fri Feb 08, 2013 11:44 pm

Yeah. That would be hella sweet.

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Post  Skippy Pathfinder Sat Feb 09, 2013 8:09 am

Whenever I try to play minecraft I dig too deep to get out or get eaten by...Banes?
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Post  Wishbone Sat Feb 09, 2013 11:02 am

Just a note, folks: some of us have been working on upping these ratings. If you'd like to help out, please try to make sure you coordinate with existing efforts, so we don't get five people all burning the resources to up, say, Traps. Talking to the Warder would be a great first step, since he can tell you who's working on what; talking to Patch would be a good second step, since he's involved in all of the current efforts.
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Post  Patch Mon Feb 11, 2013 8:10 pm

so- some of these effects say "three days" or "one week" or "two weeks"- for effects that are shorter than a month, do they tie up influence use for the whole month? or for the fraction of a month they require?

i.e. if it requires "influence 3" and "1 week"- could I spend 1 week on that with my influence 3, and then try another 1 or two week improvement with that same influence once the week was over and was done using it for the initial upgrade? or would I have to wait for the next month to use my influence again?

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Post  Stbrian Mon Feb 11, 2013 8:14 pm

The use of an Influence is an Influence Action, which consumes your influence until it refreshes at the next session, the time frame only refers to how long until the effect is generated.

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Post  Stbrian Mon Mar 18, 2013 9:23 pm

To make this clear publicly, the structural ratings listed above are for the Caern ONLY; for improving your home or personal hang outs, we recommend simply buying backgrounds such as "haven" to reflect your increased control.

To explain, this is purely a logistical issue. We don't have the manpower or the time to start keeping track and update a twenty-something field file for everybody's private hidey hole.

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Post  Lillian Mercy Mon May 06, 2013 11:33 pm

Has this been updated lately?
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Post  Stbrian Mon May 06, 2013 11:36 pm

Hrm. I got distracted by Goblins, I'll update soon, I promise! Very Happy

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Post  Lillian Mercy Mon May 06, 2013 11:37 pm

Thankee much, don't let your brain splodie.
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Post  Patch Tue May 07, 2013 5:11 pm

Based on what has been reported to me (perhaps not everything, but most of the GW efforts I believe), our current situation is:
Animal Defenders : 0 (likely irrelevant)
Animal Watchers : 0 (likely unnecessary)
Artistic Design : 6 (Appears as Crafts x6)
Boat System : 0 (likely irrelevant)
Computer Bank : 3
Electronic Security: 4 (3-4 from March-May, Pnym)
Extra Tunnels: 5
Food Supply* : 2400 man-days (2 months @ 20 garou, 20 kinfolk)
Labyrinth: 0
Lake: 0 (likely impossible/irrelevant)
Library: 0
Machine Shop: 2
Message Network: 0
Natural Music: 0
Ranch/Farm: 0 (likely irrelevant)
Resistant Structures: 6
Research Labs: 0
Secret Doors: ?
Sentry Weapons: 0
Traps: 2
Kinfolk Retainers*: (approx 15- lost the BSD girl)
Water System: 4 (four? months water in reserve)

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Post  Patch Tue May 07, 2013 5:31 pm

changes (I believe) highlighted for ease:
computer system +3
electronic security +2
food supply+ 2300 man-days
traps +1
water system +1 (+1 month)

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Post  Stbrian Thu May 09, 2013 9:06 pm

That checks out. updating the first post.

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Post  Lillian Mercy Thu May 09, 2013 9:09 pm

I don't know how you want to put the medical stuff in, that is there too...honest.
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Post  Stbrian Thu May 09, 2013 9:17 pm

Not a bad idea. Added your work along with the Armory.

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