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Post by johnshaft on Oct 11, 2013 17:28:48 GMT
I saw mention recently of "Gobbets" being used at the beginning of the game (at character creation sign-in) in order to "create" a shield. It seems that each player starts with 10 such "Gobbets". I did a search of each of the rule .pdf docs and could find no mention of them.
Could someone please explain them?
Thanks
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 11, 2013 21:47:18 GMT
(Original post by Paul[Staff] on Facebook):Gobbets are compressed bits of human emotion. You start of the game with Ten (minus any necessary for the equipment you bring into the game). To make an item permanent, you need Gobbets equal to the item's Quality,with at least half being the matching Principle of the item . Gobbets can be used to make pretty much anything permanent. Gobbets are useful for many things other than making items permanent. You will find out what during the game itself. In Beyond the Aether, Gobbets are common knowledge. It doesn't enter into most people's lives, though. Kind of like how you know steel comes from a foundry but when buying a lamp you don't look closely at the metal that goes into it. Reasons for exactly why that is will become clear. (Art by Cassi[Staff]):
(Original post by Runt/Rian Turner):
| Gobbet of
| ->
| Principle
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| Awe
| ->
| Empire
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| Fervor
| ->
| Industry
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| Suspicion
| ->
| Security
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| Empathy
| ->
| Unity
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| Humility
| ->
| Simplicity
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| Insight
| ->
| Truth
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| Inspiration
| ->
| Innovation
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It might help to think of Gobbets as a form of magical currency - unlike Source, which you expend and replenish each hour, Gobbets are the essence of the various principles distilled into a physical form that is not destroyed at each bell. As such, you are able to spend it in order to add that permanency to objects that would otherwise shatter and need to be re-crafted each hour that you wanted to use it. They can also be used to imbue certain things with other qualities, based on their principle, but we are just beginning to learn about those additional opportunities.
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Post by johnshaft on Oct 11, 2013 23:23:08 GMT
OK, so as an example, if I come into the game with a gun that is Source 10 (10 shot, no clip), it would take an expenditure of 10 Gobbets (one time cost) to keep it permanent (in this case, since there are no Enhancements, the Source and Quality match), thus freeing up the 10 Source that I get each new hour (at the Bell) for some other project.
Correct?
If so, does this apply to the "concept" of a Source 10 gun, vs. the prop itself? Which is to say, if the prop physically breaks, can I apply the permanency to my replacement prop, assuming it matches the Source, Enhancement, etc. specs of the original broken one?
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 12, 2013 0:55:23 GMT
Mostly. For your example, a Quality 10 Gun (10 source was used in its creation) would take 10 Gobbets (at least 5 Industry) to be make it permanent (it also has room for Enhancement Tags up to a total of 10 quality, which have their own sense of permanence, but that is a separate issue). As a side note, keep in mind that Permanence and the ability to Craft (outside of check-in) require Access to the appropriate script, and ranks of the appropriate type, to get the associated effect - Like Gobbets, you only enter the game with a limited number of scripts and must find/trade/create other Scripts while playing the game (or between-game developments) and/or interact with other characters to get them to use them on your behalf.
The tag applies to permanence of the In-Game item, which has an effect on gameplay. If the prop breaks, it doesn't affect the tag - though you should try to make the replacement prop as identical as you can, so other players/characters know it is the same item.
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Post by johnshaft on Oct 12, 2013 1:48:34 GMT
OK, so for my initial load in (starting props), how many Gobbets would I need to make a shield permanent?
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 13, 2013 1:05:39 GMT
Well, Craft Shield is not an immediately available script, so it's probably not available as a starting item. The only person who ever made a shield is dead. However, if you are able to find someone who has the Unity principle ranks to use it and has also developed it, you will be able to give them the gobbets to make it for you. At the beginning of the game, you can just keep the 10 starting gobbets. If you're entering a nation that already has a lot of gear lying around in their nation box, you may not even need to spend your starting gobbets on a gun.
The amount of gobbets equals the Quality of the item you make. The minimum quality of an item equals the amount of source it normally takes to craft it. This is the Permanence script. For example, Craft Body Mod for +2 Fate costs 5 source, so permanent costs 5 gobbets, with a minimum 3 Inspiration (Innovation) gobbets.
So if you want to get a shield, keep around some gobbets of Empathy (yellow, Unity) until you find someone with the script you need.
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 13, 2013 1:13:11 GMT
The thing I just referenced, 'developed it', refers to the between game mechanic of researching new things or requesting missions.
Each player who comes to an event gets 4 developments to spend between games. Developing new scripts usually costs 1 development per principle rank required to use that script. That is for NEW scripts. Developing previously developed scripts costs less. For example, the new enhancement script I developed cost 4 developments. It will probably only cost 2 for someone else to get it. And if I want a copy of Knockdown Chant, it will probably only cost me 1 development even though it is an Empire 2 script, since it is already developed.
You can also spend developments to request missions (and suggest certain elements of them), or steal from other nations, or develop parcels of land, or improve your nation's economy.
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Post by johnshaft on Oct 13, 2013 2:27:40 GMT
So if I understand correctly, shields don't actually exist yet, because nobody has made a "blueprint" (script) to build one, and only someone from Unity can do so. When that script is created, a "blueprint" becomes available for ONE shield, unless that blueprint is copied by someone qualified with that skill.
The resulting shield can be made permanent by spending Gobbets on it. Since a shield has no armor value, how much source would it take to make?
Also, could the tasks associated with making the shield (making the script, crafting the shield, etc.) be performed in the same game that the idea comes up (in my first game, specifically)? If not, I don't even need to consider building the prop for several months.
Correct?
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Post by Millie on Oct 13, 2013 5:23:44 GMT
Um. I "inherited" all of Sheoth's scripts. Question for Mods: Can I use/bargain with them, or are they dead?
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 13, 2013 6:46:11 GMT
I don't see why a shield couldn't be brought into the game, so long as you meet the gobbet requirements for the quality you want - but Staff (Paul, if nothing else) would be the one to say for certain. But, without a Script, one could not be crafted In Game. However, once a script exists, it can be used as often as it's owner likes (provided they have the ranks & source required to do so).
Without a script to tell us how to make a shield, we can't figure out what quality it is and, thus, how many gobbets are needed to make it permanent. You won't be able to Develop a script until you complete your first game (thus earning your developments, the results of which will be available at the following game). However, there is always the possibility that you might find a script over the course of the game - as long as you have the appropriate ranks & source, you are welcome to use such a script immediately.
As long as they are authentic In-Game scripts, Millie, I don't see why not. All scripts are considered to have a Green level of Ownership (whoever possesses them functionally owns them) - as long those instances of the script entered play legitimately, you're welcome to do with them as you wish.
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Post by johnshaft on Oct 13, 2013 15:39:10 GMT
So if Millie already has a script for at least a Source 1 shield, or if someone else has one made between now and next game, and I can get them to utilize it on my behalf (either make me a shield, or give it to the person who can), then my shield could come into play in the first game. If the script is for a Source 2 (or higher) shield, then scripts *could* be added to enhance the shield.
If nobody already has a script when game starts, then the shield *can't* come into play until at least the following game, assuming a script has been created during the down time.
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 13, 2013 19:48:32 GMT
Are you saying or asking/clarifying? Most scripts are scalable - the same script that can make a quality 1 Melee weapon can create a quality 20, for instance. The main difference is, theoretically, that a Rank 4 version of a Rank 1 or 2 script might have additional benefits - they've designed the game so that beginning scripts don't necessarily become obsolete even if more advanced scripts become available. Though I've yet to see a script for one yet, if it's possible to create a Quality 1 Enhancement tag, you could theoretically apply it to a Quality 1 item of the appropriate type. Whether it would be worthwhile remains to be seen, but still...
As I understand, you don't need (access to) a script to bring a prop into the game as a crafted item for your newly created character, as long as we know such an item already exists in the larger word (and you can afford to have it amongst your starting equipment) - and we know shields exist in the 2nd world. Granted, if it were shattered during the course of the game, you would be out of luck until you found someone who could craft another.
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Post by johnshaft on Oct 13, 2013 19:56:03 GMT
I'm ALWAYS asking (though sometimes in the form of a statement) since NONE of this is clear. It would all be so much easier if there were some sort of step-by-step narrative going through the process.
So apparently I *CAN* bring a shield in to start, with no crafting or script required, for a new character? I'm going to guess that the underlying assumption is that we already know how to make shields, so we don't need to reinvent the wheel here?
Not to be a jerk, but it seems like it shouldn't be this complicated to figure out how to get a shield into the game.
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Post by katrinaacaster on Oct 15, 2013 1:26:27 GMT
Um. I "inherited" all of Sheoth's scripts. Question for Mods: Can I use/bargain with them, or are they dead? This question is getting lost in this thread... But I will see if I can answer it. We think he had those on him when he died, so you cannot use those. Anything he left in town with you or that Millie has been finding squirreled around the embassy, you can use/sell/trade/etc
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 19, 2013 5:04:39 GMT
Enhancement Tags and Crafted Tags are 2 different things. You place Enhancement tags ON Crafted tags, to enhance them. A quality 5 enhancement occupies 5 capacity of the quality of the crafted tag. Since no one can ever have more than 35 source, then most items will never be higher quality than 35, meaning they'll only ever have capacity for 35 quality points of enhancements. @runt Enhancement scripts are not beefy versions of crafting scripts. They are separate effects that you can add to crafted items. If you like, I'll OOC show you my Enhancement script, which I used to create my drum. johnshaft, it won't be that complex at the game. The simple question will be, "is a Shield Crafted Tag available?", and the two possible answers will be: "Find someone with the script and get them to make it for you, then take it to the telegraph office and Permanence it." or "Yes. Here you go." No matter which answer, I'm pretty sure you can still use your shield to block things that are blockable, whether or not it has a tag. If you keep a weapon from hitting you because something is in the way, be it tagged or not, you still keep that weapon from hitting you. Paul only created calls for rules effects. A weapon hitting you or not is a physical effect. Adding a tag to that weapon physically hitting you causes a rules effect of 1 Normal. (Staff, can you confirm this assertion?) @katrina Greg didn't take his scripts on that final mission.
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