Uses for Orichalcum aside from expediting Enchanting? |
Uses for Orichalcum aside from expediting Enchanting? |
May 5 2013, 06:47 AM
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#1
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Target Group: Members Posts: 66 Joined: 4-December 09 Member No.: 17,943 |
From what I've read orichalcum is basically only used to hurry a long the creation of a foci. Is there any other added benefit? Anything to make that 50k more reasonable, or, let's say, a reason for my Enchanting chummer to KEEP the orichalcum he finds, instead of just selling it for a fortune?
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May 5 2013, 08:48 AM
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#2
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Running Target Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 |
Not really. It used to help lower the karma cost in 3rd edition but they did away with that in 4th ed. Maybe it will make a comeback in 5th ed. For the most part I find just buying or taking the foci off defeated magicians is more economical that making them myself.
Unless you have a stupidly high enchanting skill though, if you have a bunch of orichalcum just sitting around you are better off using it to enchant than selling it. This is assuming of course you need the thing you are enchanting rather just making stuff to sell. If you have the PDF parageology, there are metal alloys you can make with orichalcum that can be useful. The tricky bit is getting the other materials that need to be mixed into the alloy. |
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May 5 2013, 10:50 AM
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#3
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
A +2 DP modifier per unit on an enchantment test can make or break a high power enchantment. This is especially true if you enforce the limits on how many times you can roll for an extended test, as should indeed be done.
~Umi |
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May 5 2013, 07:10 PM
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#4
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Target Group: Members Posts: 66 Joined: 4-December 09 Member No.: 17,943 |
"High power enchantment" implies the test it adds dice on is effected by the force of the enchantment, but to my knowledge the test it adds dice on is 16+object resistance, making the power of my enchantment irrelevant.
And, as you brought up, we normally don't have time restrictions on extended tests for things like this. With that being the case I really don't see the point of me actually using any orichalcum we find, as opposed to just selling it, and my magician is primarily an enchanter. Just seemed like orichalcum was a bit tacked on, and serves little purpose outside of fluff. |
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May 5 2013, 08:31 PM
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#5
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
So you choose to houserule in such a way that you ignore a core rule whose presence makes Orichalcum valuable, then complain that Orichalcum has no value?
Do you also ignore Availability, and then feel that guns are equipment are too easy to acquire? ~Umi Addendum: Orichalcum is also used as a rare reagent, being a required component of certain enchantments. |
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May 5 2013, 08:34 PM
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#6
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
You can keep chunks of it in your sock drawer. (IMG:style_emoticons/default/biggrin.gif)
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May 5 2013, 08:37 PM
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#7
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
Makes a very effective paper weight. Good conversation piece.
Oh, and wait until you see the wireless bonus for orichalcum. You'll love it! |
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May 5 2013, 08:38 PM
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#8
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
You can keep chunks of it in your sock drawer. (IMG:style_emoticons/default/biggrin.gif) Yet another entry for the "Time To Retire Your Character" thread... X. - It becomes increasingly difficult to tell your personal exploits from those of Dunkelzhan. ~Umi |
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May 5 2013, 08:59 PM
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#9
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Target Group: Members Posts: 66 Joined: 4-December 09 Member No.: 17,943 |
So you choose to houserule in such a way that you ignore a core rule whose presence makes Orichalcum valuable, then complain that Orichalcum has no value? Do you also ignore Availability, and then feel that guns are equipment are too easy to acquire? ~Umi Addendum: Orichalcum is also used as a rare reagent, being a required component of certain enchantments. And I assume you mean the part under extended tests which says "may" a lot? QUOTE The character may have a limited timeframe in which to accomplish the task, so she may run out of time before she finishes the job. The gamemaster can also limit the number of rolls under the assumption that if the character can’t finish it with a certain amount of effort, she simply doesn’t have the skills to complete it. That makes it kinda valuable but I could still complete the enchantment without Orichalcum quite easily. Certainly it's not worth 50k, and all this rule does is make orichalcum LESS useful to an experienced enchanter and more useful to a novice. Which is a bit counter-intuitive, considering it's supposed to be one of the most valuable enchanting materials, what with Atlantis and all. Thanks for the attitude though. |
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May 5 2013, 09:13 PM
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#10
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
"High power enchantment" implies the test it adds dice on is effected by the force of the enchantment, but to my knowledge the test it adds dice on is 16+object resistance, making the power of my enchantment irrelevant. Force of the enchantment is a factor. Street Magic, page 84, where it says Orichalcum gives a +2 DP bonus per unit (per gram, IIRC), it also says you have a DP penalty equal to the Force of the focus you're trying to make.
And, as you brought up, we normally don't have time restrictions on extended tests for things like this. With that being the case I really don't see the point of me actually using any orichalcum we find, as opposed to just selling it, and my magician is primarily an enchanter. Just seemed like orichalcum was a bit tacked on, and serves little purpose outside of fluff. |
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May 5 2013, 09:18 PM
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#11
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Neophyte Runner Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
"High power enchantment" implies the test it adds dice on is effected by the force of the enchantment, but to my knowledge the test it adds dice on is 16+object resistance, making the power of my enchantment irrelevant. It helps if you actually read the rules in question before denigrating others. The power of your enchantment is directly relevant to the test at hand. There is a table at the top of the enchanting listing the modifiers. The very first line reads "Force of Focus, -Force" dice. The next is Mundane Telesma... -4. If the object has high OR it is most likely mundane. Right there to do a force 6 focus into something mundane (like say a mono-sword) that's -10 dice. 5 units of orichalchum will keep your enchanting pool intact. So everything he said is perfectly true. Also, I haven't played at any tables anywhere which haven't used the decreasing dice pools for extended tests. I'd rate that as probably one of the most common options presented in the core rulebook. |
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May 6 2013, 02:43 AM
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#12
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Target Group: Members Posts: 66 Joined: 4-December 09 Member No.: 17,943 |
Force of the enchantment is a factor. Street Magic, page 84, where it says Orichalcum gives a +2 DP bonus per unit (per gram, IIRC), it also says you have a DP penalty equal to the Force of the focus you're trying to make. Now THAT does make orichalcum rather more important than just an expedition, for more powerful enchantments. Odd that I overlooked something like that. Now I may think twice about selling it as opposed to creating a foci. Now to get an ally to make my brew while I'm out and about. |
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May 8 2013, 04:30 AM
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#13
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Moving Target Group: Members Posts: 132 Joined: 18-May 12 From: Tacoma Member No.: 52,460 |
You can keep chunks of it in your sock drawer. (IMG:style_emoticons/default/biggrin.gif) I was going to suggest making "pretty pretty jewelry to sell on etsy" |
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May 8 2013, 05:15 AM
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#14
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Target Group: Members Posts: 66 Joined: 4-December 09 Member No.: 17,943 |
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May 8 2013, 05:38 AM
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#15
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
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May 8 2013, 05:41 AM
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#16
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Moving Target Group: Members Posts: 266 Joined: 30-January 13 From: Tir Tairngire Member No.: 71,601 |
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May 8 2013, 06:03 AM
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#17
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Shooting Target Group: Dumpshocked Posts: 1,973 Joined: 4-June 10 Member No.: 18,659 |
Bone lacing.
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May 8 2013, 07:21 AM
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#18
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Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
I've always allowed it to count as non-normal for the purposes of bypassing ITNW. So you can have "magic bullets" that can harm spirits, without needing them to be active foci. Of course, at the cost per bullet, I've never had a player actually take me up on that offer.... (IMG:style_emoticons/default/vegm.gif)
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May 8 2013, 09:23 AM
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#19
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
In the Denver missions there's a non-awakened NPC who wears a ring of orichalcum.
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May 8 2013, 11:21 AM
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#20
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Neophyte Runner Group: Members Posts: 2,236 Joined: 27-July 10 Member No.: 18,860 |
Yes, if you go after uses Orichalcum is worthless. There are cheaper ways to get boni for enchanting foci.
They really should have put some thought into it and how it should be used... |
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May 8 2013, 05:41 PM
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#21
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
I kind of disagree. If you harvest and process the reagents yourself, it's actually quite useful. I wouldn't buy it just to enchant stuff, but if you're already making an enchanter, might as well make them able to harvest the goods personally, cut out the middle man.
Also, orichalcum is vitally important for things like Unique Enchantments, which is where enchanting really starts to become useful (and possibly messy, depending on your GM, players, and general game style). ~Umi |
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May 8 2013, 10:38 PM
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#22
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Selling or using Orichalcum? Sell any you don´t for making your own foci. Easier that way. You will not be allowed to go undercover economist on the market system of SR, much less on the magic portion of that.
Why? Note that the actual step of creating orichalcum is high profit, high risk. You want 5 hits on that one. Very obvious build, too. The GM will threaten to hit you with The Precious. (Should you ever get 28 days of continuous out-time, try refining gold reagents. Much money, low requirements.) - The threshold for enchanting will usually be 18. - By all means craft the telesma yourself, mundane items are totally fine at that point. Highest modifier counts. - Always get yourself that +4 to dp for using all kinds of radicals. Think iron tempered by a mixture of animal blood and tree sap, decorated with crystals. Now look at the time taken to create a focus with and without orichalcum. My group uses the diminishing dice pools rule, and my char has magic 4 + enchanting 3 + spec (sustaining foci) + totem 2 = 9(11) dice. Spending 3200¥ on radicals and some more on the actual telesma, assume 4k¥. I can make a force 4 sustaining focus in seven days. Three times a month seems reasonable. Monthly income (price mod)*120k¥-12¥. Think 50k¥. If I could sell those foci, it would be hard to justify running. And we are not even talking the pricier power foci. |
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May 10 2013, 04:10 PM
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#23
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Old Man Jones Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
You should totally be able to stick a few chunks into a sock and go to town on spirits with it.
-k |
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May 10 2013, 04:22 PM
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#24
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Orichalcum Tipped Hollowpoints. (IMG:style_emoticons/default/biggrin.gif)
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May 10 2013, 05:28 PM
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#25
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
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