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What is a "Narrative Mechanic"?
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<blockquote data-quote="Neonchameleon" data-source="post: 9148964" data-attributes="member: 87792"><p>I think you are missing something huge here. Your kit comes from two lists. The first</p><p>[ATTACH=full]298576[/ATTACH]</p><p>is not worth discussing much because every character has the same basic kit list here and can use their own supplies. So you don't spend much time discussing it.</p><p></p><p>The second </p><p>[ATTACH=full]298577[/ATTACH]</p><p>is short and playbook specific with half a dozen entries. Items in italics don't count against load; no need to discuss whether you have them. You do; it's the light class specific gear. There will also often be at least one item on there that's on the main list but better (normally marked as explicitly being <em>Fine</em>). In this case it's the "light climbing gear"; where a normal PC needs to use 2 load for climbing gear the Lurk only uses one because they are an expert here. The Spiritbane Charm is common to most playbooks as well as being free. </p><p></p><p>So literally the only points of discussion here for the entire lurk character sheet (other than "your dagger or mine?" or "is it worth using my armour rather than skill" which is the same conversation as "second wind or skill bonus?") are whether the lurk should bring their fine shadow cloak and/or their dark-sight goggles.</p><p></p><p>And that's the extent of the "quantum gear".</p><p></p><p>It really doesn't come up. And is a much smaller difference than the massive rulebook.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9148964, member: 87792"] I think you are missing something huge here. Your kit comes from two lists. The first [ATTACH type="full"]298576[/ATTACH] is not worth discussing much because every character has the same basic kit list here and can use their own supplies. So you don't spend much time discussing it. The second [ATTACH type="full"]298577[/ATTACH] is short and playbook specific with half a dozen entries. Items in italics don't count against load; no need to discuss whether you have them. You do; it's the light class specific gear. There will also often be at least one item on there that's on the main list but better (normally marked as explicitly being [I]Fine[/I]). In this case it's the "light climbing gear"; where a normal PC needs to use 2 load for climbing gear the Lurk only uses one because they are an expert here. The Spiritbane Charm is common to most playbooks as well as being free. So literally the only points of discussion here for the entire lurk character sheet (other than "your dagger or mine?" or "is it worth using my armour rather than skill" which is the same conversation as "second wind or skill bonus?") are whether the lurk should bring their fine shadow cloak and/or their dark-sight goggles. And that's the extent of the "quantum gear". It really doesn't come up. And is a much smaller difference than the massive rulebook. [/QUOTE]
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