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16:53, 19th April 2024 (GMT+0)

DFRPG adjustments?

Posted by NarratorFor group 0
Christine Bjorn
player, 1262 posts
blue haired
mountain elf
Mon 25 Sep 2017
at 08:27
  • msg #72

Re: DFRPG adjustments?

In reply to Narrator (msg # 71):

Ah, cool. So having such an Ally would cost 2 x frequency of appearance. If I go for a frequency of appearance of fairly ofter (9 or less) as I have just 3 cp unused, then I can increase that later right?

Also, if I take an ally, can I use the original template (the custom one) with an increase Dex and IQ, since she can create them, and this is not a temporary one?

In a similar vein, what is the advantage of the Create Elemental Spell over the Summon Elemental spell under the new rules? There is double the cost, but I cant see any advantage now...both last for an hour, and both must use standard templates.
Narrator
GM, 4459 posts
DM says
roll for initiative!
Mon 25 Sep 2017
at 21:16
  • msg #73

Re: DFRPG adjustments?

In reply to Christine Bjorn (msg # 72):

Ally cost for 60ish pt character is a base of 1 pt, for "always on" it is 4 pts one that shows up on a 12 or less but can be instantly summoned costs 4 also... and prevents you from having fire in the rain, in the flammable oil shop... appearing on a 15, but summonable costs 6 pts
Christine Bjorn
player, 1263 posts
blue haired
mountain elf
Mon 25 Sep 2017
at 21:37
  • msg #74

Re: DFRPG adjustments?

In reply to Narrator (msg # 73):

Yeah, picked up on that. How unique are they allowed to be though?

Also, what is the advantage of the spell Create Elemental over Summon Elemental?
Narrator
GM, 4462 posts
DM says
roll for initiative!
Mon 25 Sep 2017
at 21:40
  • msg #75

Re: DFRPG adjustments?

In reply to Christine Bjorn (msg # 74):

I would prefer they fit the standard templates from summoners and allies.

The advantage is that the created elementals are automatically loyal and do not need reaction rolls to control.
Christine Bjorn
player, 1264 posts
blue haired
mountain elf
Mon 25 Sep 2017
at 21:53
  • msg #76

Re: DFRPG adjustments?

In reply to Narrator (msg # 75):

Ah, Ok, Thanks.
Chye Isuel
player, 877 posts
Osu! Ora Chye Isuel!
Dragon descended, Youxia
Mon 25 Sep 2017
at 23:16
  • msg #77

Re: DFRPG adjustments?

i forget if i asked this awhile back, but if maintained, can one rapidly heal oneself my merging with a body of water, with the spell "body of water" like it says you can, in gurps magic 3e/ seems like a good way to heal fast, without needing a priest, or potions.
Jareth Mooncalled
player, 1200 posts
Dirty High Elf Sage
HP: 9/9 FP: 9/10
Tue 26 Sep 2017
at 00:03
  • msg #78

Re: DFRPG adjustments?

Chye Isuel:
i forget if i asked this awhile back, but if maintained, can one rapidly heal oneself my merging with a body of water, with the spell "body of water" like it says you can, in gurps magic 3e/ seems like a good way to heal fast, without needing a priest, or potions.

No.  4e's Body of Water does not do this.
Chye Isuel
player, 880 posts
Osu! Ora Chye Isuel!
Dragon descended, Youxia
Tue 26 Sep 2017
at 00:06
  • msg #79

Re: DFRPG adjustments?

heavens forbid... :p i thought not, but worth asking.
Jareth Mooncalled
player, 1203 posts
Dirty High Elf Sage
HP: 9/9 FP: 9/10
Tue 26 Sep 2017
at 04:08
  • msg #80

Re: DFRPG adjustments?

Something I've just noticed... DFRPG doesn't have Flexible Armor rules, so all armors are treated as rigid, even if 'technically' flexible.

Also, under DFRPG if someone barehand punches Jednesa they have a chance to hurt themselves (same with 'non-weapon' bites and strikes from monsters) as she has DR* 3+.




* That it's Tough Skin no longer matters.
Chye Isuel
player, 883 posts
Tue 26 Sep 2017
at 05:21
  • [deleted]
  • msg #81

Re: DFRPG adjustments?

This message was deleted by the player at 05:22, Tue 26 Sept 2017.
Narrator
GM, 4465 posts
DM says
roll for initiative!
Tue 26 Sep 2017
at 13:49
  • msg #82

Re: DFRPG adjustments?

In reply to Christine Bjorn (msg # 76):

I would prefer the standard
Iskander
player, 1301 posts
Iskander Cambriel Almonte
Valdassyan Adventurer.
Tue 26 Sep 2017
at 16:25
  • msg #83

Re: DFRPG adjustments?

what are all the spells allowed to magery 0? anything different??
this is what i have:
AIR COLLEGE
Purify Air
Seek Air
Create Air
No-Smell
Stench
Earth-to Air
Shape Air
Breathe Water
Odor
Destroy Air
Devitalize Air
Wall of Wind
Air Vision
Air Jet
Concussion
Walk on Air
Windstorm
Body of Air
Wind
Essential Air
Resist Lightning
Lightning Armour
Atmosphere Dome
Clouds
Rain
Snow
Storm
Cool
Predict Weather
Warm

ANIMAL COLLEGE
*All spells require the Animal Empathy advantage
Beast-Rouser
Beast-Soother
(Animal) Control
Repel (Animal)
Rider
Rider Within
Beast Possession
Hybrid Control
Repel Hybrids
Master
Beast Summoning
Beast Link
Beast Speech
Beast Seeker

Body Control College
Climbing
Touch
Might
Boost Strength
Frailty
Vigor
Boost Health
Itch
Spasm
Tickle
Pain
Stun
Stop Spasm
Strike Deaf
Strike Dumb
Strike Blind
Clumsiness
Tanglefoot
Roundabout
Fumble
Grace
Boost Dexterity
Balance
Ambidexterity
Reflexes
Cadence
Hinder
Rooted Feet
Perfume
Nauseate
Retch
Hair Growth
Haircut
Debility

Communication and Empathy College
Sense Life
Lend Language
Borrow Language
Gift of Letters
Gift of Tongues
Sense Foes
Sense Emotions
Truthsayer
Mind Reading
Mind Search
Retrogression
Mind Sending
Lend Skill
Borrow Skill
Telepathy
Soul Rider
Control Person
Dispel Possession
Dream Viewing
Dream Sending
Dream Projection
Hide Emotions
Hide Thoughts
Vexation
Persuation
Insignificance
Presence
Compel Lie

Earth College
Seek Earth
Seek Pass
Shape Earth
Earth Vision
Earth to Air
Walk Through Earth
Predict Earth Movement
Essential Earth

Enchantment College
Crystal Ball

Fire College
Ignite Fire
Extenguish Fire
Slow Fire
Fast Fire
Fireproof
Resist Fire
Shape Fire
Smoke
Phantom Flame
Seek Fire
Create Fire
Heat
Cold
Warmth
Resist Cold
Flame Jet
Essential Flame

Food College
Test Food
Cook
Seek Food
Create Food
Essential Food
Season
Decay
Mature
Distill
Water to Wine
Preserve Food
Foul Water
Purify Food
Prepare Game
Poison Food

Gate College
While a few “Gate” spells have no Magery prereq, all of those spells have prereqs that do require at least Magery 2.

Healing College
Lend Energy (With Empathy advantage)
Share Vitality
Lend Vitality
Awaken
Body Reading
Restore Memory
Minor Healing
Restore Sight
Restore Hearing
Restore Speech
Relieve Sickness
Share Vitality
Stop Bleeding
Relieve Madness
Remove Contagion
Resist Disease
Resist Poison
Detect Poison

Illusion & Creation College
Simple Illusion
Complex Illusion
Know Illusion
Illusion Shell
Illusion Disguise
Inscribe
Independence
Initiative

Knowledge College
Small Vision
Tell Time
Alarm
Measurment
Tell Position
Test Load
Glass Wall

Light & Darkness College
Light
Colors
Mirror
Continual Light
Wall of Light
Glow
Flash
Darkness
Blackout
Shape Darkness
Gloom
Blur
Invisibility
Hide
Hawk Vision
Bright Vision
Night Vision
Infravision
Dark Vision
See Invisible
Shape Light
Light jet
Remove Shadow
Remove Reflection

Making & Breaking College
Find Weakness
Weaken
Restore
Rejoin
Stiffen
Knot
Fasten
Clean
Soilproof
Dye
Copy
Inscribe
Mapmaker
Transparency

Meta College
None

Mind Control College
Alertness
Rear Vision
Dull (Sense)
Dullness
Foollishness
Daze
Mass Daze
Fascinate
Encrypt
Sleep
Peacfull Sleep
Mass Sleep
Mental Stun
Disorient
Drunkenness
Wisdom
Boost (IQ)
Memorize
Fear
Bravery
Berserker
Loyalty
Emotion Control
Will Lock
Lure
Panic
Terror

Movement College
Haste
Glue
Grease

Necromantic College
Turn Zombie (If Holy)
Final Rest (If Holy or has Spirit Empathy)
Steal Energy
Steal Vitality
Skull Spirit
Animate Shadow
Weaken Blood

Plant College
Seek Plant
Identify Plant
Shape Plant
Pollen Cloud
False Tracks
Plant Vision
Heal Plant
Hide Path
Walk Through Plants
Walk Through Wood
Forest Warning
Plant Sense
Plant Control
Plant Growth
Blight
Blossom
Wither Plant
Blossom
Conceal
Tangle Growth
Bless Plants
Essential Wood
Animate Plant

Protection & Warning College
Sense Danger
Watchdog
Nightingale
Sense Observation
Weather Dome
Atmosphere Dome
Resist Pressure
Freedom
Reflect Gaze

Sound College
Sound
Voices
Silver Toungue
Imitate Voice
Garble
Silence
Hush
Mage-Stealth
Wall of Silence
Noise
Thunderclap
Great Voice
Sound Jet
Alter Voice
Resist Sound
Sound Vision

Technological College
*Many Tech spells are technological skills (B168), and must be learned at a particular TL
Seek Machine
Reveal Function
Magnetic Vision
Seek Power
Test Fuel
Preserve Fuel
Seek Fuel
Purify Fuel
Spectrum Vision
Radio Hearing
Essential Fuel
Irradiate
See Radiation
Seek Radiation
Resist Radiation
Radiation Jet
Seek Plastic
Identify Plastic
Identify Metal

Water College
Seek Water
Seek Coastline
Purify Water
Foul Water
Create Water
Destroy Water
Dehydrate
Dry Spring
Create Spring
Geyser
Icy Weapon
Icy Missiles
Shape Water
Umbrella
Resist Water
Water Jet
Current
Essential Water
Tide
Snow Shoes
Whirlpool
Walk on Water
Water Vision
Ice Sphere
Ice Dagger
Boil Water
Steam Jet
Create Steam
Condence Steam
Coolness
Freeze
Melt ice
Snow Jet
Create Ice
Body of Water

Weather College
Clouds
Rain
Frost
Snow
Hail
Storm
Cool
Predict Weather
Warm
Fog
Waves
Cloud Walking
Wind
This message was last edited by the player at 00:35, Wed 27 Sept 2017.
Ardenas Barehand
player, 906 posts
Human martial artist with
a few spells on the side.
Wed 27 Sep 2017
at 09:08
  • msg #84

Re: DFRPG adjustments?

Wow, that's a longer list than I knew.  Wish I'd had that handy when I was running a campaign in a high mana region (anyone who knows a spell can cast it, unless it or a prerequisite requires Magery).

If you have high mana, an ordinary (well, okay, very smart, but otherwise ordinary) individual willing to spend a lot of time in study could become quite the hedge wizard.
Christine Bjorn
player, 1303 posts
blue haired
mountain elf
Wed 15 Nov 2017
at 03:37
  • msg #85

Re: DFRPG adjustments?

Narrator:
In reply to Kirpich Rockson (msg # 31):
... earth elemental build. They eat rocks, like Gorons from Legend of Zelda.


Doesn't Eat or Drink represents nothing at all, not quite the case here.

Would this be represented by

Doesn’t Eat or Drink                                       [10]  (Standard for all elementals)
Dependency (Rocks, Very Common, 1/Day)                     [-15]
 or
Restricted Diet (Rocks, Very Common)                       [-10]

For fire elementals, replace rocks with being in fire for an hour.
Narrator
GM, 4600 posts
DM says
roll for initiative!
Wed 15 Nov 2017
at 16:38
  • msg #86

Re: DFRPG adjustments?

In reply to Christine Bjorn (msg # 85):

Some have doesnt eat or drink, and gluttony- can get by without, but enjoys.

The fire elementals don't need to eat, but not doing it affects their bad temper.
Christine Bjorn
player, 1304 posts
blue haired
mountain elf
Thu 16 Nov 2017
at 00:12
  • msg #87

Re: DFRPG adjustments?

In reply to Narrator (msg # 86):

Ah, ok. So not needed, just wanted.
Jareth Mooncalled
player, 1337 posts
Dirty High Elf Sage
HP: 9/9 FP: 10/10
Fri 16 Mar 2018
at 05:11
  • msg #88

Re: DFRPG adjustments?

Are we using the ST rules from DFRPG Adventures pg 98, or the ST rules from Basic?



I'm coming up with a new Archer Character and would like to know...

DFRPG GURPS thread at sjgames for reference:

http://forums.sjgames.com/showthread.php?t=156287
Narrator
GM, 4983 posts
DM says
roll for initiative!
Fri 16 Mar 2018
at 15:07
  • msg #89

Re: DFRPG adjustments?

In reply to Jareth Mooncalled (msg # 88):

Lets go with that, but now I wonderbif there is a ST based cost to  bows...
Jareth Mooncalled
player, 1338 posts
Dirty High Elf Sage
HP: 9/9 FP: 10/10
Fri 16 Mar 2018
at 19:39
  • msg #90

Re: DFRPG adjustments?

Narrator:
Lets go with that, but now I wonderbif there is a ST based cost to  bows...

There is not.  Just like there isn't a ST based cost to melee weapons, thrown weapons, or crossbows*.


* Arguably buying larger minimum ST crossbows is a "ST based cost", but that's a weak argument.  Reasonably you could rule that you can't have a Bow at more 3x it's listed minimum ST (as this is the rule for Crossbows).  This means in order to have a ST 35 Composite Bow it would have to be an SM+1 Composite Bow... quick napkin conversion...

ST 35 Composite Bow, SM+1, Dam thr+4 imp, Acc 3, Range x20/x25, Weight 8/0.2, Shots 1(2), Cost $1350, ST 15†, Bulk -7*

† Requires two hands to load and fire regardless of ST.
* Bulk 11 for anyone not SM+1

For an Elven version... it's 22,950$... might as well go ahead at that price and make it a Balanced Elven SM+1 Composite Bow for 28,350$...



So... no.  I won't be taking that at the start (it's waaaaaaaaaaaaay too expensive, that's Filthy Rich levels of starting Wealth).  But a Longbow...  that's just about doable (it's a mere 6,300$, does 1 less damage, is ST 17†, has  less range, and +1 Bulk).
Narrator
GM, 4987 posts
DM says
roll for initiative!
Fri 16 Mar 2018
at 19:55
  • msg #91

Re: DFRPG adjustments?

That is actually viable... and only 12cp.
I imagine titans can use ST 40 crossbows... and still take 10 seconds to load, but fire cabers tipped with spiked pot helms.
Oly
player, 982 posts
Badly disfigured face
Rank 1 Guild badge
Thu 26 Apr 2018
at 16:25
  • msg #92

Re: DFRPG adjustments?

FWIW, I will be away Fri-Mon and probably unable to post ... including all my sub-characters.
Narrator
GM, 6769 posts
DM says
roll for initiative!
Fri 6 Sep 2019
at 17:39
  • msg #93

Re: DFRPG adjustments?

In reply to Oly (msg # 92):

Here is the DFRPG armor list for quick reference:


https://drive.google.com/file/...17/view?usp=drivesdk
Narrator
GM, 7348 posts
DM says
roll for initiative!
Fri 31 Jan 2020
at 01:52
  • msg #94

Re: DFRPG adjustments?

magic items - assembled by evileyeore
We're using the rules out of DFRPG (you can't really use Magic's pricing anymore):

DFRPG Magic Items (1)

Armor and Shields
Spell Effects Base Item Cost Prefix Suffix Notes
Continual Light light equal to torch Armor/Shield $8,000 Glowing of Light
Defending Shield +1 to Block Shield $10,000 Defending of Defense
Defending Shield +2 to Block Shield $20,000 Interposing of Interposing
Defending Shield +3 to Block Shield $40,000 Interposing of Interposing
Deflect +1 Defense Bonus Armor/Shield $2,000 Warding of Warding [1, 2]
Deflect +2 Defense Bonus Armor/Shield $10,000 Deflecting of Deflection [1, 2]
Deflect +3 Defense Bonus Armor/Shield $40,000 Deflecting of Deflection [1, 2]
Deflect +4 Defense Bonus Armor/Shield $160,000 Deflecting of Deflection [1, 2]
Deflect +5 Defense Bonus Armor/Shield $400,000 Deflecting of Deflection [1, 2]
Fortify +1 Damage Resistance Armor $1,000 Unyielding of Solidity [1]
Fortify +2 Damage Resistance Armor $4,000 Impenetrable of Invulnerability [1]
Fortify +3 Damage Resistance Armor $16,000 Impenetrable of Invulnerability [1]
Fortify +4 Damage Resistance Armor $60,000 Impenetrable of Invulnerability [1]
Fortify +5 Damage Resistance Armor $160,000 Impenetrable of Invulnerability [1]
Lighten -25% from weight Armor/Shield $2,000 Light of Lightness [1]
Lighten -50% from weight Armor/Shield $10,000 Weightless of Weightlessness [1]


Notes
[1] Cost is for a suit of armor. Piecewise armor can have Deflect or Fortify that adds Defense Bonus or Damage Resistance only vs. attacks on that location, or Lighten for just the weight of that piece. Use 10% of cost for head, 35% for body, 15% for arms, 5% for hands, 25% for legs, or 10% for feet. Further halve cost for a breastplate or just one limb or extremity.
[2] Defense Bonus adds to that of any mundane shield. If both shield and armor have Deflect, only the highest magical DB applies. See Defense Bonus (Exploits, p. 47).



Weapons and Ammo
Spell Effects Base Item Cost Prefix Suffix Notes
Accuracy +1 to hit Weapon $5,000 Accurate of Seeking
Accuracy +1 to hit Projectile $25 True of True Flight
Accuracy +2 to hit Weapon $20,000 Accurate of Seeking
Accuracy +2 to hit Projectile $100 True of True Flight
Accuracy +3 to hit Weapon $100,000 Accurate of Seeking
Accuracy +3 to hit Projectile $10,000 True of True Flight [1]
Continual Light light equal to torch Weapon $8,000 Glowing of Light
Corrosive Weapon +2 acid Melee Weapon $18,000 Corrosive of Corroding [2, 3]
Corrosive Weapon +2 acid Missile Weapon $22,000 Corrosive of Corroding [2, 3]
Corrosive Weapon +2 acid Projectile $75 Corrosive of Corroding [2, 3]
Dancing Weapon dances Melee Weapon see p. 7 Dancing of Dancing
Defending Weapon +1 to Parry Melee Weapon $10,000 Defending of Defense
Defending Weapon +2 to Parry Melee Weapon $20,000 Interposing of Interposing
Defending Weapon +3 to Parry Melee Weapon $40,000 Interposing of Interposing
Flaming Weapon +2 fire Melee Weapon $15,400 Flaming of Flame [3]
Flaming Weapon +2 fire Missile Weapon $20,400 Flaming of Flame [3]
Flaming Weapon +2 fire Projectile $75 Fire of Burning [3]
Holy Weapon +2 holy Melee Weapon $15,000 Consecrated of Cleansing [3]
Holy Weapon +2 holy Missile Weapon $20,000 Consecrated of Cleansing [3]
Holy Weapon +2 holy Projectile $75 Consecrated of Cleansing [3]
Icy Weapon +2 cold Melee Weapon $17,000 Icy of Ice [3]
Icy Weapon +2 cold Missile Weapon $20,500 Icy of Ice [3]
Icy Weapon +2 cold Projectile $75 Cold of Freezing [3]
Lightning Weapon +2 electrical Melee Weapon $15,300 Crackling of Shocking [3]
Lightning Weapon +2 electrical Missile Weapon $20,400 Lightning of Lightning [3]
Lightning Weapon +2 electrical Projectile $75 Lightning of Lightning [3]
Loyal Weapon returns to hand Weapon $15,000/lb. Returning of Returning [4]
Penetrating Weapon armor divisor (2) Melee Weapon $5,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (2) Missile Weapon $10,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (2) Projectile $25 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (3) Melee Weapon $15,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (3) Missile Weapon $30,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (3) Projectile $75 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (5) Melee Weapon $50,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (5) Missile Weapon $100,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (5) Projectile $5,000 Burrowing of Piercing [5]
Penetrating Weapon armor divisor (10) Melee Weapon $150,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (10) Missile Weapon $300,000 Penetrating of Penetration [5]
Penetrating Weapon armor divisor (10) Projectile $15,000 Burrowing of Piercing [5]
Penetrating Weapon ignores DR Melee Weapon $500,000 Penetrating of Penetration [6]
Penetrating Weapon ignores DR Missile Weapon $1,000,000 Penetrating of Penetration [6]
Penetrating Weapon ignores DR Projectile $50,000 Burrowing of Piercing [6]
Puissance +1 damage Melee Weapon $5,000 Mighty of Smiting
Puissance +1 damage Missile Weapon $10,000 Strongarm of Striking
Puissance +1 damage Projectile $25 Swift of Impact
Puissance +2 damage Melee Weapon $20,000 Mighty of Smiting
Puissance +2 damage Missile Weapon $40,000 Strongarm of Striking
Puissance +2 damage Projectile $100 Swift of Impact
Puissance +3 damage Melee Weapon $100,000 Mighty of Smiting
Puissance +3 damage Missile Weapon $200,000 Strongarm of Striking
Puissance +3 damage Projectile $10,000 Swift of Impact [1]
Shatterproof unbreakable Weapon $8,000 Eternal of Durability
Steelwraith see p. 7 Weapon/Projectile $5,000/lb. Steelwraith of Steelwraith

Notes
[1] Available in a one-use version for $500; see Permanent or Expendable? (p. 7).
[2] Keep track of added corrosion damage even if it fails to penetrate armor. Every five points removes one point of DR from the target location.
[3] Follow-up. Adds injury of listed type if attack pierces DR. Doesn’t add basic damage.
[4] See Loyal Weapon (Exploits, p. 79).
[5] Divides target’s DR by 2, 3, 5, or 10. See Armor Divisors (Exploits, pp. 52-53).
[6] Ignores target’s DR



Common Item Enchantments
Spell Base Item Cost Page Notes
Create Food Container $8,000 per meal/day 32
Fireproof Any $3,000/lb. 30 [1]
Invisibility Any $10,000/50 lbs. 47 [1]
Magic Resistance Any $4,000/level 51 [1, 2]
Magic Staff Stick $30 9 [3]
Resist Acid Any $1,000/lb. 70 [1, 4]
Scryguard Any $1,000/lb. 52 [1, 5]
Steelwraith Any Metallic $5,000/lb. 28 [1]

Notes
[1] Affects item, not user.
[2] Maximum 10 levels; penalty affects spells cast on or from item.
[3] Cost is per type of magic: clerical, druidic, or wizardly. Typical lengths are wand (baton, $50, 1 lb.), rod (jo, $40, 2 lbs.), and staff (quarterstaff, $40, 4 lbs.). When casting, extends caster’s reach by one (wand or rod) or two (staff) yards.
[4] Triple cost to resist alkahest!
[5] Item resists Information spells with Power 15. On a container, this also benefits anything inside while it’s closed.
Narrator
GM, 7349 posts
DM says
roll for initiative!
Fri 31 Jan 2020
at 01:52
  • msg #95

Re: DFRPG adjustments?

hmm this might need formatting
Chye Isuel
player, 1630 posts
Osu! Ora Chye Iseul!
Dragon descended, Youxia
Fri 31 Jan 2020
at 02:09
  • msg #96

Re: DFRPG adjustments?

everything is prohibitively expensive :(
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