Rules Questions

Re: Rules Questions

Postby Tesla » Thu Apr 25, 2013 3:39 am

Thank you Jacob, for the answers.The option of a Bank makes me feel better. I don't play combat characters much and I always feel like a walking piggy bank when I have In game coin in my pocket.

Now, I did come up with 2 more questions. one real easy, one complicated

1) Has the CP cap been set for the first year yet? I couldn't find it in my late/lack of sleep/it's your fault reading of the rules. I did see that the starting CP went from 20 + possible 20 for back story. to 25 + 25 for good back story. More points to play with :D

2) A revisit on Upkeep and Well Fed.
Protean's Blame the Metabolism states that it doubles Upkeep and to be Well Fed
The Bad Credit Hindrence only states that it doubles Upkeep cost (You may want to add the Well Fed part or people will think it's a loophole.)
The Sloppy eater Hindrence for the Ridden is just like The Bad Credit Hindrence (Only states that it doubles Upkeep cost)

If a Character was either a Protean (with Blame it on the Metabolism required) or a Ridden with the Sloppy eater hindrence also, would that quadruple thier Upkeep cost, 20 to be ok, 40 to be Well fed?

And would having the Blue Collar/Working Stiff Remuneration, the White Collar skill Salaried or the Corporate Drone skill Salaried pay the complete Upkeep, even when it's increasd like this?
(It would make a lot of sense for a Protean to work for a Corp then)
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Re: Rules Questions

Postby Kenny » Thu Apr 25, 2013 10:02 am

what is "bleeding" as used here under medic

Wrap Star -Dressing wounds is often critically important, and your keen eye for style is invaluable. You may roleplay applying bandages to a wounded individual for 1 minute and call "Cure [color=#FF0000]Bleeding[/color] by Medicine.

and here under wetware specialist

Platelet Power - (singing) Tiny platelets... in our blood... You may roleplay giving a target an injection for 1 minute. Immediately afterwards, you may spend F to touchcast “Imbue by Medicine.” Hand the target a card that says “Imbue by Medicine. One time you may call "Stabilize to Self" or "Cure [color=#FF0000]Bleeding[/color] to Self," even if you are unconscious. Whether you use this or not, this Imbue expires when you Reset. You do, however, permanently gain the Modified trait."

as im thinking of going as a doctor and i cant find a description of just "bleeding" in the rulebooks i would like to know. plus how am i supposed to avoid it (as i assume its to be avoided) if i dont know wat it is ;)
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Re: Rules Questions

Postby Heyoka » Thu Apr 25, 2013 12:00 pm

Now, not being a staff guy or anything, but I believe Bleeding is just a trait that things can be done by, like Weakness by Bleeding, or Slow by Bleeding. So those two skills would cure anything that was done by the Bleeding trait.
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Re: Rules Questions

Postby Jacob » Thu Apr 25, 2013 1:48 pm

[quote="gaelicwolf"]On a side note: Are Strain 117 and Psychics considered human?

aka if someone were to release a drug that only affects humans, paralyzing them let's say, then does it affect Strain 117 and Psychics? (In effect, do they have the Human trait as well as their individual Race traits?)[/quote]

Characters have their race as a trait. As Psychic and Strain 117 are races and not templates, neither has the Human trait.
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Re: Rules Questions

Postby Jacob » Thu Apr 25, 2013 1:49 pm

[quote="Kenny"]what is "bleeding" as used here under medic

Wrap Star -Dressing wounds is often critically important, and your keen eye for style is invaluable. You may roleplay applying bandages to a wounded individual for 1 minute and call "Cure [color=#FF0000]Bleeding[/color] by Medicine.

and here under wetware specialist

Platelet Power - (singing) Tiny platelets... in our blood... You may roleplay giving a target an injection for 1 minute. Immediately afterwards, you may spend F to touchcast “Imbue by Medicine.” Hand the target a card that says “Imbue by Medicine. One time you may call "Stabilize to Self" or "Cure [color=#FF0000]Bleeding[/color] to Self," even if you are unconscious. Whether you use this or not, this Imbue expires when you Reset. You do, however, permanently gain the Modified trait."

as im thinking of going as a doctor and i cant find a description of just "bleeding" in the rulebooks i would like to know. plus how am i supposed to avoid it (as i assume its to be avoided) if i dont know wat it is ;)[/quote]

Bleeding is a trait. A delicious, delicious trait.
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Re: Rules Questions

Postby Kenny » Thu Apr 25, 2013 4:11 pm

ok then stopping bleeding.....good.thanks for the help guys
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Re: Rules Questions

Postby Coco » Thu Apr 25, 2013 6:28 pm

[quote="cathy"]Can Halos be a specific color, (Maybe white or Orange) that way they will still stand out by color but they won't distract from the atmosphere of the game? I really want to look good and serious in my costume.[/quote]

Hey, Cathy! I'm not sure if you remember this line of our rulebook (because I didn't until I looked it up), but under the Caution: Halo section (p166) we actually do have listed that halos should be a specific color, easily recognized as an OOG halo and [b][i]not as a costume piece[/b][/i] both day and night and ideally, from far away. The requirements are:
1. To be worn on the head at all times. (There is no "out of game" and combat could arise anytime, anywhere!)
2. To be made from dayglow fabric--think the neon yellow and blaze orange that construction guys wear--for daytime visibility.
3. To also include BOTH red AND green glowsticks/EL wire/things that light up, wrapping fully around the head, for nighttime visibility. Glowsticks die and EL wire wears out after a while so we ask players to remember to keep their halos bright. :)
4. Finally, to be approved by staff.

We have the non-combatants interests at heart here because we want everyone to be able to play. We don't want to hit them as much as they don't want to be hit. The more visible and obviously colored in red/green/dayglow the halo is, the less chance there is for an NPC to confuse them for another one of our light-up characters in the pitch dark. Anyone who's played a character with glowing bits can tell you they've felt like a target in the dark because they're easily seen--we want our non-combatants to be an extremely obvious not-target (for melee, anyway).

Chances are a stray hit will land on non-combatants once in a while, but we ask for their forgiveness and understanding. We gave them the call to yell while getting out of the way, "Caution Halo!" and our NPCs will be thoroughly briefed on immediately dropping the attack when they hear that word.

I hope that answers your question and looking forward to seeing the awesome costume you're making! :)

Players who are not non-combatants are asked to think twice before wearing green or red glowing bits around your head to avoid confusion.
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Re: Rules Questions

Postby Jacob » Thu Apr 25, 2013 6:36 pm

To Tesla:

1) Has the CP cap been set for the first year yet? It's not in the book, but the tentative answer is 65.

2) A revisit on Upkeep and Well Fed... A decent question. I would say that the next edition of the book should clarify that "doubling" adds the original amount to the equation, basically. So two "doubles" of 5 are 15, not 20.
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Re: Rules Questions

Postby Elizabeth » Thu Apr 25, 2013 9:44 pm

[quote]Post by Jacob » Today, 1:36 pm
the tentative answer is 65[/quote]

We will, or I will, post a breakdown of how-to earn CP sometime in the nearish future. :)
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Re: Rules Questions

Postby Tesla » Thu Apr 25, 2013 10:39 pm

Thank you again, Jacob
(and Lady Elizabeth)
My main character isn't really worried about upkeep/Well fed, but my back-up character idea will be interested in it. If The Professor should come to an untimely end, I plan on bringing in an I.R.S. agent. (Yep, The most feared thing in the US after the old grim reaper himself) :evil:
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