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Occams Razor • View topic - Rules Questions

Rules Questions

Re: Rules Questions

Postby Jacob » Tue Jul 02, 2013 4:23 pm

Not if the knee was blown out before they rose from the dead for the first time.

Eh? Eh? You like that?
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Re: Rules Questions

Postby gaelicwolf » Tue Jul 02, 2013 4:24 pm

I can accept that.
"There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy."

- Hamlet (1.5.166-7)

Dr. Conner Lachlann - University of Cambridge

~Greg (IRL), Leander Warrick & Charles Ryker (LE), Alaric Slayde (CS)~
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Re: Rules Questions

Postby illuminatisvie » Tue Jul 02, 2013 10:09 pm

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Re: Rules Questions

Postby Jacob » Tue Jul 02, 2013 11:06 pm

A terminal is a personal widget you can use to run the OR hacker apps on. There will be other stationary computers or props which anyone can use or which will be labeled "Requires Computer Use: Basic" for example.
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Re: Rules Questions

Postby slinkster » Wed Jul 03, 2013 6:36 pm

Going with the assumption that there will be hidden skills for the various races, would it be a safe bet to say that those skills would effectively be genre-less in the same way that the basic racial skills are and also not count toward specialization? Or should those of us who want to pursue hidden racial skills be mindful of what genre we pick in terms of how it would likely fit within the context of the feel of the 'racial genre'. ie: If I were to play a Psychic (which feels like more of a Paranormal race than say, Technology one), but wanted to go with the Intrinsic genre, would I be unable to access any of the hidden Psychic skills?
Not nearly as sassy as Treska.

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Re: Rules Questions

Postby Jacob » Wed Jul 03, 2013 6:54 pm

Well:

1) Anything hidden would be, you know, hidden, so I probably couldn't talk about it.

2) I strongly recommend that you choose what you want to play based on what is currently available. You're setting yourself up for a world of disappointment if you're unhappy with something now but are banking that something later on will be revealed as totally amazing. What *we* think of as a very spiffy hidden gem, you might think of as mediocre at best, and that would just be a huge let down, yes?

3) Races and specializations are entirely separate species, like people who enjoy Eewoks and people who celebrate the Endor Holocaust.

4) Any genre predilections in a race are likely a) to be carried over into the future of the race, and b) already extant.

In summary: make your decisions off of what you already know, trust that we've left breadcrumbs for you to follow, and if your genre and your race currently mesh, they probably will in the future, too.

Sound good?
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Re: Rules Questions

Postby edseel » Thu Jul 04, 2013 4:47 am

Hello,
A few questions here about Skinwalkers, specifically the "Pack Hunters."

1) If I choosing to wear my hand and arm coverings for a skill like "Put the Bite on" must I only wield the claw rep? or can I use another melee or ranged weapon and switch to the claw when I want to use the "Put the Bite on" skill?

2) For "The Pack" Is it possible for multiple skinwalkers to have the same "Pack" from the get go? I can see were this would be interesting RP wise to have an already formed "Pack", but seems like it would get a little out of control if you had 4 people who could each grant the same Pack trait. An ability like "The Howling" goes from a purge and heal to 4 people to like 16(ish) people, if we can declare the same "Pack."

3) Is a "Fetish" item a "magic" item for craft-able purposes, or are "fetish" items non-craft-able?

I for some reason feel like some of these questions have been answered before (if so I apologize), possible even in this very thread ... but could not seem to find them with my google-fu. Thanks in advance!
JD Walker

"I put one foot in front of the other one.
I don’t need a new love or a new life – just a better place to die."

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Re: Rules Questions

Postby sndwurks » Thu Jul 04, 2013 8:12 am

Skill Interactions -

If I am struck by an effect which inflicts an extra effect due to another skill or trait (e.g. Fetch being hit by Fire, Rappacinian being hit by a Cure Poison, someone with Glass Jaw being hit by Agony) that triggers an automatic Absorb call, what can I use to resist it?

For a specific example, say I am a Fetch with Duck and Cover from Investigator. I get hit by a packet for 6 Damage by Fire. Do I...

A) Spend AA, call "Reduce to Slam!", fall over and thank my lucky stars.
B) Spend AA, call "Reduce to Slam and Short Agony!", fall over and roleplay screaming in fiery pain.
C) Spend AA, call "Absorb to 12 by Fire and Short Agony, Reduce to Slam!", fall over and thank my lucky stars.
D) Call "Absorb to 12 by Fire and Short Agony", roll around on the ground, scream, and die, because I cannot use a Reduce skill when I have to use an Absorb skill. I.e. Dumb Skills must be satisfied before smart Skills. This leads to two rulings, henceforth D1) you cannot use two different Skills to the same trigger, and the dumb skill always takes priority, or D2) I must call the Short Agony first, and then because I am in Agony, I cannot use the skill to Reduce it.

I hope this is a clear enough question? If not, I can try to ask it better if you would like.
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Re: Rules Questions

Postby illuminatisvie » Thu Jul 04, 2013 11:11 am

So I'm still flip flopping on where to go with my character and I decided to look at Fixer. I'm curious as to why it's the only Specialization that costs more than 5cp? Also, why does Terminal User cost more for them? None of the Fixer's other skills cost different from the other Headers/Specialization that they mimic.
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Re: Rules Questions

Postby liahgeron » Thu Jul 04, 2013 2:51 pm

So, I can only give you a general Accelerant response sndwurks, but, generally, if you spend the stats to use a defense, you completely negate the effect, which means the Fetch vulnerability never has anything to trigger off of. The exception is "No effect" calls which, when they are specific to calls (weakness, death, drain, etc.), change the effect to "0 damage by X" and if you're vulnerable to X, you still take the additional effect. To use your examples:

A "6 Damage by Fire" is launched at Guy the Detective Fetch:

1. He can take the effect, call "absorb to 12 damage by fire and agony."

2. Use Duck and Cover to call "Reduce to Slam." Since the Slam isn't treated as having the same trait as the attack, he's good!

3. Calling upon dark, eldrich powers, Guy calls "No Effect by Eldrich" to negate the damage portion of the call, but is still taking a fire effect and must follow it with a "Absorb to Agony."

Again, the grain of salt here being that the "skill" might be intended to not allow you to escape your nature. But the GMs will have to make the call there. Hope this helps and have a happy 4th!
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