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phenexian



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PostPosted: Sat Oct 23, 2010 6:12 am    Post subject: Many stupid questions Reply with quote

HI I'm new so please be pacient, I'm aware some of these questions are probably stupid.

When a character with weird science loses an artifact he built can he rebuild it with out an XP cost?

When you add caustic dammage to a gun, does it change the current damage type to caustic, or does it mean that if it hits it also does caustic damage equal to the amount of caustic damage bought? (I hope I phraised that correctly)

When you cast a magic spell is the number you have to overcome for the extended action equal to the rank of the spell?

Do spells such as drain life require a ritual first before casting them?(The rules are realy unclear about magic as a whole)

Can you use animal handling skill to tame dinosaurs, if so how do the mechanics work?
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CharlieBananas



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PostPosted: Sat Oct 23, 2010 10:54 am    Post subject: Reply with quote

Hello and welcome, don't worry you're among friends! Very Happy

First thing we should do is determine what books you have, just HEX? or do you also have Secrets of the Surface World? Secrets goes into more detail and changes a few things.

If a player has paid experience points for something he should never lose it for very long, if he is to go without it for an entire session then i would award style points. If you realise that a player has created an item that is just too powerful or wrecking your game then explain to them, tone it down or take it away and give them back the xp. I would also allow a player to break down their own inventions to get back the xp and create new stuff.
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phenexian



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PostPosted: Sat Oct 23, 2010 12:25 pm    Post subject: Reply with quote

I have hex and ssw, but the rules mention nothing about the difficulty level that has to be supassed in order to for successes to be counted towards the total.
And when I was talking about rebuilding artifacts without paying the xp again, i meant that if the enemy targeted it in combat and it was destroyed, would the weird scientist be able to rebuild it without spending xp during down time.
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Prof_Scrumtumbler



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PostPosted: Sat Oct 23, 2010 9:07 pm    Post subject: Reply with quote

phenexian wrote:
I have hex and ssw, but the rules mention nothing about the difficulty level that has to be supassed in order to for successes to be counted towards the total.
And when I was talking about rebuilding artifacts without paying the xp again, i meant that if the enemy targeted it in combat and it was destroyed, would the weird scientist be able to rebuild it without spending xp during down time.


If a difficulty is not indicated, you can assume the difficulty is zero (that is, all successes that you roll count towards your goal).

It's the GM's choice for how to replace it, but I think it would be a cruel GM who would make a player re-spend the xp. Making the scientist spend time and money is enough of a penalty.

I run a really "weird science friendly" game, so I actually let my players with an Artifact resource rating trade in and out for different artifacts they have designed (or have in their "warehouse"), and they can pool Artifact levels to share bigger gizmos. That way they can try out different things, and if something gets destroyed or stolen it is a bit of a penalty but not a crippling loss.
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CharlieBananas



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PostPosted: Sun Oct 24, 2010 12:24 am    Post subject: Re: Many stupid questions Reply with quote

phenexian wrote:
Do spells such as drain life require a ritual first before casting them?(The rules are realy unclear about magic as a whole)

Can you use animal handling skill to tame dinosaurs, if so how do the mechanics work?


Drain life is an attack basically, one roll versus the targets body, each point of damage you cause heals you back non-lethal or downgrades lethal to non lethal. The rituals that actually need an extended roll seem to all have the line "upon completion of the ritual".

For taming Dino's you may want to look at Mysteries of the Hollow Earth, it modifies and adds Talents for exactly this purpose, so the short answer is yes, Dinosaurs can be tamed and used as beasts of burden and mounts, they can also become companions.
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phenexian



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PostPosted: Sun Oct 24, 2010 4:48 am    Post subject: Reply with quote

thanks for all the help, Very Happy . Just a few more questions,

If spells have no difficulty, what stops spell casters just fire off high level spells over and over again. I.E why use lower level spells.

Also in HEX there is a table about characters Attitude to PCs, does this work with animals? (Does one have to reach ally with an animal in order to tame it?)

Using weird science. When you add caustic dammage to a gun, does it change the current damage type to caustic, or does it mean that if it hits it also does caustic damage equal to the amount of caustic damage bought?
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CharlieBananas



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PostPosted: Sun Oct 24, 2010 6:55 am    Post subject: Reply with quote

I'll let the Prof handle Magic, I don't really use it in my game

Mysteries handles it with talents - Animal Affinity and Beast rider. You could handle it using the table, I would add a style point cost and make sure the animal only sticks around for a scene. If the player wants something more long lasting then create the creature using the "Allies" talent.

I would say it adds the number of caustic damage you bought, but it is unclear.
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Prof_Scrumtumbler



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PostPosted: Sun Oct 24, 2010 8:21 am    Post subject: Reply with quote

phenexian wrote:

If spells have no difficulty, what stops spell casters just fire off high level spells over and over again. I.E why use lower level spells.


The real answer here is variety: each ritual does something different, so it isn't the case that the higher level ritual always trumps the lower level ritual. If your shaman can turn himself into a tyrannosaur, there are still times when it would be socially awkward to become huge and start stomping on people (I know this from personal experience), so he might find some of the other rituals useful at those times.

Most rituals allow the caster to receive bonuses or penalties by making adjustments to the ritual power, which ties the whole think to the Sorcery skill. A powerful sorcerer (that is, one with a high Skill rating) could crank up a low level ritual to the point where it is really something to watch out for, while a weaker sorcerer wouldn't be able to do much with a higher level ritual even if he found it bookmarked and underlined in the Necronomicon.

Speed is the other factor. Taking even a single turn out of combat to cast a spell is a pretty big disadvantage, and you need to be a powerful sorcerer to have a shot at getting 5 successes in a single turn. More likely, it will take you two or three turns, which should be a limitation to even powerful sorcerers who want to cast during the heat of battle. You might choose a simpler ritual (or a buffed-down version or a bigger ritual) just for the sake of time.



phenexian wrote:

Using weird science. When you add caustic dammage to a gun, does it change the current damage type to caustic, or does it mean that if it hits it also does caustic damage equal to the amount of caustic damage bought?


Yeah, now that I look over it I can see how it's not very clear, I think because the whole caustic damage thing needs clarification (who writes this stuff, anyway? Very Happy ) The intent here is that the damage rating of the weapon is still used to roll the attack to increase your chance of hitting, but the actual damage done is always 1 lethal for each 4 enhancements. So if you shoot at me with your acid rifle that does 2 L caustic (+8 enhancements), I don't get a Passive Defense and if you hit you automatically do 2 points of lethal damage.

I know +4 enhancements seems pretty expensive, but caustic damage is very formidable. For one, it is extremely likely that you will hit almost anything you shoot at because it only gets Active Defense (plus cover and some types of armor, if applicable). Next, that damage is guaranteed, so +1 L caustic is equal to +2 dice when rolling an attack. If you balance the enhancements out with reduced clip size, reduced range, and all that kind of stuff, you can still get a hand-held flamethrower (or whatever) that does decent damage.

I find caustic weapons are best used by non-fighter types who aren't likely to roll huge amounts of extra successes on an attack. It usually doesn't do heaps of damage, but it's a whole lot better than never being able to hit your opponent.
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phenexian



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PostPosted: Sun Oct 24, 2010 10:39 am    Post subject: Reply with quote

Thanks, you've realy cleared allot up for me. One last thing, SSW has example inventions (including those in the adventure) that have enhansements and flaws that arn't in the lists ie. explosive, highly flamable, all-or-nothing speed, user requirements and adding life drain attack. Is there a list of other modifications out there that I could use? Because some of those are pretty cool. Especialy user requirements which seem less like a flaw an more like a safety measure.
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CharlieBananas



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PostPosted: Tue Oct 26, 2010 2:16 am    Post subject: Reply with quote

I'm at work and away from my books, off the top of my head the only other list of enhancements I can think of is for magic item creation, is that in Mysteries?
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phenexian



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PostPosted: Tue Oct 26, 2010 3:43 am    Post subject: Reply with quote

I wouldn't know, I don't have mysteries.
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CharlieBananas



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PostPosted: Tue Oct 26, 2010 5:10 am    Post subject: Reply with quote

I think life drain can be added with the enhancment that lets you add a Talent. I'll look when I get home.
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phenexian



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PostPosted: Tue Oct 26, 2010 1:15 pm    Post subject: Reply with quote

I don't see how, life drain ia a ritual, not a talent. But I was realy looking for a list of other enhansements and limmitations, that weren't listed in the book.
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After one year away, Phenexian returns to the Hollow Earth. His cloaths heavily worn, his jaw now bares an impressive beard and he wields his Stego-tail spear with a strength and grace that he had only dreamed of before. In short, he came back a man.
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Prof_Scrumtumbler



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PostPosted: Tue Oct 26, 2010 6:42 pm    Post subject: Reply with quote

Mr. Bananas is right that an arcane artifact can use use sorcery rituals as enhancement is indeed covered in Mysteries. (The short story is that the Enhancement level = the ritual level)

The real answer is that you can make up any enhancement or drawback that seems to fit the need and is approved by the GM. As a rule of thumb, compare what you want it to do to a similar talent: if it is about the same, it is +2 enhancements and just go from there. You can also sometimes combine lots of things to get what you want: in the sample adventure in the back of Secrets, the "rod of anubis" artifact achieves the drain life effect with a combination of other enhancements.

For highly flammable you can call it double damage from any attacks that are explosive or flame-related. You can also use it as an excuse to have a big, explosive finish to a fight aboard an airship with this drawback.
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phenexian



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PostPosted: Wed Oct 27, 2010 9:12 am    Post subject: Reply with quote

Ah, OK. Thanks. Time to construct a solar powered mechanical beetle with a lazer gun! Muhahahahaha!!!

(Also, would all or nothing speed have any mechanical penalties? Because it doesn't seem to be much of a drawback to me)
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