Post by logan9a on May 26, 2018 11:21:53 GMT
After two seasons, I thought it was time to put up some of this stuff. Experienced players know (or should know) it by now. New players can get briefed on it or may listen to/watch the shows and find out. To help understand how it works, here are some examples. Note that the Willpower roll for 'I don't care what the rules of the zone are, I want to make this work' are generally x3 or x1 ('no' or 'fuck no').
Note that both magic and tech when ‘forced to work’ (through willpower rolls) generally do so only on you. An effect (such as delivering kinetic energy to a bullet) may continue away from you however effects which take place further from you will shut off generally when outside of a meter or two away from the person.
Example: Person in a ‘no tech’ zone fires a slug thrower at someone. They succeed in their willpower x1 roll. The slug thrower fires. It’s inertia and energy which keep the slug going after it leaves the barrel - not ‘tech’.
Example: A person attempts to send out a drone in a ‘no tech’ zone. They make their willpower x1 roll - the drone starts up but when it is a meter or two away it dies.
Example: A person starts a HOT (healing over time) spell on themselves in a ‘no magic’ zone and makes the willpower x1 roll. Healing works.
Example: A person starts a HOT spell on someone else in a ‘no magic’ zone, rolls the willpower x1 roll then immediately wanders off. Healing stops working.
Example: A person starts a fire using magic in a ‘no magic’ zone, rolls the willpower x1 then wanders off. The fire is started but whether it keeps burning or not depends on if it has fuel and oxygen.
Whether forcing magic or tech to work in a zone which does not allow it can always go horribly wrong for the PC’s as many (not all yet) of them have discovered.
Note that both magic and tech when ‘forced to work’ (through willpower rolls) generally do so only on you. An effect (such as delivering kinetic energy to a bullet) may continue away from you however effects which take place further from you will shut off generally when outside of a meter or two away from the person.
Example: Person in a ‘no tech’ zone fires a slug thrower at someone. They succeed in their willpower x1 roll. The slug thrower fires. It’s inertia and energy which keep the slug going after it leaves the barrel - not ‘tech’.
Example: A person attempts to send out a drone in a ‘no tech’ zone. They make their willpower x1 roll - the drone starts up but when it is a meter or two away it dies.
Example: A person starts a HOT (healing over time) spell on themselves in a ‘no magic’ zone and makes the willpower x1 roll. Healing works.
Example: A person starts a HOT spell on someone else in a ‘no magic’ zone, rolls the willpower x1 roll then immediately wanders off. Healing stops working.
Example: A person starts a fire using magic in a ‘no magic’ zone, rolls the willpower x1 then wanders off. The fire is started but whether it keeps burning or not depends on if it has fuel and oxygen.
Whether forcing magic or tech to work in a zone which does not allow it can always go horribly wrong for the PC’s as many (not all yet) of them have discovered.