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Post by logan9a on Aug 5, 2019 16:39:40 GMT
Note that no insanity should have any possibility of giving a character any sort of advantage. Also, no sanity should ever call upon the GM to remember it. It should be 100% player run - the GM has enough other shit going on.
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Post by logan9a on Aug 6, 2019 16:47:34 GMT
Throw (general, grenade, rock): Base range is 30m. (Source - standard Army testing handbook on grenade ranges). Source: Small arms training manual (presumably for the army).
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Post by logan9a on Sept 4, 2019 16:00:44 GMT
QUIRKS
These are basically 'mild insanities' that the character can have. The big difference between them and regular insanities is that the character isn't forced to have them. It's just some weirdness that the player has decided "I'm going to try this out either to liven up my character a bit or just in case I need an insanity."
If the quirk doesn't seem to be working out, you are free to drop it.
This is an excellent way of trying out (or play testing) various insanities well before you need them. That way, you're not stuck wishing you had a good insanity when you need an insanity.
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Post by logan9a on Sept 8, 2019 11:43:32 GMT
Psychoanalysis/psychology: This is knowing the fancy book stuff of these trades. This can be used to tone down someone’s insanity if their current sanity total has climbed up higher than the special number. See also ‘sanity’ section. Note that NPC’s are at a severe penalty to help out PC’s most of the time. If the PC starts talking about how scary monsters made them all crazy, they (PC's) might just get locked up.
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Post by logan9a on Sept 8, 2019 19:42:06 GMT
(Under 'skill descriptions')
A note on all ‘talking skills’ (interrogation, fast talk, etc): Unless the player is good at these, a simple roll (in this ‘talking game’) cannot replace their being able to actually do this skill. While it is necessary to replace real life skill for a rolled skill in most things (example: sword fighting) with talking skills (in this ‘talking game’) you are actually expected to be able to talk well. The skill is your characters ‘delivery’. Even saying something especially good can fail if the delivery (roll) falls flat (fails). Hence, talking skills (in this ‘talking game’) can be much more difficult to do. Different GM’s may have different standards for what ‘passes muster’.
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Post by logan9a on Sept 11, 2019 21:35:09 GMT
Interrogation: This is NOT just tying up some unfortunate and beating them till they tell you what they think you want to hear. Actual interrogation has several different methods. Overused (and well known, hence not so good to use) methods are things like ‘good cop, bad cop’. Less known methods include the ‘we know all’, ‘time speed up’ and the ‘we have your family now talk’. Actual interrogation can take hours up to months. In the end, everybody breaks. But if using strong arm tactics, they will just tell you what they think you want to hear. Note that within Logan’s campaign, I don’t use this skill at all. I make people roleplay it out. If you and your plays know less about human motivations and such, you can substitute a skillful interrogation with this roll if desired.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Sept 11, 2019 21:44:19 GMT
I thought we got rid of the Interrogation skill?
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Post by logan9a on Sept 11, 2019 21:48:50 GMT
We did. I just have it in the rules for completeness.
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Post by logan9a on Sept 17, 2019 14:16:58 GMT
Research: This is your ‘find information out’ skill. The information could be in a library or you could go out and ask people questions – depends on the type of information and how you want to go about finding it out. Note that succeeding on your skill does NOT mean that the information you get will be factual - just that you will get the information. It is up to the players to determine the information validity. Also, where you research will determine what sort of information you get - the information gained on the internet might be very different than talking to people or what might be found in a dusty historical society.
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Post by logan9a on Sept 17, 2019 14:25:47 GMT
Research: This is your ‘find information out’ skill. The information could be in a library or you could go out and ask people questions – depends on the type of information and how you want to go about finding it out. Note that succeeding on your skill does NOT mean that the information you get will be factual - just that you will get the information. It is up to the players to determine the information validity. Also, where you research will determine what sort of information you get - the information gained on the internet might be very different than talking to people or what might be found in a dusty historical society. Note that the ‘go and talk to people research’ (unless you have very specific contacts to go to and speak with that actually get roleplayed out) may alert targets that you are doing research into them. Example: The PC’s are doing some research on a street gang. They start with the newspaper morgue and library. Unless the gangbangers have people inside of those places, there is a very minimal or no chance the gang will be alerted to their ‘snooping’. If the PC’s talk to police who ‘work that beat’, the chance of the gang being alerted go up. If the PC’s wander around on the turf of the gang asking questions about the gang it is very likely that the gang will be alerted to their interest. It may often be wise to pick what sort of research to do and when to do it.
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Post by logan9a on Sept 18, 2019 14:01:17 GMT
Cthulhu Mythos: Depending on the campaign, this may or may not be something you can start with. In some campaigns, it is the limiter to keep you from learning too many spells. In Logan’s campaign, it is like a highly specialized ‘occult’ type skill. If you are very knowledgeable about the Cthulhu Mythos, it is less frustrating to max out your starting points in this skill. Rolls in this skill may not impart exact information but may give hints (guns don’t work well against this, but ice does) etc.
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Post by logan9a on Sept 18, 2019 14:08:35 GMT
MAGIC/TECH ITEMS
For some zones, magic (or tech) always works. In these zones those items can be used normally.
In other zones, a willpower roll is needed to try to get the magic item or tech item to work.
Making it work takes one round. Even for items which would be normally 'always on', in areas they don't work, you have to spend a round (and make the appropriate Willpower (stat) roll to 'make them work'. [The GM sets the difficulty at anything from 'make a crit' up to x5 depending on the zone.]
If you are trying to make a magic item work or cast a spell in an area that you need to make a willpower roll and you fail that willpower roll that is your whole round used up.
That makes some items pretty much useless. Example: A ring of feather fall. The average person (100kg) can fall a bit over 100m in five seconds. Hence, unless your fall is further than that, your ring of feather fall when not in a ‘high magic’ zone is simply jewelry.
If you are attempting to access a MAGICAL pocket in a non-magic zone, you need the willpower roll. If you fumble, the non-magic of the place has forever eaten your shit. And you'll get a fumble deck card.
If you have stuff in a magical pocket and go into a hard non-magical area (there are a few special ones) your shit in there may be permanently lost just from being there.
If you store valuable stuff in your magical pocket it is very iffy if you will get it back if you go exploring new zones. Or even if you go through a gate, get teleported to a new place, etc. The magical pocket is pretty reliable if you do it in a magic zone and stay within that zone. As soon as you leave it becomes either unreliable or 'at risk'. Since the players are often teleported to different zones with little or no warning it is NOT recommended to keep anything you love inside of a magic extra dimensional storage space.
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Post by logan9a on Sept 18, 2019 14:22:52 GMT
(in the 'campaign specific' area)
CYBERWARE
This is an extremely poor investment for the players for four reasons:
Getting it reduces your sanity.
If you roll a fumble or a critical (or both?) during healing while you sleep, you go back to ‘residual self image’ which never includes cyberware.
Passing through many of the gates strip you of possessions. If you lose your possessions (at times, even your whole body) you lose cyber/bio ware.
There are a lot of ‘cyberware fucks up’ cards in the ATAW Deck.
For these reasons, I’ve not come up with detailed Cyberware rules.
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Post by logan9a on Sept 18, 2019 14:31:12 GMT
(in the 'campaign specific' area)
BUDDY SENSE
All PC’s can tell who their ‘buddy’ is - the other PC’s. You feel like you have saved their lives many times and they yours. You are all part of the same team. You can also tell (if separated and in the same ‘zone’) in which direction they are though not how far away they are.
This ‘buddy sense’ applies to all PC’s within the campaign, past present and future.
OOG this is done for a few reasons. It gives the group a reason to adventure together, it prevents PVP (as I do not want PVP within my game - it is nearly always destructive to the group and the few times it is not are simply not worth it) and since the players can tell generally in which direction their buddy is it helps keep the group together. The desire to split off for long periods of time from the group is generally a selfish one and again, the few times it pays off are simply not worth it to the campaign. Keep the group together.
The IG reason for this (there is indeed one) has not been discovered by the players in the last five seasons and is unlikely to be discovered any time soon.
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Post by logan9a on Sept 23, 2019 14:17:02 GMT
(Under 'temporary death rules')
Note that ‘temporary death’ is limited to certain areas only. If the PC’s go out of those areas (Shadow walking, etc) they can permanently die. Also sometimes the journey between one temporary death area and another may go outside of the ‘somewhat safe’ areas. To avoid this, stick to gates found within the ‘normal game world’.
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