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08:10, 28th March 2024 (GMT+0)

out of character 11.

Posted by NarratorFor group 0
Grohm'Tahl
player, 208 posts
HP: 17/17
FP: 15/15
Thu 22 Feb 2024
at 18:46
  • msg #929

Re: out of character 11

In reply to Narrator (msg # 924):

Good luck with the procedure.   I hope it goes well.  Take all the time off that you need.  We will still be here.
This message was last edited by the player at 18:47, Thu 22 Feb.
Hograth Podkarmen
player, 966 posts
Holy Dwarven Warrior
HP: 14/14, FP: 14/14
Thu 22 Feb 2024
at 23:38
  • msg #930

Re: out of character 11

In reply to Narrator (msg # 928):

Ok. But for future reference, those are options?
Narrator
GM, 12474 posts
DM says
roll for initiative!
Fri 23 Feb 2024
at 17:14
  • msg #931

Re: out of character 11

In reply to Hograth Podkarmen (msg # 930):

yes you could dodge under and forward  from a long reach weapon


Thank you!
Hograth Podkarmen
player, 968 posts
Holy Dwarven Warrior
HP: 14/14, FP: 14/14
Fri 23 Feb 2024
at 23:10
  • msg #932

Re: out of character 11

In reply to Narrator (msg # 931):

Cool. Thank you! That is called the slip dodge?
Chou-Zhen Mou
player, 1408 posts
Not right mage
H 10/10 F 10/10 ER 7/7
Sat 24 Feb 2024
at 00:06
  • msg #933

Re: out of character 11

Alastrine, Wild Talent lets you use a skill (or spell, if you're a caster) you don't actually know (with a cool-down delay before you can do so again).  I have it, with Retention, but the limitation Focused (Magical), and have used it a couple times to learn spells spontaneously and a couple other times to simply cast spells I haven't learned.  The more general form could let you (for instance) attempt Lockpicking or Riding or Crossbow or cast a spell not on your sheet (regardless of spell prerequisites, as long as you meet Magery or Power Investiture requirements); in the case of skills, at a significantly better skill level than default (and if you have retention, and character points available, permanently learn the spell or skill by doing so).

If you do permanently learn a skill or spell via Wild Talent with Retention, there's a -2 skill penalty for a period of time after doing so, but it's completely worth it to learn something on the spot when you need it.  Even without retention, being able to use Survival (Forest) when you've never left Northport could save your life, even the lives of others with you.  Or being able to use Armory with an appropriate specialty could let you repair or improvise a weapon without training.

There's a good reason the advantage is 21 points with Retention and Focused.
Hograth Podkarmen
player, 970 posts
Holy Dwarven Warrior
HP: 14/14, FP: 14/14
Sat 24 Feb 2024
at 00:26
  • msg #934

Re: out of character 11

In reply to Chou-Zhen Mou (msg # 933):

That actually sound really cool, for example, to know the skill needed to recognize the weaknesses of, say Ice trolls. Fire seems too obvious...
Ginger
player, 46 posts
Dwarven wanderer
HP: 15/15, FP14/14
Sat 24 Feb 2024
at 12:46
  • msg #935

Re: out of character 11

Does Move and Attack cap the melee attack skill?
But not for shield rush attacks?
This message was last edited by the player at 12:53, Sat 24 Feb.
Ardenas Barehand
player, 2084 posts
Martial Artist Wizard
HP 8/10 FP 11/11
Sat 24 Feb 2024
at 16:31
  • msg #936

Re: out of character 11

Move and Attack (more than the one or sometimes two hexes of Step and Attack) limits the attack roll to a maximum effective skill of 9, or -4 on top of other applied penalties if that's worse (-2 or -Bulk for missile weapons, still capped at 9) (B365).  There's also -2 stacked with any other penalties (as for Bad Footing) for anything else the GM may require you to roll during the Move part of the attack, and you can only Block or Dodge as defenses; no Parry option.

The exception (B371) to the attack skill penalty/cap is a Slam, effectively just running headlong into an opponent; this is at full value of DX, Brawling, or Sumo Wrestling.  Damage due to collision is based on mass (HP) and velocity (distance moved to point of collision), by (HP X Velocity)/100 crushing -- with some complications related to whether the opponent was also moving, and how much total damage was calculated -- see page referenced above.  Opponent may Dodge, Block, or Parry as appropriate, but a Parry uses "Parrying a Heavy Weapon" to determine if it breaks or even has any effect (a rapier won't deflect a charging orc at all, but it's almost certain to break if you give a determined attempt unless it's Very Fine quality).  And if you miss with your slam, you must continue past the opponent by at least 2 hexes, if you have that much movement left; if that would collide with another character, see "Hitting the Wrong Target" (B389).

Bottom line, it's a very limited-utility move unless your skill is sky-high.
Ginger
player, 47 posts
Dwarven wanderer
HP: 15/15, FP14/14
Sat 24 Feb 2024
at 16:34
  • msg #937

Re: out of character 11

In reply to Ardenas Barehand (msg # 936):

That's perfect, thank you so much!
Narrator
GM, 12477 posts
DM says
roll for initiative!
Tue 27 Feb 2024
at 01:30
  • msg #938

Re: out of character 11

off to surgery in the morning,
be a few days.
Oly
player, 1471 posts
Badly disfigured face
Rank 2 Guild badge
Tue 27 Feb 2024
at 02:41
  • msg #939

Re: out of character 11

Understood, don't worry about it... Just get yourself better.
Hannatti
player, 701 posts
Noble Errant
HP13/13, FP 13/13
Tue 27 Feb 2024
at 02:51
  • msg #940

Re: out of character 11

In reply to Narrator (msg # 938):

Best wishes and prayers for you
Narrator
GM, 12478 posts
DM says
roll for initiative!
Wed 28 Feb 2024
at 04:28
  • msg #941

Re: out of character 11

alive, only bionic now.
significantly doped up. I  may be a while...
Christine Bjorn
player, 2618 posts
Blue Haired Elf
HP: 9/9, FP: 15/15
Wed 28 Feb 2024
at 07:38
  • msg #942

Re: out of character 11

In reply to Narrator (msg # 941):

All good, I was at sea, which is significantly less stressful. Get well, this is only a game!
Hannatti
player, 702 posts
Noble Errant
HP13/13, FP 13/13
Wed 28 Feb 2024
at 09:09
  • msg #943

Re: out of character 11

In reply to Narrator (msg # 941):

Yes, you take it easy, feel better soon!
Ardenas Barehand
player, 2085 posts
Martial Artist Wizard
HP 8/10 FP 11/11
Wed 28 Feb 2024
at 23:33
  • msg #944

Re: out of character 11

Just remember, you can't actually run 60 mph.
Narrator
GM, 12479 posts
DM says
roll for initiative!
Fri 1 Mar 2024
at 19:56
  • msg #945

Re: out of character 11

In reply to Ardenas Barehand (msg # 944):

oh definitely working with reduced move now!
Christine Bjorn
player, 2619 posts
Blue Haired Elf
HP: 9/9, FP: 15/15
Fri 1 Mar 2024
at 20:40
  • msg #946

Re: out of character 11

In reply to Narrator (msg # 945):

But good to see you are mobile again!
Grohm'Tahl
player, 212 posts
HP: 17/17
FP: 15/15
Sat 2 Mar 2024
at 17:52
  • msg #947

Re: out of character 11

Be sure to follow your PT schedule.   It really works.
Narrator
GM, 12482 posts
DM says
roll for initiative!
Sun 3 Mar 2024
at 00:29
  • msg #948

Re: out of character 11

In reply to Grohm'Tahl (msg # 947):

walking that delicate balance of paying off Lame instead of trading it for Addiction: painkillers...
Grohm'Tahl
player, 213 posts
HP: 17/17
FP: 15/15
Sun 3 Mar 2024
at 01:50
  • msg #949

Re: out of character 11

Lame is probably the better choice.  That said, I had knee surgery twice and after taking the meds and a beer, I can understand why people get hooked.
Narrator
GM, 12487 posts
DM says
roll for initiative!
Sun 3 Mar 2024
at 02:40
  • msg #950

Re: out of character 11

In reply to Grohm'Tahl (msg # 949):

I have to be careful, I had a situation with codeine as a teenager, so I am already trying to taper.
Ardenas Barehand
player, 2086 posts
Martial Artist Wizard
HP 8/10 FP 11/11
Sun 3 Mar 2024
at 13:13
  • msg #951

Re: out of character 11

In reply to Narrator (msg # 948):

I'd agree with Grohm, rather have Lame, especially with a mitigator like a brace (should be good for at least -20%).  I've never taken more than one or two opiate/opioid pain killers for a single cause (even turned down morphine post-surgery after trying it once).

Then again, my partner says I don't feel pain properly; I never felt actual pain when I had my heart attack, and the only pain I had after my bypass surgery was in my back due to the way I'd been positioned to spread my chest for access.  NOTHING from the incision or the split sternum...  I've also had no pain from a kidney stone lodged in a ureter, or anything significant following up from three separate trips to the lithotripter (essentially getting pounded for a half hour at a time by a sonic sledgehammer).

Then again, I feel pain in my arthritic hands and the degenerating discs in my lower back in what seems to me a normal way, and I certainly felt pain on the several occasions when I had teeth abscess leading to extractions -- but never significant pain post-extraction (perhaps due to the comparison with then-recent abscess pain).  I manage my arthritis with aspirin ("That's a lot of aspirin!" says every medical person, ever, when I tell them it's not 81 mg a day for anti-clotting, but 650 mg twice a day for joint inflammation), occasionally adding acetaminophen if needed.  Prednisone was much better than aspirin, but has undesirable side effects (diuretic, and increases appetite).
Narrator
GM, 12489 posts
DM says
roll for initiative!
Mon 4 Mar 2024
at 15:48
  • msg #952

Re: out of character 11

Long term Prednisone usage can cause diabetes as well.  I managed to get from 3 doses a day of opiates to none, although I might need something post PT, but I have been on a taper.

Alastrine, can I suggest "Modular Book Learned wisdom" as a partial replacement to Wild talent?

Book-Learned Wisdom: By reading suitable manuals, you
can temporarily learn or improve IQ-, Will-, or Per-based
skills, Cultural Familiarities, and Languages. Maps will suffice
for Area Knowledge specialties. You can acquire spells and
special skills if you have appropriate manuscripts, but you
aren’t exempt from their prerequisites – including Magery and
other spells – so mundane knowledge is usually more worthwhile.
For more on books, maps, and spellbooks, see Writings
(pp. 13-16).
Each Book-Learned Wisdom slot can hold one piece of
knowledge at a time. To fill the slot with a capability, you must
study a suitable work for two hours per character point.
Maximum points are the lower of the points you have in the
slot and the points your source is rated for. A Speed-Reading
roll halves study time, but the GM rolls in secret and any failure
means your memory fails you the first time you try to use
your newfound wisdom for an adventuring task! As with all
Modular Abilities, switching points into a new ability means
losing the one to which those points were previously assigned.
Given the time requirement, memorizing new abilities is
typically done in camp. In light of the weight of books, it might
even be best to prepare whatever you think you’ll need before
you leave town! Still, there will be times when it’s sensible for
the whole party to pause while you refresh your memory on
obscure lore from a book in your pack.
Cost per slot: 5 points base + 2 points per point of abilities.
Example: Mandrake the Mad buys three Book-Learned
Wisdom slots. Base cost is 5 points/slot, so this comes to 15
points. Two slots can each hold one piece of memorized lore
worth up to 2 points, and so cost 4 points apiece. The third can
hold up to 4 points of wisdom, for 8 points. Total cost is 31
points. This appears on Mandrake’s character sheet as “Book-
Learned Wisdom 3 (2, 2, 4) [31].”
Before departing for the frigid Ice Caverns, Mandrake studies
the party’s map of the Caverns for 4 hours and acquires Area
Knowledge (Ice Caverns) (E) IQ+1 [2]. He buys a manual on
arctic survival and peruses that for 4 hours, gaining Survival
(Arctic) (A) Per [2]. Finally, he purchases a guide to the ice-troll
language, pores over it for 8 hours, and ends up with Ice
Trollish (Accented) [4].
In the Caverns, Father Mulberry – the party cleric – ends up
unconscious after a failed exorcism. Nobody knows what to do,
but fortunately, Mandrake has a rare manuscript on holy medicine
in his pack. It was dead weight . . . until now. Since the
Caverns have ice weasels but no ice trolls, he concludes that he
doesn’t need his new language. Mulberry is turning chartreuse,
so Mandrake risks Speed-Reading. He studies the manual for 4
hours and shifts 4 points from Ice Trollish to Esoteric Medicine
(Holy) (H) Per [4]. He then tries to undo the curse, hoping his
hasty reading will suffice .
Narrator
GM, 12506 posts
DM says
roll for initiative!
Sun 17 Mar 2024
at 22:09
  • msg #953

Re: out of character 11

ima be a little sparse in posting  for a few days
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