Newbie questions
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Newbie questions
I have read the rule book and the forums, and found many answers to questions that i did not even think to ask. Unfortunatly there are a few questions that i could find no answers for. Either that or i was confused enough to want to reiterate the question. For those who do not know, i know very little about table top and L.A.R.P. so although you make think my question silly or unnecessary please remember that i really have no clue whatsoever.
1. How does the Healer: Extend Life work with Tsunotaur Warriors? They would have a 180 count for bleeding. Extend Life extends to 180, so is this skill usless in this case?
2. In the rule book Knight: Weapon Focus-Blades states that you can add one damage while wielding any ONE TYPE of bladed weapon. Could you clarify what this means? (Kitana and Rapier as opposed to medium or heavy blades for example)
3. Can a Resist Sleep work against Stun Strike, Nerve Pinch, or Touch of Death?
4. Can a Monk: Meditate work in negatives? It states it can stop bleeding (negative state) when you are meditating, yet you cannot use skills while in negatives. How does this work?
5. How exactly does a Monk respond to a Taunt? His fists count as weapons yet he cannot drop his hands. Would he drop his phys. reps. then?
6. When a Witch Hunter does a Disenchant, does it do damage as well?
7. A Scout can Set Snares, which seems to just be Simple Traps. Can the Scout then disarm Simiple Traps as well?
8. How can one enchant armor? I cannot seem to find any information on this at all.
9. How exactly does a craftsman work? The rule book states a Masterworker can make armor at 1 location per hour, yet it also states times to create full body armor that do not coincide with these times. Please help me to understand what actually is going on here.
10. Exactly what do Arcanes do? What is a focus circle? It is not mentioned once in the rule book.
11. How does the token system work? It baffles me greatly.
12. Rage states that you cannot use other skills with it. But it is hard to tell what that means. Does that mean NO other singles skill is available? Or can you have some sort of a passive skill available? Can you use Florentine with Rage? Can you use Ambedexterity with Rage?
13. How does Disarm work against a Monk? Can you cut off their hands?
14. Swash Buckler: Vorpal states that all incoming attacks are Crush. If i hit the Swash Buckler with a Sleep or a Fear, are these considered Crush Sleep and Crush Fear? Or do they become a numbered attack. If an arrow hits the Swash Buckler for 9 Vorpal, does it become 9 Crush or 9 Crush Vorpal? I'm just confused here. (Same question with Barbarian: Crush)
Well, those are all the questions that i unearthed my first few times through. As i find more i will be sure to post them here for all.
Gracefully yours,
August
1. How does the Healer: Extend Life work with Tsunotaur Warriors? They would have a 180 count for bleeding. Extend Life extends to 180, so is this skill usless in this case?
2. In the rule book Knight: Weapon Focus-Blades states that you can add one damage while wielding any ONE TYPE of bladed weapon. Could you clarify what this means? (Kitana and Rapier as opposed to medium or heavy blades for example)
3. Can a Resist Sleep work against Stun Strike, Nerve Pinch, or Touch of Death?
4. Can a Monk: Meditate work in negatives? It states it can stop bleeding (negative state) when you are meditating, yet you cannot use skills while in negatives. How does this work?
5. How exactly does a Monk respond to a Taunt? His fists count as weapons yet he cannot drop his hands. Would he drop his phys. reps. then?
6. When a Witch Hunter does a Disenchant, does it do damage as well?
7. A Scout can Set Snares, which seems to just be Simple Traps. Can the Scout then disarm Simiple Traps as well?
8. How can one enchant armor? I cannot seem to find any information on this at all.
9. How exactly does a craftsman work? The rule book states a Masterworker can make armor at 1 location per hour, yet it also states times to create full body armor that do not coincide with these times. Please help me to understand what actually is going on here.
10. Exactly what do Arcanes do? What is a focus circle? It is not mentioned once in the rule book.
11. How does the token system work? It baffles me greatly.
12. Rage states that you cannot use other skills with it. But it is hard to tell what that means. Does that mean NO other singles skill is available? Or can you have some sort of a passive skill available? Can you use Florentine with Rage? Can you use Ambedexterity with Rage?
13. How does Disarm work against a Monk? Can you cut off their hands?
14. Swash Buckler: Vorpal states that all incoming attacks are Crush. If i hit the Swash Buckler with a Sleep or a Fear, are these considered Crush Sleep and Crush Fear? Or do they become a numbered attack. If an arrow hits the Swash Buckler for 9 Vorpal, does it become 9 Crush or 9 Crush Vorpal? I'm just confused here. (Same question with Barbarian: Crush)
Well, those are all the questions that i unearthed my first few times through. As i find more i will be sure to post them here for all.
Gracefully yours,
August
re
it adds to the already insane time tsunotaurs can stay in negatives.. How does the Healer: Extend Life work with Tsunotaur Warriors? They would have a 180 count for bleeding. Extend Life extends to 180, so is this skill usless in this case?
any sword..not an ax or anything with a head.2. In the rule book Knight: Weapon Focus-Blades states that you can add one damage while wielding any ONE TYPE of bladed weapon. Could you clarify what this means? (Kitana and Rapier as opposed to medium or heavy blades for example)
not yet3. Can a Resist Sleep work against Stun Strike, Nerve Pinch, or Touch of Death?
the monk meditate skill works in negatives.4. Can a Monk: Meditate work in negatives? It states it can stop bleeding (negative state) when you are meditating, yet you cannot use skills while in negatives. How does this work?
Love this question..I would say you have your choice but you dont have to drop the phys rep.5. How exactly does a Monk respond to a Taunt? His fists count as weapons yet he cannot drop his hands. Would he drop his phys. reps. then?
nope6. When a Witch Hunter does a Disenchant, does it do damage as well?
nope7. A Scout can Set Snares, which seems to just be Simple Traps. Can the Scout then disarm Simiple Traps as well?
your right it isnt in the book8. How can one enchant armor? I cannot seem to find any information on this at all.
They cast spells. Spells in game explain what they do. Some think arcanes rule the world others think they suck. Basically the arcane eventually gets alot of versatility but it takes usually a half hour to an hour to get that versatility.10. Exactly what do Arcanes do? What is a focus circle? It is not mentioned once in the rule book.
confused her myself11. How does the token system work? It baffles me greatly.
Any skill that requieres you to "activate" you cannot use while raging unles the skill says you can.12. Rage states that you cannot use other skills with it. But it is hard to tell what that means. Does that mean NO other singles skill is available? Or can you have some sort of a passive skill available? Can you use Florentine with Rage? Can you use Ambedexterity with Rage?
Wouldn't work..no weapon13. How does Disarm work against a Monk? Can you cut off their hands?
sleep and fear are already crush...if an arrow is show at you and you are using vorpal with say a shield and the arrow hits the shield then you just took 9 vorpal.14. Swash Buckler: Vorpal states that all incoming attacks are Crush. If i hit the Swash Buckler with a Sleep or a Fear, are these considered Crush Sleep and Crush Fear? Or do they become a numbered attack. If an arrow hits the Swash Buckler for 9 Vorpal, does it become 9 Crush or 9 Crush Vorpal? I'm just confused here. (Same question with Barbarian: Crush)
Chris the super man
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them
I notice that the questions surrounding armor were very carefully sidestepped. Does this mean i should wait for an answer? Or does no one really know what the rules surrounding it are? Just curious if i'll get an answer to those questions
Also, about a question i posted earlier about the Tsunotaurs and Extend Life, exactly how much time is added to the count? The full 180? Only 120?
Gracefully,
August
Also, about a question i posted earlier about the Tsunotaurs and Extend Life, exactly how much time is added to the count? The full 180? Only 120?
Gracefully,
August
- Lambic
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Enchanting armor as I understand it, requires an arcane spell. This would mean that means that the GMs won't tell you a thing until you show up and tell them that you are playing an arcane. And then they won't tell you much.
So don't wait for an answer.
His answer was answering the expliicit question and not the implicit one.
So don't wait for an answer.
His answer was answering the expliicit question and not the implicit one.
Basically, we have no idea how to enchant armor as pc's. But when we figure out how, we can have armor ready for it.
Also on the creation times, they are not very accurate. Aaron, you know what the times are?
As for extend life. Basically, while it's in use the victim does not bleed to death while in negatives for the full 180 seconds. So if I fall and (as a Tsunotaur) wait for 100 seconds for someone to come heal me, and then they use extend life, my bleed time stops at 100 count and then the extend count begins. At the conclusion of that 180 seconds, my bleed time kicks back in at the 100 count point, leaving me with only 80 seconds till death.
In other words a Tsunotaur warrior that has had extend done to them can survive for 360 seconds while in negatives...
Also on the creation times, they are not very accurate. Aaron, you know what the times are?
As for extend life. Basically, while it's in use the victim does not bleed to death while in negatives for the full 180 seconds. So if I fall and (as a Tsunotaur) wait for 100 seconds for someone to come heal me, and then they use extend life, my bleed time stops at 100 count and then the extend count begins. At the conclusion of that 180 seconds, my bleed time kicks back in at the 100 count point, leaving me with only 80 seconds till death.
In other words a Tsunotaur warrior that has had extend done to them can survive for 360 seconds while in negatives...
Armor Rules
See below for Armor Creation Rules:
Costume is a 2 point armour bonus, that does not contribute to encumberance. In addition it can be repaired (craftsmen lvl 1). It takes 5 minutes, no resources.
(note; Armor Points only. Costume no longer gives LPs)
Sheild are created same as weapons. light = small, med = med, large = heavy. Times are the same, cost varies slightly.
light = 2 hide
med = 1 hide, 1 steel,
heavy = 2 steel
No craftsmen can not make sheilds that change the rules. They can however make 'Quality' items that may be 'enchanted' to allow for 'special' abilities.
Funny you should ask this as we just made the discission on it Thursday night. Just as you have one event to resolve any allegance deficeincies (sp), you also have an event to resolve membership defici.. defishe.. problems.
Ex; (clarification; A PC has to miss 2 consecutive events before they no longer aply to membership. First missed event, no Allegiance, Second missed event no Membership.)
Craftsman – privileged, common, savage
The craftsman is an expert in his field and refined in his polish and ability. He is capable of works of great beauty and strength, and with the right materials can work amazing results.
Level 1: Repair
Craftsman may field repair armor. It takes 10 minutes to repair armor to half its original total (min of 1 point value). This can be done while the armor is worn. If the repair time is interrupted at any point, the repair time must be restarted. For example, a 10-point suit of armor can be field repaired to 5 and then can be field repaired to 2 and then 1.
A craftsman may also fully repair armor. It takes 30 minutes to repair armor to its original total. This cannot be done while the armor is worn. If the repair time is interrupted at any point, the repair time must be restarted. The resource involved is not lost if the count is interrupted. The resource cost to fully repair armor is 1 hide for light armor, 1 hide or steel for medium armor, and 1 steel for heavy armor. The time and resource cost to repair armor is based on a suit of the applicable type of armor. If a craftsman is repairing only a partial suit of armor (I.E. it does not cover all five locations), the time and resources spent to repair remain the same.
Level 2: Make basic items
The craftsman may make basic items, Armor, and weapons. Examples of basic items include doors, lanterns, shovels, rakes, etc. The time it takes to make basic items varies. Basic items have no mechanical benefit and are generally for role-playing purposes only.
The time it takes the craftsman to create armor is three hours per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.
The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.
In addition, the craftsman of this level can create items of sufficient quality to be enchanted with one-shot abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
Level 3: Make advanced Items.
The craftsman may make advanced items, Armor, and weapons. Examples of advanced items include boats, wagons, saddles, simple locks, etc. The time it takes to make advanced items varies. Advanced items generally have no mechanical benefit however, some items may be made or researched that can alter game mechanics. The GM staff must approve any item that alters game mechanics. Approval times will vary based on the workload of the GM staff and the complexity of the item.
The time it takes the craftsman to create armor is two hours per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.
The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.
In addition, the craftsman of this level can create items of sufficient quality to be enchanted with charged magical abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
Level 4: Make master work items.
The craftsman may make master items, Armor, and weapons. Examples of master items include buildings, siege weapons, complex locks, etc. The time it takes to make master items varies. Master items generally have a mechanical benefit. The GM staff must approve any item that alters game mechanics. Approval times will vary based on the workload of the GM staff and the complexity of the item.
The time it takes the craftsman to create armor is one hour per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.
The master craftsman may also make two types of quality armor. They may either make armor that is lighter or armor that affords more protection. The craftsman may only add one point of quality per armor location excluding the helmet. Quality helmets cannot be made. It takes the craftsman an additional 10 hours per location to make quality armor.
If a craftsman chooses to make a lightweight piece of armor, the quality bonus is subtracted from the total Armor points only for the purpose of calculating the wearer’s armor category. For example: Joe is wearing 5 points of armor, which puts him in the Medium category. Joe buys a pair of quality Lightweight Light Arms and a Quality lightweight light Breastplate. Now, Joe has 5 armor points but is only considered to be in light armor (+1pt for light breastplate + 1 Point for light arms +3 point for Heavy Legs =5 -1 for quality lightweight Arms -1 for quality lightweight Breastplate =3).
If a craftsman chooses to make quality armor that offers more protection, the bonus is simply added to the armor points for the piece of armor. Bonuses are added after the armor category is calculated. For example: Joe has a heavy breastplate, light legs, and light arms for a total of 5 armor points putting him in the medium armor category. Joe buys a quality breastplate, arms, and legs. Joe now has +3 (Breastplate)+1(arms)+1(legs)+3(total quality Bonuses)=8 armor points but is still considered to be in medium armor because the bonus applies after the category is calculated.
The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.
In addition, the craftsman of this level can create items of sufficient quality to be enchanted with permanent magical abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
Costume is a 2 point armour bonus, that does not contribute to encumberance. In addition it can be repaired (craftsmen lvl 1). It takes 5 minutes, no resources.
(note; Armor Points only. Costume no longer gives LPs)
Sheild are created same as weapons. light = small, med = med, large = heavy. Times are the same, cost varies slightly.
light = 2 hide
med = 1 hide, 1 steel,
heavy = 2 steel
No craftsmen can not make sheilds that change the rules. They can however make 'Quality' items that may be 'enchanted' to allow for 'special' abilities.
Funny you should ask this as we just made the discission on it Thursday night. Just as you have one event to resolve any allegance deficeincies (sp), you also have an event to resolve membership defici.. defishe.. problems.
Ex; (clarification; A PC has to miss 2 consecutive events before they no longer aply to membership. First missed event, no Allegiance, Second missed event no Membership.)
Craftsman – privileged, common, savage
The craftsman is an expert in his field and refined in his polish and ability. He is capable of works of great beauty and strength, and with the right materials can work amazing results.
Level 1: Repair
Craftsman may field repair armor. It takes 10 minutes to repair armor to half its original total (min of 1 point value). This can be done while the armor is worn. If the repair time is interrupted at any point, the repair time must be restarted. For example, a 10-point suit of armor can be field repaired to 5 and then can be field repaired to 2 and then 1.
A craftsman may also fully repair armor. It takes 30 minutes to repair armor to its original total. This cannot be done while the armor is worn. If the repair time is interrupted at any point, the repair time must be restarted. The resource involved is not lost if the count is interrupted. The resource cost to fully repair armor is 1 hide for light armor, 1 hide or steel for medium armor, and 1 steel for heavy armor. The time and resource cost to repair armor is based on a suit of the applicable type of armor. If a craftsman is repairing only a partial suit of armor (I.E. it does not cover all five locations), the time and resources spent to repair remain the same.
Level 2: Make basic items
The craftsman may make basic items, Armor, and weapons. Examples of basic items include doors, lanterns, shovels, rakes, etc. The time it takes to make basic items varies. Basic items have no mechanical benefit and are generally for role-playing purposes only.
The time it takes the craftsman to create armor is three hours per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.
The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.
In addition, the craftsman of this level can create items of sufficient quality to be enchanted with one-shot abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
Level 3: Make advanced Items.
The craftsman may make advanced items, Armor, and weapons. Examples of advanced items include boats, wagons, saddles, simple locks, etc. The time it takes to make advanced items varies. Advanced items generally have no mechanical benefit however, some items may be made or researched that can alter game mechanics. The GM staff must approve any item that alters game mechanics. Approval times will vary based on the workload of the GM staff and the complexity of the item.
The time it takes the craftsman to create armor is two hours per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.
The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.
In addition, the craftsman of this level can create items of sufficient quality to be enchanted with charged magical abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
Level 4: Make master work items.
The craftsman may make master items, Armor, and weapons. Examples of master items include buildings, siege weapons, complex locks, etc. The time it takes to make master items varies. Master items generally have a mechanical benefit. The GM staff must approve any item that alters game mechanics. Approval times will vary based on the workload of the GM staff and the complexity of the item.
The time it takes the craftsman to create armor is one hour per armor location. The resources required to make the armor are listed in the chart below. Light armor is constructed out of hide, medium armor is constructed out of hide and steel, and heavy armor is constructed out of steel.
The master craftsman may also make two types of quality armor. They may either make armor that is lighter or armor that affords more protection. The craftsman may only add one point of quality per armor location excluding the helmet. Quality helmets cannot be made. It takes the craftsman an additional 10 hours per location to make quality armor.
If a craftsman chooses to make a lightweight piece of armor, the quality bonus is subtracted from the total Armor points only for the purpose of calculating the wearer’s armor category. For example: Joe is wearing 5 points of armor, which puts him in the Medium category. Joe buys a pair of quality Lightweight Light Arms and a Quality lightweight light Breastplate. Now, Joe has 5 armor points but is only considered to be in light armor (+1pt for light breastplate + 1 Point for light arms +3 point for Heavy Legs =5 -1 for quality lightweight Arms -1 for quality lightweight Breastplate =3).
If a craftsman chooses to make quality armor that offers more protection, the bonus is simply added to the armor points for the piece of armor. Bonuses are added after the armor category is calculated. For example: Joe has a heavy breastplate, light legs, and light arms for a total of 5 armor points putting him in the medium armor category. Joe buys a quality breastplate, arms, and legs. Joe now has +3 (Breastplate)+1(arms)+1(legs)+3(total quality Bonuses)=8 armor points but is still considered to be in medium armor because the bonus applies after the category is calculated.
The craftsman may also create weapons. The time needed to create a weapon is based on the weapon created and the level of the craftsman. The resources required stay constant. See the chart below for time and material costs.
In addition, the craftsman of this level can create items of sufficient quality to be enchanted with permanent magical abilities by an Arcane. It takes the craftsman an additional 10 hours to create an enchantable item.
My Thoughts
Aaron
Aaron
Thanks for the info Aaron on craftsman..
Now I have a question. I was told by an NPC that I could have a master quality of light leather armor and it has the armor benefits of medium.
Am I wrong on this???
Now I have a question. I was told by an NPC that I could have a master quality of light leather armor and it has the armor benefits of medium.
Am I wrong on this???
Dead pirate betrayed by Corbyn...ah well least I made him do his own dirty work when he killed me.
No, wait yes, aah no you are not wrong. A master craftsman can make armor that is one category below the armor benefit that it gives.
heavy pts = med armor
med pts = lt armor
lt pts = no armor
Of course this is not combined with the extra protection, it's a either or thing.
heavy pts = med armor
med pts = lt armor
lt pts = no armor
Of course this is not combined with the extra protection, it's a either or thing.
Death=Adder
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
One of these days...I'm going to cut you into little pieces...
~Pink Floyd~
Understand, but wanted to make certain I was correct on this for I know which one I was leaning towards and I already factored that in for my armor and all at check out.Peace420 wrote:No, wait yes, aah no you are not wrong. A master craftsman can make armor that is one category below the armor benefit that it gives.
heavy pts = med armor
med pts = lt armor
lt pts = no armor
Of course this is not combined with the extra protection, it's a either or thing.
Just got confused.
Oh and how much resources to make full suits of armor????????
Dead pirate betrayed by Corbyn...ah well least I made him do his own dirty work when he killed me.
Have another question...
Under the fully repairing section it states that it takes 30 minues to do that as just having lvl 1 repair.
I thought that time is reduced based on the lvl of craftsman. For example it would take a master craftsman less time to fully repair armor then it would take just your basic guy.
Am I wrong?? If not what are the time differences??
Under the fully repairing section it states that it takes 30 minues to do that as just having lvl 1 repair.
I thought that time is reduced based on the lvl of craftsman. For example it would take a master craftsman less time to fully repair armor then it would take just your basic guy.
Am I wrong?? If not what are the time differences??
Dead pirate betrayed by Corbyn...ah well least I made him do his own dirty work when he killed me.