Re: Mimicking Sage Skills
Posted: Sun Aug 10, 2014 7:02 pm
because its your idea...so its wrong...WRONG I TELL YA!!!!
sorry...reflex...
sorry...reflex...
Welcome to the Final Haven
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The implication being that you cannot imitate or copy yourself. The skill states:Mimic wrote:to imitate or copy in action, speech, etc., often playfully or derisively.
The word 'any' following the word 'mimic' was to show that you could garner a skill outside of your lifestyle.Final Haven Rulebook pg. 29 wrote:With this skill the Sage may mimic any first level Discipline or Basic Path skill except for Arcanist, Diplomat, Wizard Path skills or anything from the Heroes and Villains Expansion book. It takes 5 minutes to receive the skill, but the skill lasts until the Sage begins to Mimic a different skill or the end of the event. Any armor restrictions of the mimicked skill still apply.
With the implication that the word any truly means any. This expands the scope of the term 'mimic' stating the Sage can 'mimic' ANY SKILL. By the definition of the word any, you can mimic any skill. Keep in mind, though, that you cannot gain an additional benefit from a skill unless it states so.Final Haven Rulebook pg. 29 wrote:With this skill the Sage may mimic any first level Discipline or Basic Path skill except for Arcanist, Diplomat, Wizard Path skills or anything from the Heroes and Villains Expansion book. It takes 5 minutes to receive the skill, but the skill lasts until the Sage begins to Mimic a different skill or the end of the event. Any armor restrictions of the mimicked skill still apply.
GM-August wrote:The following lists are for reference to the Mimic skill questions. I have also included a list of skills that are affected by this particular ruling. (The list of skills that can be 'doubled up')
List of skills that can be MimickedWilderness Survival does allow you 'double time' movements in the wilderness, so I included it within this list.
- Ambidexterity (Brawler, Monk)
- Basic Knockout
- Combat Reflexes
- Critical Strike
- Cure Disease
- Determination
- Disguise
- Enchant Weapon (Tribal Protector, Undead Slayer, Witch Hunter)
- Extend Life
- First Aid
- Healing
- Hold Ground
- Inescapable Bonds
- Lesser Channel
- Necropsy
- Pick Simple Locks
- Press (Man at Arms, Pikeman)
- Regenerate
- Repair
- Resist Disease
- Scout (Druid, Scout)
- Sense Magic
- Spot
- Taunt
- Throw Dagger
- Throw Weapons
- Transference
- Use Bow
- Use Shield (Defender, Guardian)
- Vigor (Knight, Warrior)
- Wilderness Survival
List of skills that cannot be Mimicked (Generally accepted)
- Allegiance (Bureaucrat, Captain, Chieftain)
- Basic Research
- Investigation
- Read/Write (Diplomat, Sage)
- Utilize Resource
- Upkeep Magic Items
List of skills that can be 'doubled up' I.E. the skill has allowances if the skill has been purchased twiceBasic Knockout or Critical Strike from Rogue do not allow 'stackable' benefits. Neither does Lesser Channel from Empath.
- Ambidexterity (Brawler, Monk)
- Combat Reflexes
- Enchant Weapon (Tribal Protector, Undead Slayer, Witch Hunter)
- Necropsy
- Press (Man at Arms, Pikeman)
- Regenerate
- Scout (Druid, Scout)
- Use Bow
- Vigor (Knight, Warrior)
Looking at the above list, note that four of the eight skills in question can be purchased through one discipline or path and mimicked from another leaving only four skills that this ruling currently affects. Combat Reflexes, Necropsy, Regenerate, and Use Bow.
If a character invested in skills from Heroes and Villains (and played a particular race):...the character could purchase one or two of these skills and 'mimic' the ones from the main book meaning that the only skill in game that cannot be 'doubled up' by a ruling would be Combat Reflexes.
- Determination (Dwarf)
- Use Bow (Hunter Gather)
- Enchant Weapon (Elf)
- Regenerate (Ga'Vin)
- Scout (Tsunotaur)
- Necropsy (Valkyn'Vi)