Poison Questions

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GM-August
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Poison Questions

Post by GM-August »

This should be quick I hope, I must be overlooking something somewhere... I was trying to find some more information on Poison in the rulebook.

Where in the rulebook does it say that the effects of Poison only affect you if they hit your life points? I've been trying to find it and I must just have missed it...


BTW, the only way I can see to swing Poison is to be an Assassin or have a weapon that does poison damage, and only a Dwarf or a Druid can resist it. Is this correct?


Having two resist poison's nets you an immunity to poison. The magic spell "Share Power" (pg. 63-64 in the rulebook) says that you can share your resist with someone else but the time is now doubled. If you have two resists (which give you an immunity) and share it with someone else, how does that affect your immunity?
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Post by General Maximus »

I searched the rule book and there is nothing saying posion must hit your life points for it to take effect. Right now as the rules stand, you can block a 2 posion call, but if you get hit (no matter your armor), you are posioned.

Is this how is suppose to be?

For share power, the spell say's resists. An immunity is not a resist so it can be transferred. Good question.

And yes, a dwarf and druid can only resist posion at this time.
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Post by GM-Mike »

This makes me laugh. The wording was changed so that it would be more clear and in the process it got confusing. It is supposed to hit your life to take effect.
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Post by cole45 »

It was supposed to be in this section. It should say that any call with a number in front only affects you if it touches your life points(unless something else says otherwise.) This does not apply to knock out. So 3 fear, 3 disease, or 3 poison would only hit you if it affected your life.

Understanding Special Damage Calls
Certain skills allow players to perform special actions. For example, the Barbarian can cause
fear. When you are hit with any attack that is not preceded by a number (i.e. “Fear” as opposed
to “10 magic”) then you are affected by that attack if it hits any part of you, your weapon, or
your shield. On the other hand, weapon attacks preceded by a number can be blocked by a
weapon or a shield, and packet driven attacks preceded by a number can be blocked by a shield.
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Post by General Maximus »

I kinda like it the way it is written up now. Posion is not an expection any more. Yes it make posion more dangerous, but it falls into line with everything else.

If it has a number in the call, you can block, but armor does not protect.

The question is, does this make posion to powerful?
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Post by Jaycen Blackhawk »

cole45 wrote: Understanding Special Damage Calls
Certain skills allow players to perform special actions. For example, the Barbarian can cause fear. When you are hit with any attack that is not preceded by a number (i.e. “Fear” as opposed to “10 magic”) then you are affected by that attack if it hits any part of you, your weapon, or your shield. On the other hand, weapon attacks preceded by a number can be blocked by a weapon or a shield, and packet driven attacks preceded by a number can be blocked by a shield.
So what happens if someone hits a target with a fist, but is Channeling?
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Post by General Maximus »

You can block the fist as if it is a weapon. And you can use your parry skill if you are a warrior. That is why using a boom through a fist is such a bad idea verse throwing it which allows it to surge and be only blockable by a shield.
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Post by GM-August »

Now here is an interesting question.

'Share Power' (Its on pg. 63-64 of the rulebook)
This enchantment requires two (2) targets. One (1) target must already have the desired resist skill. The caster makes a talisman for each target and places it on their person. Both targets now have the desired resist skill but the costs and/or times to activate the skill are doubled. This effect lasts until the end of the event or until a Cleansing Rite is cast. While under the effects of the Share Power ritual if a target is disenchanted, the talisman is removed, or another enchantment is received the target loses the resist skill.

This is the wording I have for the spell. If Player A and Player B both have the 'Resist Fear' skill, and they share power, what happens? Do they both have a resist that costs double? Or does one take the double cost and the other gain immunity? (Now having two resist fear's) Or even better (and completely unlikely) would they both gain immunity?
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Post by dier_cire »

August wrote:Now here is an interesting question.
We must have a differing opinion of interesting.

Split power = both have the base skill only, just like it says.

As for poison, it functions like all other skills that have secondary effects. If said call does not hit life points, the secondary effect doesn't hit you. aka: you have armor, hit with 1 poison - no poison. poison - you're poisoned. 1 fear - no fear. fear - you're feared. 1 disease - no disease. disease - you're diseased.

Also note: vorpal, crush, and magic are not secondary effects. So no questions there please.
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Post by Ark »

i have a question about that spell, what if the person who gave you the resist dies? do you still have it until the end of the event, or what if the person shares power with you then plays a different character?
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Post by Jaycen Blackhawk »

Ark wrote:i have a question about that spell, what if the person who gave you the resist dies? do you still have it until the end of the event, or what if the person shares power with you then plays a different character?
"Share Power' (Its on pg. 63-64 of the rulebook)
This enchantment requires two (2) targets. One (1) target must already have the desired resist skill. The caster makes a talisman for each target and places it on their person. Both targets now have the desired resist skill but the costs and/or times to activate the skill are doubled. This effect lasts until the end of the event or until a Cleansing Rite is cast. While under the effects of the Share Power ritual if a target is disenchanted, the talisman is removed, or another enchantment is received the target loses the resist skill."
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Post by Ark »

nothing in that answered my question

i just think it would be cheap if someone with resist magic shared that with someone else and then went and played another character, or an even more unlikely scenario, a person has multiple characters with resists and they bring in there characters to share power with people...nevermind im being dificult :)
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Post by dier_cire »

Ark wrote:nevermind im being dificult :)
Glad you caught yourself there. :)

Nothing happens if the other person dies, leaves ,etc. However, if NPC camp allowed half the town to come in play for 10 minutes, and then switch characters they've done something horribly wrong. It's not something that will ever happen.

If someone did that with just a single person, it'd be cheese and caught fairly quickly since you have to go to NPC camp to switch.
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Post by Jaycen Blackhawk »

Ark wrote:nothing in that answered my question

i just think it would be cheap if someone with resist magic shared that with someone else and then went and played another character, or an even more unlikely scenario, a person has multiple characters with resists and they bring in there characters to share power with people...nevermind im being dificult :)
Actually it does answer your question. The spells stays in effect until the event ends or the target is Cleansed.

And anyone who did what you suggested should be asked to not come to any more events.

But then again I think anyone who simply tries to 'munchkin' a character needs to re-evaluate their reasons for playing in a LARP.
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Post by General Maximus »

There are rules on playing mulitple characters and you can only switch characters at certian times and can only do it so often.
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