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A few questions

Posted: Tue Aug 04, 2009 10:51 am
by Malachi
This one is specifically about The Surgery/Transference and Mystic Heal combo.

Both Surgery and Transference have an armor requirement, but Mystic Heal doesn't.

If a character with either Surgery or Transference wears Heavy armor and uses mystic heal, do they count as having the required skill to drop the count to zero?

Personally, I don't think it should work. With heavy armor on it's almost the same as if you didn't have the skill at all in terms of access.

Also, if you have a resist skill, and are given a talisman/alchemy that grants you the same resist, are you immune to that call?

For example: John has the skill Resist Fear. John recieves the Charm Sink talisman. John, in essence, has access to two Resist Fears, but only one is an actual skill.

I really don't think this should work this way at all. If it does, using the same method, just a different talisman, two Master Witch Hunters can use the Share Power talisman and become IMMUNE to Magic, thus negating the downside of that particular talisman. Same with the Charm Sink.

I'm pretty sure I know what the answers are, but I would much prefer GM clarification before I just 'assume'.

Posted: Tue Aug 04, 2009 10:56 am
by cole45
At WH we made a field call that only your own skills stack unless something states it does. That's the way I'd like to see it.

Posted: Tue Aug 04, 2009 11:29 am
by Atrum Draconus
Both Surgery and Transference have an armor requirement, but Mystic Heal doesn't.

If a character with either Surgery or Transference wears Heavy armor and uses mystic heal, do they count as having the required skill to drop the count to zero?


I would actually say yes you do have the pre-req, because you have the skill you just can't use it because you are wearing too much armor. If you take damage or take off armor you get to use the skill again.

I don't think the book ever says anything about potion, spell or talisman effects ever being able to stack on to themselves or anything else, only skills.

Posted: Tue Aug 04, 2009 11:43 am
by GM-Mike
I agree with Temple on both accounts.

Posted: Tue Aug 04, 2009 11:54 am
by Woden
Agree with the agreeing.

Posted: Tue Aug 04, 2009 12:26 pm
by Malachi
Mucho gracias

Posted: Tue Aug 04, 2009 12:29 pm
by cole45
agree with the agreeing on the agreeing.

Posted: Tue Aug 04, 2009 6:59 pm
by Ark
huh, never thought of the share power immunity to magic......you think someone would have broke that already.....i guess were not that good of power gamers :cry:

Posted: Tue Aug 04, 2009 9:30 pm
by cole45
actually, resist magic does not stack. Neither occurrence in the book state that it does, so it doesn't. This is NOT an accident.

Posted: Fri Aug 07, 2009 2:34 pm
by dier_cire
Immunity doesn't stop damage only that portion of the call. It's not unlimited free resists. Immunity to magic has zero effect on a PC, thus why it was never used.

Posted: Fri Aug 07, 2009 3:37 pm
by Atrum Draconus
Immunity to magic would stop magic damage though. If the call is 3 magic vorpal poison disease and you resist\immune the magic you've resisted the entire thing because the magic damage doesn't affect you so the rest does not. If you resist or are immune to the poison you still take 3 magic vorpal disease.

Posted: Fri Aug 07, 2009 6:00 pm
by Malachi
I was under the impression that if you could negate any portion of a call you negated the entire call.

If this was a field ruling at WH, please let me know.

I also don't quite understand that 'Immunity' and 'Resist' do two seperate things (apart from one having a mechanical cost).
Immunity doesn't stop damage only that portion of the call.
To play Devil's Advocate, according to this, a Guthrie hit by 'Magic Fear' takes 'Magic'.
If the call is 3 magic vorpal poison disease and you resist\immune the magic you've resisted the entire thing because the magic damage doesn't affect you so the rest does not. If you resist or are immune to the poison you still take 3 magic vorpal disease.
So, if a Witch Hunter is hit by '3 Magic' and resists, they take nothing (aside from the LP cost of the resist, of course), but a Druid hit by '3 Poison' and resists (spending the same LP as 'Resist Magic'), they take '3'?

I'm at a loss as to why Resist/Immune to 'Call A' is different than the Resist/Immune to 'Call B'.

Posted: Fri Aug 07, 2009 8:13 pm
by cole45
this year all immunities/resists were changed to do the same thing. Resists or immune to anything in the call, and your good.

Druid:

Level 2 – Resist Poison

A Druid may spend a life point to ignore any call or attack with the word “Poison” in it.

(clarified Resist description)

Level 4 – Resist Magic

A Tribal Protector may spend a life point to ignore any call with the word “Magic” in it.

(clarified Resist description)

Posted: Fri Aug 07, 2009 8:30 pm
by Ark
i have battled this out with Reid in another thread and we asked for GM clarification and never got any, so here we go again.

1 if you are immune to a call are you just immune to that part of it, or the whole call.

because if its just that part that makes having resist WAY better than having immunity, everything needs to be brought under one rule, not this immunity to poison is different than immunity to magic, i dont care if a new resist skill has to be made that does something slightly different.

this has been brought up, ignored, and a problem for everybody SO many times its crazy, im sure that if you ask around lots of people will have different answers, so again

if you are immune to a call are you just immune to that part of it, or the whole call?????????????????????????

Posted: Fri Aug 07, 2009 8:35 pm
by GM-Mike
See Travis's response above