Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 19, 2013 9:44:11 GMT
(Re:Mole) I never said they were - I was referring to the potential scalability of scripts (a shield script in particular), and the potential value of an Enhancement placed upon a Quality 1 crafted item. Much like Magic:tG, I know that Enhancements can't exist without a Crafted item to attach to. And, of course, it only lasts until the next bell unless both it and the item it's attached to have (each) been made permanent. ( mole: But yes, I did forget about you mentioning that one last game) @katrina And I do recall Sciath(/Greg) mentioning how he was trying to only take disposable items on the mission (though I didn't initially understand the reasoning)
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Post by btavorvick on Oct 20, 2013 17:28:00 GMT
mole: You can only block a weapon strike with something that is tagged as a type of object that can block a weapon strike. Melee weapons like swords and hammers can do so, though it is not explicitly stated (we'll revise that too). Shields can do so, obviously. Armor does not block strikes, but gives you armor points which can act like additional Fate. Tagging a cloak, NERF blaster, teacup, medallion, etc. does not result in them becoming able to block melee weapons. A weapon physically hitting you, if it is tagged, is always a Call of "1 Normal" unless otherwise specified. If the weapon is not tagged, it can't be used in combat (same as a shield). Thus it can't hit you physically, and thus can't be blocked by an untagged prop. TL;DR Shields and weapons have to be tagged. You can't use them at all untagged.
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Post by btavorvick on Oct 20, 2013 17:33:10 GMT
@runt: Just to make clear, a Crafted item has "slots" for enhancements according to its Quality. A Quality 1 weapon has one slot for enhancements, while a Quality 10 teacup has ten. Enhancements tend to take up a fixed number of slots on a crafted item. The crafted item must be able to contain the created enhancement.
So, if I have a Quality 15 sword and I want to put an enhancement on it, I can put on three Quality 5 enhancements, two Quality 7 enhancements, a Quality 3 and a Quality 10, etc. You're correct that unless made permanent, enhancements are destroyed at the Bell just like other crafted items.
Because of this, it is generally impossible to enhance a Quality 1 item with anything, as there are not enhancements that small. Besides other benefits of creating higher Quality items, this means that creating high Quality tags is the only way to get the most powerful enhancements.
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Post by btavorvick on Oct 20, 2013 17:40:46 GMT
@john Shaft: Here's the narrative you're looking for:
-Arrive at Game Site -Greet People -Unload food into the kitchen -Unload gear into Barracks or Embassy for your nation -Bring armor, weapons, shields, etc. with you to check-in -Pay ticket -Check-in as new or returning character
NEW -Sign waivers and releases -Get weapons, armor, and other such props safety-checked -Create character in database -Get character sheet -Get two starting scripts from your primary Principle -Get one starting script from your secondary Principle -Get twelve pence and ten Gobbets of any kind(s) -Spend as many Gobbets as you want on creating permanent gear for your starting character -Get in costume -Meet people and wait for opening ceremonies
RETURNING -Bring weapons, armor, and other such props to be safety-checked -Give your character one additional Principle rank (optional) -Move one Principle rank from one Principle to another (optional) -Get a new character sheet with those changes marked -Get any goods generated by your Developments -Get in costume -Meet people and wait for opening ceremonies.
I'll be answering shields specifically in my next post.
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Post by btavorvick on Oct 20, 2013 17:44:38 GMT
At the beginning of the game, we allow new players to buy up to ten Gobbets worth of permanent items. So, you could buy a Quality 1 sword, a Quality 6 gun, and still have three Gobbets left over to start with.
We have never had anyone try to buy a shield this way. At the start of the game, we would've disallowed it because the shield rules were not in play. Now that they are, we will allow buying a permanent shield with those beginning Gobbets.
If your shield needs to be replaced (Shattered, left on a mission, etc.) then you will have to find a character with the Craft Shield script and purchase their services. Once it is crafted, you will then need to either continually replace it after every Bell or collect enough Gobbets to make it permanent.
Does that answer your question? Is there any clarification I can offer?
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Post by johnshaft on Oct 21, 2013 2:20:43 GMT
That was remarkably clear, and thank you!
Between that and a conversation I've had with a player, the steps well laid out.
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 21, 2013 2:28:50 GMT
Why is it that you can't "block" a weapon with anything that physically stops it from hitting your body mass? If I am holding an untagged, but otherwise appropriate prop, and I use it to block a weapon strike, am I to pretend it still hit me, abstractly? What about a table? If Imogen goes berserk in the pub and I turn over a table for cover, do I get hit with her weapon strikes to the part of the table in front of me?
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 21, 2013 19:54:45 GMT
@vorvick: That is basically as I understood it, but thanks for the clarification. I wasn't sure if a Quality 1 enhancement could theoretically exist to fill the slot of a Quality 1 item (and, subsequently, if it would be of any real value). mole: I'm guessing it's because the (tagged) items of the Second World are created by thought & intention (via Scripts). The intention of protection is largely the domain of Unity (Defence) and Security (Offense), as such if you try to defend yourself using something that was created with a different intention, it would fail - kind of like how a rocket would damage you if it hit your flowing cloak: it is attached to you (so it acts as an extension of you) but it lacks the intention (rules) to deflect/reduce the associated damage. If Magpie went berserk in the pub, I presume you would be behind the Table; it would, therefore, not be connected to you and she would be acting a piece of the environment instead.
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 21, 2013 21:43:38 GMT
@runt Last I checked, interposing a surface between me and the pointy end of something still keeps it from physically touching me, whether I'm holding it or not. I am aware of the thematic reason for shields to be special in their own way. But Paul is typically not in the habit of making rules where they are not needed, and a shield does indeed literally shield you without any help from the rulebook. That is why I phrased my question for staff to answer. btavorvick Ping!
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Post by johnshaft on Oct 21, 2013 23:27:13 GMT
Sorry if I opened the worm can...
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Post by Millie on Oct 23, 2013 22:38:32 GMT
Um. I "inherited" all of Sheoth's scripts. Question for Mods: Can I use/bargain with them, or are they dead? This question is getting lost in this thread... But I will see if I can answer it. We think he had those on him when he died, so you cannot use those. Anything he left in town with you or that Millie has been finding squirreled around the embassy, you can use/sell/trade/etc Sheoth actually left some things behind because it was a stealth mission and he said he didn't want to be recognized. He didn't take his war hammer for that reason, or the tag on it. I think he also left behind some armor but i don't remember.
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 24, 2013 12:13:01 GMT
Millie, I love your avatar.
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Post by btavorvick on Oct 29, 2013 2:53:56 GMT
mole: I'd be happy to sit down sometime and talk about the full intricacies of shields vs. other objects. Perhaps we should hold a Rules Day and cover this subject there?
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mole
Atherkellia
Posts: 42
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Post by mole on Nov 3, 2013 2:18:40 GMT
It's been a while since the last rules day, and that was enjoyable. We could host here.
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