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Myth or Fact?
Brenna Offline
#101 Posted : Thursday, June 04, 2009 4:41:40 AM

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Varius wrote:
Brenna wrote:
Myth or Fact?

Pre-Reg, including PayPal payments, closes the Wednesday before the event.



Fact.


Dwayne


Actually, this is a myth.....Pre-Reg, and PayPal payments, closes on the Sunday before the event, which for June, would be June 14th, Flag Day, and the last day of the Silver Kingdom Renaissance Faire. Due to the time it takes to transfer money from our PayPal account to our bank account, we have to do that transfer on the Monday before the event...
Varius Offline
#102 Posted : Thursday, June 11, 2009 11:33:24 PM

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Myth or Fact: Called Shot and Backstab can be combined and the correct call is "Triple <##> Damage."


Dwayne
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Assume no altruism.
Kitten Offline
#103 Posted : Thursday, June 11, 2009 11:54:07 PM

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Varius wrote:
Myth or Fact: Called Shot and Backstab can be combined and the correct call is "Triple <##> Damage."


Dwayne

I've never heard a Triple being called.... so, out on a limb, I'll say false for this one.

New one: A bow physrep must have a core, even though it's not technically a melee weapon; can you physically block with a bow during combat?


Captain Kitten
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Salvadore Offline
#104 Posted : Friday, June 12, 2009 12:45:51 AM
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I never understood why bows needed to have a core if your not hitting anyone with it?
Salvadore Diaz
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Varius Offline
#105 Posted : Friday, June 12, 2009 1:35:52 AM

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Kitten wrote:
New one: A bow physrep must have a core, even though it's not technically a melee weapon; can you physically block with a bow during combat?


Hrm. I'm gonna say Myth.

However, I am also going to point out this skill:

Rules wrote:
Bow Parry [Physical/Combat 6]: As long as you are wielding a bow or crossbow, you may expend 6 Physical Stamina to use your bow as a parrying weapon to block melee weapons strikes. This effect lasts until you reset your Physical Stamina Pool. Using your bow or crossbow in this manner damages the bow string and it must be repaired in the normal manner by a Fletcher before it can be used to fire arrows or bolts again. This skill does not allow you to use your bow or crossbow to strike melee attacks.


However, again, I cannot find any directions or construction requirements specifically for 'Bows' other than they need to be a certain length:

Rules wrote:
Shortbow (at least 30", Bow)
Base Maximum Called Damage: 1
Primary Material: 4 units Wood (+0), Bone (+1), or Steel (+2)
Secondary Materials: 2 unit Sinew and 2 units Bone
Primary Skill: Fletcher
Secondary Skill: Wood/Bonesmith
Master Bonuses: Mighty, Tempered

Longbow (at least 38", Bow)
Base Maximum Called Damage: 2
Primary Material: 6 units Wood (+0), Bone (+1), or Steel (+2)
Secondary Materials: 2 units Sinew and 3 units Bone
Primary Skill: Fletcher
Secondary Skill: Wood/Bonesmith
Master Bonuses: Mighty, Tempered

Greatbow (at least 48", Bow)
Base Maximum Called Damage: 3
Primary Material: 8 units Wood (+0), Bone (+1), or Steel (+2)
Secondary Materials: 3 units Sinew and 4 units Bone
Primary Skill: Fletcher
Secondary Skill: Wood/Bonesmith
Master Bonuses: Mighty, Tempered

In other LARPs (that shall remain nameless), I've used a bow that was just sculpted foam with no core that looked really neet.

I'm gonna guess that a Bow that has no core cannot be used with the skill "Bow Parry." If you're not gonna use the thing as a melee weapon why have a core?

Looks to me like this needs more discussion.


Dwayne
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Varius Offline
#106 Posted : Friday, June 12, 2009 1:59:54 AM

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Kitten wrote:
Varius wrote:
Myth or Fact: Called Shot and Backstab can be combined and the correct call is "Triple <##> Damage."

I've never heard a Triple being called.... so, out on a limb, I'll say false for this one.


Here is "Called Shot:"

Rules wrote:
Called Shot [Physical/Other 5]: This skill may be used with ANY weapon attack - melee weapon, packet arrow, nerf bullet, or thrown weapon. This skill allows you to add the call of "Double" to your damage call, which means you will do 2 attacks for the called number. You must pay the full stamina cost for your damage call (the total damage of the at-tack with the 'double') , Firearms do NOT add the usual +2 damage, and you MAY NOT exceed the damage cap on your weapon. If you have a sword with a damage cap of 6, you may spend 7 stamina and make a call of "Double 3," or you may spend 5 stamina and call "Double 2." If you have a firearm with a cap of 8, you may spend 9 stamina and make a call of "Double 4," 7 stamina to call "Double 3," and so on. You must at least call "Double 2" - there is no call of only "Double." The advantage to this attack is that a dodge de-fense only avoids one of the attacks. While you may hit for less damage, you are almost assured of hitting your target for some damage.

...and "Backstab:"

Rules wrote:
Backstab [Spiritual/Thief 8]: When using a short melee weapon (under 36”) from behind, this skill allows you to add the prefix “Double” to your Call. This skill costs the same number of Spiritual Stamina points as the Physical Stamina cost of any skill it is used in conjunction with. You must make the strike from behind, defined as being able to see both of the target’s shoulder blades, and both feet must be planted. For example, if calling “4-Damage” would normally cost you 5 Physical Stamina, Calling “Double-4-Damage” will cost you 5 Physical Stamina PLUS 5 Spiritual Stamina. When using a Backstab, weapon damage caps are NOT considered. The bonus for landing this very dif-ficult attack is that you have a chance to deal much more damage than you normally could with a smaller melee weapon. All other normal rules for the call of “Double” apply. This skill may be used with any melee attack (called damage, Stun, Maim, etc.) Double effect calls of Stun, Main, Agony, etc. have no other bonus/effect than to simply be harder to dodge/avoid.


How I see it is this, Backstab simply allows you to add another layer of attack onto whatever you are attempting. If you are doing a Called Shot of, say, "Double-2-Damage" which might cost you 4 Physical Stamina, you could, theoretically, add another layer using Backstab and expend 4 Spiritual Stamina to call "Double-Double-2-Damage." Yeah, I know. There is no such thing as "Double-Double." So I think it would be reasonable to allow the Backstabbing character to expend 2 Spiritual Stamina to get to "Triple-2-Damage."

The thing is, Called Shot specifically says it can only be used with damage and Backstab specifically says it can only be used with a 36" or less melee weapon (which cannot have more than a 5 BMD -- Brose's nifty widget not withstanding), so the very narrow circumstances in which this maneuver could occur are rare in the extreme. But it is a neet option, no?

All of this aside, there is no provision in the rules to use these two skills together and thus it is a Myth.

...but that could change.


Dwayne

PS - I just noticed that "Triple-2-Damage" would excede the weapon's BMD and so, you'd have to ratchet down to "Triple-1-Damage," which is illegal.

So this means that these two skills cannot be combined and thus Elizabeth is absolutely correct that it is a MYTH!
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Varius Offline
#107 Posted : Friday, June 12, 2009 9:23:48 AM

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arianhwyvar wrote:
Varius wrote:
Kendra wrote:
Myth or fact: if you have 3 vitality, and you take a hit for 3 damage such that you exactly hit 0 vitality, you are stable.


Fact



NO! Myth. If you go to 0 vitality from a called damage hit, you are unstable. There is no such thing as below 0. You stop at 0, and whether it was uncalled or called damage that took you below 1 determines whether you are stable or unstable.

-Kendra


Here is an interesting one, Kendra:

You are at 0 Vitality and are Stable (having gotten there by uncalled damage). JoeMonster™ runs by and wacks you for "2-Damage." Are you still Stable or are you now UNstable?
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Salvadore Offline
#108 Posted : Friday, June 12, 2009 10:39:58 AM
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unstable. your still being made unconcious by a called swing. If it was uncalled strike you'd still be stable since there is no "negative 1"
Salvadore Diaz
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Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
JJMarika Offline
#109 Posted : Friday, June 12, 2009 2:11:33 PM
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Salvadore wrote:
unstable. your still being made unconcious by a called swing. If it was uncalled strike you'd still be stable since there is no "negative 1"


Much to the sadness and dismay of people who've been struck by 'one-damage' packets while laying stable off the front line of a fight, when the fighter in front of them dodges.

Related to this - if you are stable, and are hit by an uncalled strike, does it reset your count? (ie - reset the 5-minute count until you regain consciousness on your own)

JJ
Crovel Offline
#110 Posted : Friday, June 12, 2009 2:34:57 PM

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Varius wrote:
arianhwyvar wrote:
Varius wrote:
Kendra wrote:
Myth or fact: if you have 3 vitality, and you take a hit for 3 damage such that you exactly hit 0 vitality, you are stable.


Fact



NO! Myth. If you go to 0 vitality from a called damage hit, you are unstable. There is no such thing as below 0. You stop at 0, and whether it was uncalled or called damage that took you below 1 determines whether you are stable or unstable.

-Kendra


Here is an interesting one, Kendra:

You are at 0 Vitality and are Stable (having gotten there by uncalled damage). JoeMonster™ runs by and wacks you for "2-Damage." Are you still Stable or are you now UNstable?


You are stable...the only thing that can be done to you once your unconscious is a deathblow. This is to make it so that only certain NPCs can deathblow and the other NPCs (who are not able to deathblow) can't just whack away at you and essentially do a faux deathblow. I think...I mean I could be wrong.
Crovel
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Ceradaya Offline
#111 Posted : Friday, June 12, 2009 3:29:18 PM

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Ummm I don't think that's right Crovel.

I believe the rule says "If you fall unconscious but you are stable, you will remain unconsious for five minutes. If someone hits you with an attack for called damage you will become unstable."

Unless of course I am not interpreting this correctly....
JJMarika Offline
#112 Posted : Friday, June 12, 2009 4:02:42 PM
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Salvadore and Ceradaya are correct. Here's the relevant part of the core rules:

If you fall unconscious but you are stable, you will remain unconscious for five minutes. After that time you will wake up with 1 point of Vitality. If someone hits you with an attack for called damage while you are unconscious and stable you will become unstable and begin your 1 minute count. Other effects can be inflicted upon you while you are unconscious and stable and those effects will still be active when you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you.
Crovel Offline
#113 Posted : Sunday, June 14, 2009 12:36:23 AM

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JJMarika wrote:
Salvadore and Ceradaya are correct. Here's the relevant part of the core rules:

If you fall unconscious but you are stable, you will remain unconscious for five minutes. After that time you will wake up with 1 point of Vitality. If someone hits you with an attack for called damage while you are unconscious and stable you will become unstable and begin your 1 minute count. Other effects can be inflicted upon you while you are unconscious and stable and those effects will still be active when you wake up. If healing raises your Vitality above 0 then you will become conscious. A death strike successfully delivered to your torso will kill you.


Ah...I thought I remembered something different being said in person to me, it would see I was wrong. This is a perfect testament to the need for a thread like this. Thank you.
Crovel
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Varius Offline
#114 Posted : Sunday, June 14, 2009 2:18:39 AM

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The spirit of the rules loses to the letter of the rules yet again.

Can anyone tell me exactly why (besides the letter of the rule) there has to be a core in a Bow? Especially a short bow that is a full 18" shorter than a Javelin (which cannot have a core) AND is just as completely illegal to strike anyone with?

Obviously, I think this should be overturned, but can any of you give me good valid reasons to disallow a coreless bow (aside from the fact that it is me asking)?


Dwayne


*Ripping apart a perfectly good coreless bow rep for absolutely no good reason*
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Zhinn Offline
#115 Posted : Sunday, June 14, 2009 7:09:32 AM
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As replied to in the other thread :
Our call - clarified in case of any question.

Bows must have a core.
There is a skill that allows someone to parry a weapon blow with a bow.

Even tho you may not have that skill,
there is the chance that someone else could use your phys-rep -
and THEY might have bow-parry.

So, in all cases, a bow phys-rep must have an actual weapon core.

-Chris

( I am assuming, I have not actually checked, that you cannot parry with a javelin - being technically a "thrown weapon" )
Kitten Offline
#116 Posted : Sunday, June 14, 2009 10:14:39 AM

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How is the amount of stamina defined for the virtual picking of locks? Disarming traps, accelerant and spectrum?


Captain Kitten
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All those refugees? Yeah, my problem.
"Oooh! Oooh! I'll F-IX it!"
Origin: 377th Omega Reef Marines

Varius Offline
#117 Posted : Sunday, June 14, 2009 4:14:57 PM

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Kitten wrote:
How is the amount of stamina defined for the virtual picking of locks? Disarming traps, accelerant and spectrum?


For Locks it's 2 + twice the quality of the lock (+1 if Iron, +2 if Steel). Apprentice Quality = 1, Journeyman Quality = 2, Master Quality = 3.

So...

Apprentice Locks take 4/5/6 Spiritual Stamina (Bronze/Iron/Steel)
Journeyman Locks take 6/7/8 Spiritual Stamina (Bronze/Iron/Steel)
Master Locks take 8/9/10 Spiritual Stamina (Bronze/Iron/Steel)

Lockpicks are required.

Apprentice Lockpicks subtract nothing from the Spiritual Stamina required to 'virtually' pick a lock.
Journeyman Lockpicks subtract 1 from the Spiritual Stamina required to 'virtually' pick a lock.
Master Lockpicks subtract 2 from the Spiritual Stamina required to 'virtually' pick a lock.

You can find that information on the list of Crafted Items under Locksmith In the chapter on Production.

For Accelerant Traps, there is no Stamina cost and the traps must be actually disarmed.

For Spectrum Traps, the formula is 2 + twice the quality of the trap mechanism (+1 if Bronze, +2 if Iron, +3 if Steel).

The basic Spectrum Trap Mechanism is made from Copper/Clay/Wood/Bone (CCWB).

So...

Apprentice Spectrum Traps take 4/5/6/7 Spiritual Stamina (CCWB/Bronze/Iron/Steel)
Journeyman Spectrum Traps take 6/7/8/9 Spiritual Stamina (CCWB/Bronze/Iron/Steel)
Master Spectrum Traps take 8/9/10/11 Spiritual Stamina (CCWB/Bronze/Iron/Steel)

The Master Bonus "Fiendish" adds 2 to the difficulty.

"Thief's Tools" or a Disarming/Universal TrapKit is required when attempting to disarm a trap of any kind.

Apprentice Tools/TrapKit subtract nothing from the Spiritual Stamina required to 'virtually' disarm a trap.
Journeyman Tools/TrapKit subtract 1 from the Spiritual Stamina required to 'virtually' disarm a trap.
Master Tools/TrapKit subtract 2 from the Spiritual Stamina required to 'virtually' disarm a trap.

An Arming/Universal TrapKit is required when attempting to arm a Spectrum Trap.

Arming a Spectrum Trap takes just as many Spiritual Stamina as it takes to 'virtually' Disarm it. This is to prevent instant mine fields.

An Arming/Universal TrapKit assists in arming a Spectrum Trap in the same way as a Disarming/Universal TrapKit does when attempting to disarm a Spectrum Trap.

It takes 60 seconds to Arm or 'virtually' Disarm a Spectrum Trap. You may reduce that time by 5 seconds for every extra Spiritual Stamina spent.

Setting a trap is not the same as Arming a trap. A trap can be set without it being armed. Setting a trap takes no extra time beyond what it takes you to set it in place. It does nothing until it is Armed.

There is no such thing as a self Arming trap... yet.

Some traps will have yellow triangles explaining anything unsual about them.

Sorry if I missed anything.


Dwayne
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