Re: resist poison

From: Thom Baguley <t.s.baguley_at_...>
Date: Tue, 23 Oct 2001 17:25:01 +0100


> From: zero-c_at_...
>>Now, with both this, and the opening doors problem, the real secret
>>is allowing Improvisation. To avoid arrows, any decent Movement
>>ability/Affinity should do. Dodge Blow sounds, to me anyway, like a
>>melee dodge, so I'd slap on an Improv. Mod (I use -5, not -3, but
>>whatever).
>
>Again,thank you for answering.I knew this already...but still,it
>doesn´t solve the problem with all the possible cases.I think
>the"resist poison thing"is a good example.Look at the
>characterexample of „Kallai"in the rulesbook.He has no relevant
>ability for resisting poison,not even one,you could improvise
>with.Still he is surely a strong and tough man,because he is a
>warrior.

As he is Humakti I'd let him use his Death affinity at an improv penalty (at least -5*), Brave if the poison caused pain (at least -3). This just from memory (don't have his character sheet here). This probably gets him at least 12.

>So these are the occasions where I wonder if it wouldn´t be a good
>idea to have some general characteristics...How about making the
>rule,that you must have a movement,and a body-kind of-ability and a
>strength related ability,when you generate your character?
>Or you have to say specific things about certain types.For
>instance,when you generate a soldier/warrior/fighter you must have a
>word for his strength and his toughness,still this doesn´t help with
>all the other charactertypes...

No. Bad idea. It spoils the idea of a narrative and limits imaginative improvisation.

Thom

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