Author Topic: Collected Rulings Last Update 5/16/00  (Read 10246 times)

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Offline Marc R

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Re: Collected Rulings Last Update 5/16/00
« Reply #120 on: January 09, 2011, 09:07:32 PM »
Adrenal Maneuvers

There is no official limit on the number of consecutive rounds an adrenal manuever may be performed. [11/16/99]
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Re: Collected Rulings Last Update 5/16/00
« Reply #121 on: January 09, 2011, 09:08:03 PM »
Cancelled Actions

If the cancelled actions are less than 60% activity, you can move 10% as a deliberate action. If they are 60% or more, you can (as a deliberate action) move 50%, melee at -40, or manuever at -40. You may not cancel an action if that action's parry has already been used. [R, 10/29/99]
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Re: Collected Rulings Last Update 5/16/00
« Reply #122 on: January 09, 2011, 09:08:46 PM »
Conflicting Actions

If two characters are making conflicting actions in the same phase (such as one trying to avoid melee attacks), they should make manuever rolls, with difficulties set by the GM. Whoever gets the higher result succeeds. Otherwise, whoever acts in the earlier phase succeeds. [R, 5/2/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #123 on: January 09, 2011, 09:09:32 PM »
Deliberate Actions

Any action requiring a maneuver or attack roll gets +10 to that roll if done during the deliberate phase. [1/12/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #124 on: January 09, 2011, 09:10:00 PM »
Difficulties

Certain maneuvers can be deemed impossible by the GM. [R, 12/8/99]
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Re: Collected Rulings Last Update 5/16/00
« Reply #125 on: January 09, 2011, 09:11:00 PM »
Encumbrance

Encumbrance penalties are added to armor penalties for moving maneuvers, but do not affect attacks. [3/22/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #126 on: January 09, 2011, 09:11:32 PM »
Exhaustion

People getting tired is dealt with by multipliers to exhaustion points. [R, 3/31/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #127 on: January 09, 2011, 09:12:04 PM »
Falling

Falling from heights is represented by a Fall/Crush attack with a bonus equal to the height in feet. [R, 2, 3/2/00]

Acrobatics will reduce the critical level by one, while Adrenal Landing will reduce the OB by reducing the effective feet fallen. [R, 4/12/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #128 on: January 09, 2011, 09:12:37 PM »
Healing

All hits heal at the same rate. [2/22/00]

A poison is any foreign substance that is having a detrimental effect on the target. [2/25/00]

An antidote will stop a poison from doing further damage if it wins a RR contest with the poison, but will not heal damage already done. [2/25/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #129 on: January 09, 2011, 09:13:03 PM »
Meditation

Meditation can be used to reduce the negative modifications to a SCSM for a spell with a level higher than the caster, and even provide a positive modification. [R, 2/5/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #130 on: January 09, 2011, 09:14:03 PM »
Modifications

Penalties for injuries from critical hits apply to all actions until the injury is healed. [2/22/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #131 on: January 09, 2011, 09:14:40 PM »
Poison

To use poison on a weapon, it must come in a paste form, you must prepare it correctly, and you must score a critical with the weapon before any other hit. [R, 3/12/00]
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Re: Collected Rulings Last Update 5/16/00
« Reply #132 on: January 09, 2011, 09:15:05 PM »
Preparation

You may not prepare two different skills in the same round. [X, 11/16/99]

Preparation for adrenal moves should be done as a deliberate action in the round before the use of the skill. [2, 10/15/99]

Preparation is only interrupted by down, stun, or kill results. [R, 11/8/99]
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Re: Collected Rulings Last Update 5/16/00
« Reply #133 on: January 09, 2011, 09:23:31 PM »
Survival

The Survival skill would be the appropriate one for finding a safe campsite. [2/3/00]
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