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				<title>[Fireborn] System questions</title>
				<description><![CDATA[ Let's be honest, sometimes the PHB just doesn't make sense, or more often what it appears to be saying is very counter intuitive.<br /> <br /> If you have any questions about the system then ask them here and someone will be along shortly to provide some semblance of an answer. ]]></description>
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				<pubDate><![CDATA[Tue, 5 Feb 2008 03:52:04]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ I have a question that i was hoping for help with. The Player's handbook mentions air determines a characters karmic range, but i can't find what the karmic range is. Is air 2 equal to a 2 mile karmic range?<br /> <br /> thanks]]></description>
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				<pubDate><![CDATA[Wed, 13 Feb 2008 23:42:00]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ I [i]think[/i]....(That being the keyword; Trev'll know for sure)<br /> <br /> It's on page 173. That marks the boundaries. I believe the idea is that your Karmic Range can communicate without a boundary equal to its' score.<br /> <br /> So, looking at the chart, a character with Air 1 could communicate with another character in the same room, since an interior wall is an example of a trivial boundary. Once someone walks out of the room, though, they're out of range.<br /> <br /> At Air 2, a person could communicate with someone else anywhere in the same house, since an example of a minor boundary is the outside walls. At Air 4, we have someone who could communicate with anyone in London.<br /> <br /> What I do know for sure is that karmic boundaries aren't determined by distance. They're based on how people conceptualize their surroundings. A river is an example of a boundary, since people see the river and go "Oh, a river, this piece of land over here is different from the one on the other side". Essentially, we construct mental walls, and because Karma is from all living things, it's partitioned like living things partition their surroundings. One room is a space, one house is a larger space, this neighborhood is a larger one, et cetera.<br /> <br /> I hope that makes sense. Page 172 talks about Boundaries of Karma.]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2008 00:34:45]]> GMT</pubDate>
				<author><![CDATA[ Igtenio]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=Igtenio]I [i]think[/i]....(That being the keyword; Trev'll know for sure)[/quote]<br /> <br /> *grin*<br /> <br /> Igtenio speakest aright.<br /> <br /> Karmic boundaries are largely conceptual rather than physical. The table (I'll take Igenio's word for the page number as I don't have the book to hand) gives guidelines for boundaries. I also cont remember the limits off the top of my head, other than that you need Air of at least 4, possibly 5 to get clear communication over the city.<br /> <br /> Key things to consider in London are the Thames and the two ring roads (inner and outer - the M25). You also need to factor in the various motorways which cut into the city (M1, M11, M3, M4, etc). Once you get outside your local area area, it helps to picture London as a wheel with an inner and outer ring and several spokes running between them dividing the city into a number of karmic regions. Stick the river on top of that and you have your major boundaries.]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2008 03:50:32]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ Thanks. That makes much more sense now. That players handbook can be so darn ornery at times. but the explanation was spot on.]]></description>
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				<pubDate><![CDATA[Thu, 14 Feb 2008 17:35:53]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=boocho]Thanks. That makes much more sense now. That players handbook can be so darn ornery at times. but the explanation was spot on.[/quote]<br /> Igtenio's good like that.<br /> <br /> I've just noticed that you're based in the UK. Where abouts?]]></description>
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				<pubDate><![CDATA[Fri, 15 Feb 2008 03:32:36]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ The midlands, in a sunny little town called stoke.]]></description>
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				<pubDate><![CDATA[Fri, 15 Feb 2008 09:53:48]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ I vaguely know it. I'm in Essex myself, although I work in London. Pandy, who is probably around somewhere lives in Bristol.<br /> <br /> Always good to have another Brit on the boards.]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 03:43:27]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ Don't forget me I'm in London, West Ealing.<br /> <br /> Cheers<br /> <br /> Jamat]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 03:54:47]]> GMT</pubDate>
				<author><![CDATA[ jamat]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ the more I hear talking about this game, the more I regret not being able to have it in my greedy hands  <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/2e207fad049d4d292f60607f80f05768.gif" /> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 04:59:06]]> GMT</pubDate>
				<author><![CDATA[ geki]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ After playing in our first game, we had a bit of trouble with sequences, and i was hoping for a little help understanding some of the rulings for them. The rules state that you cannot put more moves in a sequence than you have skill ranks in a corresponding skill (e.g if you had ranged 4, you cannot put more than 4 ranged moves into your physical sequence). What happens if you have melee 0? does this mean your character is unable to even throw a punch?]]></description>
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				<pubDate><![CDATA[Mon, 18 Feb 2008 23:22:06]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ IIRC (and remember that it's a while since I checked and I don't have the book to hand) there are two limiting factors on the moves you can use in a sequence.<br /> <br /> The biggest limit is your base Fire/Air/Water/Earth score. No sequence can have more moves in total than your base score in the appropriate attribute.<br /> <br /> The second limit, as you suggest, is on the type of moves used in a sequence. IIRC you are correct that a sequence cannot include more moves tied to a given skill than you have ranks in that skill, so technically you are correct, and a character with no melee cannot even throw a punch. <br /> <br /> My group ignore that rule (hence I'm not too clear on the specifics) since the extra layer of book keeping involved doesn't offer any reasonable advantage. In general, the fact that a low Melee skill limits the number of dice the player can move in a stance change is penalty enough.<br /> <br /> I suppose the real question is why someone with no Melee skill whatsoever would want to throw a punch in the first place.]]></description>
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				<pubDate><![CDATA[Tue, 19 Feb 2008 03:40:10]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ It's an RPG, and all sorts of things happen. Just because people have no melee skill does not mean they get desperate at times. The case in question in our game concerned a conman who had angered a wealthy japanese businessman, and was being chased by some goons ordered to bring him in. When a passer by tried to interject and block his escape route, he only really had the option of at least trying to hit, kick, shove, or whatever to get out of the way. When characters find themselves in akward situations that they were not expecting, they have to resort to things they are not good at. The passer by in question was not a fighter, and also had no melee skill, so the character in my game just wanted to injure him to stop his attempted interference. It seemed a little odd to us that even if these two characters tried to have a fist fight  they couldn't. ]]></description>
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				<pubDate><![CDATA[Tue, 19 Feb 2008 09:38:47]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ Thinking about it, we may go with the unskilled penalty rule. A character who tries to put a move into a sequence in which they have 0 in the corresponding skill is allowed to put one move of that type (and only one move), but they suffer the -2 unskilled penalty. In most cases it makes it impractical to do, but at least when desperate players get the chance to at least roll the dice, bid a huge lump of karma and pray.]]></description>
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				<pubDate><![CDATA[Tue, 19 Feb 2008 09:44:09]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=Trevelyan]The second limit, as you suggest, is on the type of moves used in a sequence. IIRC you are correct that a sequence cannot include more moves tied to a given skill than you have ranks in that skill, so technically you are correct, and a character with no melee cannot even throw a punch. [/quote]<br /> While true, this forgets the fact that some moves (such as Power & Press) don't have a governing skill, meaning that you're only limited then by the Aspect involved. I can't remember specifically what other moves are unskilled (basic movement ones possibly are), but the two I mention above explicitly are.<br /> <br /> Also, I [b]think[/b] (but could be wrong) that even with 0 in a skill you can still perform a single move governed by that skill, but only one; sequences aren't an option. This means that any idiot can throw a punch, they just can't do anything useful with it, as it's been shown that a single punch does practically no damage, even to a normal human.]]></description>
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				<pubDate><![CDATA[Thu, 21 Feb 2008 09:30:45]]> GMT</pubDate>
				<author><![CDATA[ PhoenixAndy]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=PhoenixAndy]While true, this forgets the fact that some moves (such as Power & Press) don't have a governing skill, meaning that you're only limited then by the Aspect involved.[/quote]<br /> I didn't forget it, it just wasn't relevant to the question since Punch is not a 'free' move.<br /> <br /> [quote]Also, I [b]think[/b] (but could be wrong) that even with 0 in a skill you can still perform a single move governed by that skill, but only one; sequences aren't an option. This means that any idiot can throw a punch, they just can't do anything useful with it, as it's been shown that a single punch does practically no damage, even to a normal human.[/quote]<br /> If true (and it sounds somewhat familiar) then that is something I genuinely did forget.]]></description>
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				<pubDate><![CDATA[Fri, 22 Feb 2008 03:45:45]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=boocho]The midlands, in a sunny little town called stoke.[/quote]<br /> <br /> Where abouts in Stoke? I live just up from the Sainsbury's there, and go to Keele University (where I'm president of the RP society).<br /> <br /> I've gotta get a copy of Fireborn for myself at some point though...]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 11:57:16]]> GMT</pubDate>
				<author><![CDATA[ MILLANDSON]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ I actually live in milton, not sure if you know where that is, but it's between endon and hanley. We're just getting our gaming group back together after a bit of a hiatus. We used to play WOD, imagine, and various others. Figured it may be nice to get a system that no one was familiar with, so we can have a bit of a discovery in our sessions again.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 12:31:23]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ we also play Descent, starcaft TBG, last night on earth, arkham horror, and fury of dracula.]]></description>
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				<pubDate><![CDATA[Sun, 24 Feb 2008 12:33:26]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=boocho]we also play Descent, starcaft TBG, last night on earth, arkham horror, and fury of dracula.[/quote]<br /> <br /> Cool! We usually play a fair bit of nWoD and DnD (we have 2 games on every night <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/69934afc394145350659cd7add244ca9.gif" /> since we have about 40 members) with many other games making appearences, such as Dark Heresy and Unknown Armies this semester.]]></description>
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				<pubDate><![CDATA[Wed, 27 Feb 2008 06:05:13]]> GMT</pubDate>
				<author><![CDATA[ MILLANDSON]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ Back again. Now, we played session 2 last night, a fairly fruitful game replete with several flashbacks. As always, a couple of questions popped up, so any help i can get from you fellows will be appriciated.<br /> <br /> 1). 2 characters are fighting. player 1 wins initiative, and attacks and seriously wounds player 2. In player 2's action, he uses the grit mental action to ignore his wound penalties and then counterattack. that is fine and makes sense. in the next turn stances reset. Now, when player 1 attacks player 2 again, does player 2 still have the benefits of the grit action he performed in his previous round? The way it is written indicates that he does, as it says he ignores the wound dice until the beginning of [b]his[/b] next turn. If it said the beginning of the next turn, it would seem to imply that he doesn't keep the benefits, and would have use grit again in his turn.<br /> <br /> 2). Where are the drowning rules?<br /> <br /> Thanks]]></description>
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				<pubDate><![CDATA[Tue, 4 Mar 2008 11:34:31]]> GMT</pubDate>
				<author><![CDATA[ boocho]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=boocho]Back again. Now, we played session 2 last night, a fairly fruitful game replete with several flashbacks. As always, a couple of questions popped up, so any help i can get from you fellows will be appriciated.<br /> <br /> 1). 2 characters are fighting. player 1 wins initiative, and attacks and seriously wounds player 2. In player 2's action, he uses the grit mental action to ignore his wound penalties and then counterattack. that is fine and makes sense. in the next turn stances reset. Now, when player 1 attacks player 2 again, does player 2 still have the benefits of the grit action he performed in his previous round? The way it is written indicates that he does, as it says he ignores the wound dice until the beginning of [b]his[/b] next turn. If it said the beginning of the next turn, it would seem to imply that he doesn't keep the benefits, and would have use grit again in his turn.[/quote]<br /> Yes, he does. Because it's explicitly the start of his next turn, the effects remain until his turn in the initiative order. Incidentally, Stance changes work like that too. They don't actually reset until the start of that character's turn, rather than all resetting at the "start" of the turn.<br /> <br /> [quote]2). Where are the drowning rules?[/quote]<br /> Under the Athletics skill, page 38. PHB]]></description>
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				<pubDate><![CDATA[Wed, 5 Mar 2008 12:11:44]]> GMT</pubDate>
				<author><![CDATA[ PhoenixAndy]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=Trevelyan][quote=PhoenixAndy]Also, I [b]think[/b] (but could be wrong) that even with 0 in a skill you can still perform a single move governed by that skill, but only one; sequences aren't an option. This means that any idiot can throw a punch, they just can't do anything useful with it, as it's been shown that a single punch does practically no damage, even to a normal human.[/quote]<br /> If true (and it sounds somewhat familiar) then that is something I genuinely did forget.[/quote]<br /> Just checked. It's in Lost Lore, page 7.<br /> <br /> Basically, 0 ranks in a skill means that you can't move any dice for a stance change based on that skill, and can't perform any moves governed by that skill as part of a sequence, but you [b]can[/b] perform a single move mased on that skill as a full action, eg a single punch.]]></description>
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				<pubDate><![CDATA[Wed, 5 Mar 2008 12:24:30]]> GMT</pubDate>
				<author><![CDATA[ PhoenixAndy]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ OK, I did a mock-battle today and - well - I thought I understood the combat system, but apparently I don't. <br /> At first I thought you rolled attack and defense sequences, compare successes and whoever has net successes applies them to his or her sequence. Doesn't that make completing a long sequence rather hard? <br /> <br /> But Lost Lore states on p. 12 that whoever has net successes (and meets the sequences TH, I assume) completes his sequence, no matter how many successes the other one had.<br /> So if an attacker scores four successes for four moves, of which three do damage and the defender scores only two successes for three moves, he's hurt three times, because the attacker has more net successes? <br /> At first I thought that he'd be harmed once, because two of his moves were successful, but that's obviously stated as wrong in the FAQ. <br /> Or do you count the net successes, which means the attacker completes two moves, say, L Strike + R Strike? But not, say, ready + L Strike?<br /> <br /> OK, I hope you can help me out on this... the more I think about it, the more confused I get.]]></description>
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				<pubDate><![CDATA[Thu, 6 Mar 2008 16:50:46]]> GMT</pubDate>
				<author><![CDATA[ Nocturama]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=Nocturama]OK, I did a mock-battle today and - well - I thought I understood the combat system, but apparently I don't. <br /> At first I thought you rolled attack and defense sequences, compare successes and whoever has net successes applies them to his or her sequence. Doesn't that make completing a long sequence rather hard?[/quote]<br /> Yes it does, but that is the correct way to do it. <br /> <br /> In effect, the players have to choose between a short sequence with limited payoff and a long sequence with significant payoff. <br /> <br /> [quote]But Lost Lore states on p. 12 that whoever has net successes (and meets the sequences TH, I assume) completes his sequence, no matter how many successes the other one had.[/quote]<br /> No it doesn't. It actually says:<br /> <br /> "If the attacker has one or more net successes, he performs the moves in his attack sequence from left to right, regardless of the defenderâ€™s moves."<br /> <br /> This a bit ambiguous, but I take it to mean that once you know who has net successes you disregard the move of the other combatant (i.e. you don't apply his moves). I don't think it is intended to override the need for a number of net successes equal to the number ofmoves in the sequence.<br /> <br /> Basically, you were right first time. Net off sucesses and whoever has successes remaining applies those remaining net successes to his sequence.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2008 04:37:51]]> GMT</pubDate>
				<author><![CDATA[ Trevelyan]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ Alright, thank you very much. It did seem contradictory...<br /> Well, I'll see how tomorrows game turns out  <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif"/> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Mar 2008 15:58:49]]> GMT</pubDate>
				<author><![CDATA[ Nocturama]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [u]2 more system questions:[/u]<br /> <br /> [b]1)[/b] I saw there was no cost described on how to spend your advancement points. So I came up with a point-system of my own. Any thoughts on it?<br /> <br /> * aspects: next rating x 5 (to a maximum of 6) -&gt; humanity points<br /> * skills: next rating -&gt; humanity points<br /> * ranked edges: current rating x 2 (2 points for rank 1) -&gt; humanity OR heritage points (or a combination)<br /> * unranked edges: edges rating x 2 -&gt; humanity OR heritage points (or a combination)<br /> * powers: next rating x 3 -&gt; heritage points<br />   -&gt; legacy: comes with the prerequisite power<br /> * fighting styles: style pick cost -&gt; humanity OR heritage points (or a combination)<br /> <br /> <br /> [b]2)[/b]<br /> A lot of my players took "knowledge: language" a few times during their dragon creation. I know how the point-system works, but I wonder which languages exist in the mythical age. Can anyone provide me with some kind of list?]]></description>
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				<pubDate><![CDATA[Sat, 8 Mar 2008 08:59:01]]> GMT</pubDate>
				<author><![CDATA[ squirrel]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ [quote=squirrel][u]2 more system questions:[/u]<br /> <br /> [b]1)[/b] I saw there was no cost described on how to spend your advancement points.[/quote]<br /> The costs are scattered through the book.<br /> Page 73 gives what Heritage & Humanity AP can be spent on:<br /> Powers: Heritage<br /> Edges: Humanity<br /> Everything else: Both<br /> <br /> The legacy is usable once you have a rank in the relevant power.<br /> <br /> Edge costs: Page 47<br /> Skill Advancement is a Rank 1 Independant Edge, and therefore costs 1 AP for each rank added.<br /> Aspect Advancement is a Rank 5 Independant Edge, and therefore costs 15 AP<br /> Fighting Styles have an AP cost equal to their pick cost (eg Ravager costs 4<br /> Spells: Page 179. 1 AP per rank of the spell. Options cost 1 AP each extra.<br /> <br /> Buying Powers is described on pages 3 & 8 of Lost Lore, and cost the same as ranked Edges. (Rank 1 costs 1 AP, Rank 2 costs 2 more, Rank 3 costs 3 more, etc) The Exception is that powers that the dragon half doesn't have count as if they were 1 rank higher for calculating costs (rank 1 costs 2, rank 2 costs 3, etc, and rank 5 would cost 10 points)<br /> <br /> [quote][b]2)[/b]<br /> A lot of my players took "knowledge: language" a few times during their dragon creation. I know how the point-system works, but I wonder which languages exist in the mythical age. Can anyone provide me with some kind of list?[/quote]<br /> The short answer is no, there's no list, as it's entirely up to you. The Mythic age is before recorded human history, so no known languages are likely to exist.]]></description>
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				<pubDate><![CDATA[Sat, 8 Mar 2008 13:15:32]]> GMT</pubDate>
				<author><![CDATA[ PhoenixAndy]]></author>
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				<title>Re:[Fireborn] System questions</title>
				<description><![CDATA[ A further note on the languages.<br /> <br /> Frankly, I'd go one of two routes;<br /> <br /> A) All humans speak a Proto-Language from which all others are descended. Seems very setting-appropriate for the "Mythic Age" to have such a mythical concept. You could possibly give creatures specific languages, such as Draconic and Fae, but even they can speak the Proto-Language intuitively.<br /> <br /> B) All named places have a language. If you're hell-bent on using those Ranks in language skills, this's the route. Let the player choose a place they like, and bam, they get the language. Some examples include;<br /> <br /> Atlantean<br /> Khebian<br /> Shemish<br /> Kurgan(Which consists of multiple screams of "McLeod!". Pin Necklace optional. :P)<br /> Avalonian<br /> <br /> In short, if it has a name and ain't just a city, it has a language.]]></description>
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				<pubDate><![CDATA[Sat, 8 Mar 2008 17:51:14]]> GMT</pubDate>
				<author><![CDATA[ Igtenio]]></author>
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