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NPC abilities without a Resist


dgraz

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Do these just happen?

 

Like, the Guild Sergeant has:

(1) Menace [intimidate]: (AV: 7 :ram (14) / Rg: :ranged 12 / Rst: -) This character moves 4 yards directly towards target living character. Then, the target must make a TN 12 Horror duel.

 

 

There's no resist....there isn't even a TN.....does the target still need to flip for Menace, or does the FM just declare it, move the Sarge, then the Fated takes the Horror duel?

 

How about the Waldgeist? It has:

(2) Nature’s Boon [Enchanting]: (AV: 7 :mask  (12 :mask ) / TN: 12 :mask / Rg: 8 / Rst: -) This character creates a small area of severe terrain that extends 8 yards out from its location.

 

Its AV allows it to reach the TN (which I've noticed is the case with these types of abilities.....the AV either meets or exceeds the TN).........does anyone flip or does it just happen when the FM declares it?

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Yes, they just happen.

 

In theory, they were written that way so that if you happen to get a Waldgeist under your control, there's still a TN in place, as creatures under a Fated's control flip cards for their actions.

 

In practice, it's proven to be somewhat confusing, so going forward (starting with Into the Steam) you'll just see these sort of actions written out like this:

 

(1) Menace [intimidate]

This character moves 4 yards directly towards target Living character within 12 yards. Then, the target must make a TN 12 Horror duel.

 

 

That means that you might end up with a slightly stronger guard if you have one under the control of the Fated, but it's also a much more streamlined and intuitive way to write actions. That seems like a win to me.

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