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Marwynn
post Oct 8 2009, 02:38 PM
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You're giving her MORE ideas man! Ack!

Okay in this mess of books, where are the HMHVV strains detailed out? They're all starting to mash together.
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Screaming Eagle
post Oct 8 2009, 02:51 PM
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QUOTE (Marwynn @ Oct 8 2009, 09:38 AM) *
You're giving her MORE ideas man! Ack!

Okay in this mess of books, where are the HMHVV strains detailed out? They're all starting to mash together.

sorry man, I'm not here to help you're character, I'm here to help tell stories of horror and woe in a not-to-unbelieveable future.
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Ravor
post Oct 8 2009, 03:12 PM
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One of the reasons that you should never, ever leave home without some FAB III when you are going ghoul hunting, just remember to remain competely mundane for several weeks afterwards and not to hang around any Awakened people that you actually care about.
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Dakka Dakka
post Oct 8 2009, 03:33 PM
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How does strain 3 help against infection by ghouls?
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Dahrken
post Oct 8 2009, 04:10 PM
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The impact of an FAB III infection is as enjoyable for a ghoul as an HMVV III infection is for non-ghoul, so they are much more likely to avoid you than to try to eat you.
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Karoline
post Oct 8 2009, 04:14 PM
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QUOTE (Marwynn @ Oct 8 2009, 10:38 AM) *
You're giving her MORE ideas man! Ack!

Okay in this mess of books, where are the HMHVV strains detailed out? They're all starting to mash together.


They are detailed in RC around where they talk about infected as PCs. Which is in the middle of the section about AIs and Free spirits and Shapechangers and such. I think it is like a page or two before the Shapechangers which is all just a little bit before the new qualities section. I want to say about page 80. Can you tell I've been studying?

Also more ideas are a good thing. You don't want to die in some boring old fashion way do you? Isn't exploding eyeball disease a much more interesting way to go?

And no, still haven't had a chance to read up on the mana illusions and such. I am finally feeling better, but have classwork to catch up on. Should be able to post my answer sometime this weekend.
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Marwynn
post Oct 8 2009, 04:22 PM
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Hmm I wonder if Sterilize would work against HMHVV. Cure Disease apparently does according to RC 82.

I wanna wear a Hazmat Suit underneath the Light Miltary Armour, this is making me paranoid.
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Adarael
post Oct 8 2009, 04:23 PM
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Nah, just chemseal your Light Milspec. (IMG:style_emoticons/default/wink.gif)
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Karoline
post Oct 8 2009, 04:30 PM
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QUOTE (Marwynn @ Oct 8 2009, 12:22 PM) *
this is making me paranoid.


(IMG:style_emoticons/default/biggrin.gif)

And thus the objective of the game is already being met before your character is even finished.
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Marwynn
post Oct 8 2009, 04:30 PM
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Yeah I had that built in, 5000 (IMG:style_emoticons/default/nuyen.gif) but worth it. Too bad it only has an hour of air though. Need refills.

QUOTE (Karoline @ Oct 8 2009, 12:30 PM) *
(IMG:style_emoticons/default/biggrin.gif)

And thus the objective of the game is already being met before your character is even finished.



I wake up from dreams in which my alter ego is battling hordes of infected drakes riding atop a stolen helicopter, hurling Manaballs and spraying lead. And I think to myself... the pilot could be infected.

Yes, objective achieved.
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Ravor
post Oct 8 2009, 08:25 PM
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Actually FAB III is much, much worse, start spreading it around and before too long there won't be any Dual Natured creatures still alive out there, of course you do ahve to be willing to live with a few "minor" side effects, such as holes in the very fabric of the Astral...
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Karoline
post Oct 9 2009, 11:56 AM
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QUOTE (Marwynn @ Oct 8 2009, 12:30 PM) *
I wake up from dreams in which my alter ego is battling hordes of infected drakes riding atop a stolen helicopter, hurling Manaballs and spraying lead. And I think to myself... the pilot could be infected.

Yes, objective achieved.


Funnily enough, that was basically the original ending for L4D. They all escaped in a helicopter but then the pilot turned out to be infected, turned into a zombie mid-flight, and crashed.

*note to self: provide vehicles with infected drivers*

Edit: Alright, finally got around to reading up on it. Yes, you can use trid phantasm to make an area smell like ghouls, which will override your own scent. There are a few considerations to take into account though. 1: This doesn't stop any smell that has already gotten out of the area of the spell, so if a ghoul has already caught your scent and you cast the spell, it will still come into the area, but won't be able to pinpoint you. 2: At that point however, the ghoul will be able to assense the spell and figure out something is off. 3: I'm sure I'm forgetting other problems off hand, but those will be the two main considerations.

As for mana static, it will blind the ghouls -if- it creates enough background to drop their magic to 0. I'm not revealing how much magic IV ghouls might have, that is for you to figure out. Do keep in mind that they will still be able to smell/hear you if you haven't already taken care of that. Also remember that the background you create will of course affect you as well.

Also, does anyone happen to know what happens when background counts overlap? Do they add up? Like if mana static is cast in an area with background count of 3 for instance, would the higher one be the only one that worked, or would they add together?
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Screaming Eagle
post Oct 9 2009, 02:37 PM
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QUOTE (Karoline @ Oct 9 2009, 06:56 AM) *
Also, does anyone happen to know what happens when background counts overlap? Do they add up? Like if mana static is cast in an area with background count of 3 for instance, would the higher one be the only one that worked, or would they add together?

As I understand it only the highest count applies "normally" and they will not stack. I'm unsure if this is expressly stated anywhere and I have had, for thematic purposes, certain aspected Background counts aid each other -2 rating 3 BC of the same aspect "uping" the local power to 4 and the like. There is also a spirit power in Street Magic that does something like this, tha details of which I cannot recall.
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