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rules questions: weapon qualities and medecine skill


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#1 New Zombie

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Posted 21 January 2013 - 07:55 AM

hi there played part of the adventure from the beginner box over the weekend and came away with some questions.

the rulebook states that stun grenades have the blast and the disorient qualities and that these qualities require an advantage to activate. does this mean that to activate both blast and disorient the character would need to spend 2 advantage?

the rules aslo state that the medecine skill can be used once per encounter to attempt to heal wounds. so to clarify, does this mean that 41-VEX can attempt to heal a single character (e.g. oskara), and not several different characters in the same encounter?



#2 Donovan Morningfire

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Posted 21 January 2013 - 11:31 AM

New Zombie said:

hi there played part of the adventure from the beginner box over the weekend and came away with some questions.

the rulebook states that stun grenades have the blast and the disorient qualities and that these qualities require an advantage to activate. does this mean that to activate both blast and disorient the character would need to spend 2 advantage?

the rules aslo state that the medecine skill can be used once per encounter to attempt to heal wounds. so to clarify, does this mean that 41-VEX can attempt to heal a single character (e.g. oskara), and not several different characters in the same encounter?

For Blast and Disorient, the attacker would have to spend the appropriate Advantage to trigger them separately.  So to get both, the attacker would need to spend 4 Advantage (2 for Blast, 2 for Disorient).

On Medicine, I'm pretty sure that's intended to be "once per person per encounter."  So Vex can use Medicaion on all of the PCs if he so chooses, but he can only make one attempt per encounter on each of them.


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