Blood Dawn FAQ

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Blood Dawn FAQ

What does Regeneration do for crits wounds? I am currently assuming that it acts like a weak BRI that takes forever for something to heal. What does this do for bleeding?

A: Regeneration can heal most crits, except that bones must be set and it will not be able to heal brain damage. It will take a long time to heal most critical wounds and without medical attention the stat penalties may be permanent (if you have an arrow embedded in your gut it will hinder you). It is too slow to affect bleeding.


What is the regeneration per day, how many body points (BP) are restored per day?

A: A standard PC will heal 1BP/day through his miraculous powers. A PC with Fast Healing gains 2BP/day. A non-enhanced person would gain only 1BP/2 or 3 days, depending on circumstances.


Say Bob the PC gets half of his skull munched in a nasty head hit, but Bob the PC rather likes his character and doesn't want to give him up. After his brain heals, he gets proper nourishment etc., how badly should I penalize skills? Are there any other side effects, eg. high metabolism, so that Bob the PC has enough calories to restore himself? Unusually fast hair and nail growth?

A: There is a loss of 2d4 IQ and Intuition if the head was truly smashed. No, only the body's regenerative functions are enhanced. The body simply uses the available energy more efficiently.


Under the Weaponsmith description (page 103) it says the skill is specific to one type of weapon, whereas the description under Weapon Repair (page 102) infers that weapon repair is specific to one weapon, and Weaponsmith is universal ("Unlike a Weaponsmith, who is trained to fix almost all weapons... Weapon Repair is chosen...) I know with one skill you can produce and repair, and the other can only repair but is that the sole difference between Weapon Repair and Weaponsmith?

A: A Weaponsmith can produce or repair any non-firearm weapon, using the listed skill checks in most cases (repair checks are subject to modifiers as appropriate). A person with Weapon Repair skill chooses it for one weapon type only and can repair that weapon assuming the proper tools are available.


On page 148; the weapon charts for shotguns - Winchester Model (on table); is it supposed to be Winchester Model 23 with the remaining range brackets shifted one over to the left? Also the ammo stat can't be 5+1 if it's a double barrel breech, correct?

A: For all firearms (except Enigma) there should be no initiative modifier. Shift all range brackets one to the right. A Winchester has stats 23/20/14/6/-2 (try missing at 2m with a shotgun loaded with shot). Note: Desolater, Doc Holiday, Soul Exchanger, Tallahassee Equalizer, and Thunder Palm breech guns should have the number in the ROF column appearing in the SS column (Thunder Palm SS is 20, not -20). ROF for these is 1; except for Doc Holiday, which is a double barreled shotgun so can fire 2.


Under Enigma Weapons (page 148), does the Impaler stats on the table go with the text description of the Vindicator?

A: Yes. The TV cost is 800.


In the witch section, it seems to list two specific witch covens, the Black Ankh and the White Northern Realm witches. Each has nifty little gadgets described for them. This seems to be clearly apart from whether they are energy or desert witches (is this right?). Under special benefits, it lists Seamanship and Carpentry skills, which would seem appropriate for only the Northern Realm witches, should this be ignored for others? Should PC's be allowed to make witches from these covens or should they be default from regular covens.

A: PCs cannot be Black Ankh witches in most cases since they are of a nasty nature. If you do allow a PC to be Black Ankh then there should be a good role-play reason. This is why the skills are listed as benefits, even though they are only for White Witches. You can also feel free to design other covens at the Game Master's discretion. It is true that the Seamanship/Carpentry skills are only for White Witches.


In the section where it describes combat tactics for witches, it mentions that armor saps their power (somewhat similar to Mutzachans, I would think), but I can't find this stated anywhere else (and to what degree), especially in the magic or armor (equipment) sections.

A: Armor does not affect generation cost and witches may wear it freely.


Mutations are listed before you begin working on skills, right after attributes (and they do indeed affect many attributes). Do the point costs listed affect the 130 points for attributes or the 2000 for skills/equip/magic?

A: They affect the 2000-point pool. The person making a character should decide mutations before deciding stats for best results.


Do the archetypes all add up point-wise to custom character limits? Is it OK to take an archetype and balance out a few things without refiguring the whole cost?

A: They should roughly add up to 2000, but they need to start with a few TVs of food as well. You can change a few things by trade off, sure.


What is a California cutlass and what are its stats? Two archetypes start with them but the closest I can find (a California cleaver) would not make sense as both archetypes start with swords skill... or is the cleaver a sword?

A: Use a Texas long sword. Similarly, SOTA Dagger is the same as the Punching Knife.


A few mutations that appear harmful take away from your point cost pool, (eg. Susceptible to Disease -300 points). I am assuming this should be +300. (I had a PC want to take susceptible to disease and immune to disease, thus paying only 100 points)

A: Your assumption is correct.


Anti-Healers, are they OK as PCs? It seems to suggest so, though they have no archetype. Does the Collective mind Anti-Healers or do Prophet Anti-Healers pretend to be Healers (pretty hard with the implants.) Will Healer prophets have to try to kill Anti-Healer prophets?

A: Yes, they can be PCs. Healer prophets do not try to kill anti-healer prophets (this is not a Zen/Tza thing). Anti-Healer prophets are simply one of the weapons the Collective must use to tear down the current civilization. They are often considered expendable.


Are there any attribute modifiers to the different races? I can't find any list in the rules but it would only make sense.

A: No, the difference in attributes is expressed by the racial maximums. We felt that attribute modifiers were not appropriate with a point-based system. However the different races do have some special abilities, which emulate attribute modifiers (eg. Albino Giants get +2 damage on HTH or AHW attacks).


Under firearms, what does the number in the IM column mean?

A: It means that the range bracket numbers are erroneously shifted to the left. Move all numbers to the right to get correct range brackets.


What is a "Psychic Jungle"?

A: Well it is a jungle where the plants and life forms seem to be sentient and resent intrusion by non-druids. This will be covered in more detail in later supplements.


Are there other types of "species" (eg. mutations) than those listed?

A: Yes, there are others.


What's the difference between the "Basic Combat Rules" and the missing advanced rules?

A: The only difference is the critical table that you use.


How often do Battlelords visit this earth? Can we steal their gear by luck? I noticed AKM and Bear armor but none of the guns.

A: The guns are mostly non-functional due to the problems in time travel. See 'rook'.


Also in the characters in the game they list BRI's but the equipment list doesn't call it this.

A: A BRI is a "Healing Potion".


Do some people know about the Mutzachans? Is it possible to contact them for help in dire need? Also is it possible to play a Battlelords group sent back to mess-up the time-line?

A: Yes; only if you are at the highest levels... that’s why you have a Trial; maybe at a future time but not likely. Playing characters executing a final solution on mutants would not go over well.


Doesn't Bear armor have absorption? The Blood Dawn says no.

A: MA = Magical Absorption = Battlelords absorption; no Enigma armor has CA, which is essentially padding.


Chicago and Milwaukee aren't covered by fallout yet they were hit hard by nukes!! Also your drawing has the nukes landing on Madison (not Milwaukee) and about 50-80 miles west of Chicago!

A: Ahh, but the fallout has been swept away by climate in some areas. Also, dirty bombs did not hit everywhere. As for the drawing it is only representative.


Since the Mutzachans help the Underground shouldn't some other guns be available there. Say flamethrowers, anti-tank weapons, auto-shotguns, better rifles, pistols, etc.

A: They have reasons for not wanting their presence known. Also many technologies failed to make the crossing.


I know that everything is very, very rare but if they hit and pull off a raid on a dome then their reward should match. Even if they have trouble keeping it in shape and stocked with ammo. Oh ya. Military riot helmets. Much better face protection than motorcycle helms. How about MRE's? And anything in a U.S. Calvary catalog?

A: We may introduce more equipment in the future. Improvise if necessary but realize that such things would not be common by any measure.


Now for normal skill use its 10 (base) + skill level + stat mod, correct? Now for HTH (and melee) there is also the to hit modifier on the HTH table. Do you add that ALSO or INSTEAD?

A: The hit modifier is an error. Always use the level of skill to determine hit bonus... level 10 gives +10 to hit.


Parrying on page 110 you use the level itself NOT the to hit mod from the table! Which is it? Also the only way your going to miss is if the other guy is parrying OR you 20 that sucker!

A: Well, a trained martial artist will not miss many punches against an unparrying opponent, eh? It is worth noting that punching armor is bad for your health. Also Human blows do only temporary damage and this is just not going to have much effect on say, a bear.


Under the various melee skills there was no mention made of melee skill getting the same modifiers as HTH.

A: All melee weapons use the HTH table for modifiers, except that the hit modifier is always the level as noted above. Note that you get 1 extra attack per ROF rather than per second with weapons. (If ROF is 2 you only get 1 extra attack per second though) It should be noted that many of these problems had been cleared up previous to assembling the book. However due to file corruption an error was made in the electronic prepress thus allowing some table mistakes to reappear in the final copy.


What are the Puff Suit and Puff Helm production armors? No description is given for them, and I can't even venture a guess as to what they'd look like, or what parts of body and head they afford protection to.

A: Puff Suit = Cage Suit, Puff Helm = Cage Helm


What is the base damage for HTH combat?

A: Druid, Human: 1 punch/second (1 point temporary damage); Giant: 1 punch/second (1 point real damage not including +2 for Strength); Ghoul: 2 claws/second, d4 real, or 1 bite for d3 real. This chart was inadvertently left out of the book. It will appear in the next printing, and on the Advanced Character Sheets.


Are Prestige Points awarded to the group as a whole?

A: Yes


The Powder Bag is listed twice in the equipment section. In the ammo section, it has a TV of 10, but in the gun shop section, it has a TV of 5. Which is correct?

A: The correct TV amount is 10. It should not appear twice.


For certain races, certain skills cost 1 point less (such as Ghouls and Survival skills). What exactly does this mean? One point less when initially buying skill levels? One point less needed when advancing the skill later? Or one less success mark needed before you roll for points?

A: At initial creation, the skill costs 15 less. After that it requires four tick marks to get a roll.


What exactly is the "Dark One" in the local mythology? The post-apocalyptic concept of Satan? Or something a bit more concrete?

A: Satan


What skill is used when hunting for land animals? Survival? Set Traps? Scavenging? All of the above if appropriate?

A: All of the above plus Tracking, as appropriate. The most relevant are Tracking and Survival, with Set Traps if appropriate.


In the book it states, "Certain spells gain specific increases in output, range, duration etc., as defined by the spell. All others spells gain the following advantages per increase in level: Range: +10%, Area of Effect: +10%, Duration: +1 dice, (i.e. a spell with 4d6 minutes duration would increase to 5d6 minutes), Damage: +1 point where applicable." What do you do when the duration is not listed as a dice amount but rather a set time (such as 1 min)?

A: +10% duration per level


Under "Energy Spells", in the fourth energy bracket, is the spell "Wings of the Eagle". Area of effect is listed as "self" but in the spell description it says, "The spell-caster can transport no more than his own weight plus an additional 200 pounds." Does this mean that as the caster goes up in level with this spell that he will be able to lift an additional 10% of weight per level attained?

A: Yes.


Under "Desert Spells" the third energy state spell "Metal Scrub" list area of effect as target, range as touch, and duration as permanent. What good would it do the Sesert Witch to know this spell at any level higher than one?

A: none


Do firearms have an IM of zero? Do they automatically go first against archaic weapons?

A: Yes. No, unless the person with the archaic weapon starts the round farther than range 1.