Hi all, I'm a new user to the game system. I started..well..a bit late, it terms of collecting ST RPG stuff, though amazon.com allowed me to get a PG and NG, and theoretically my Starships book should be here shortly. Why they didn't send all 3 at once, I dunno, but that's not an issue for here :P
Skimming through my PG and NG, I've got some questions, mostly looking for some house rule suggestions or directions to appropriate threads.
Has anyone come up with a house rule for Resistance in the special abilities section of the NG? Invulnerability is pretty straightforward, but Resistance seems a bit unclear
As written, it seems that resistance is not so much 'you're harder to affect by it' as it is, "you take less damage but are pretty much just as susceptible to it as a normal dude"
Things like Toxins, Disease, etc seem to be the most easily noticed for this. Unless I'm reading it wrong, being resistant to Toxins, in this case means that you're just as likely as anything else to be affected by a toxin/disease/etc, just that it 'kills you a little slower/less' if you make your stamina check. Or am I reading it wrong?
Or is it, that in this case, the 'ignore secondary effects like stun/sickness' on a successful Stam 7 check mean you're otherwise unaffected?
Specific Example:
Lets say my creature is "Resistant to Disease", and comes in contact with Correllium Fever. Would this be the outcome:
First check Stamina reaction test, TN 7 plus 3 for the potency of the disease. I make the test, I ignore the thing completely. I fail the test and my Resistance kicks in, where I need to just make a base TN 7 Stam check to half damage or (as questioned above) ignore the secondary effects like stun/sickness.
If I make that TN 7 check, how would that effect (-1d6 strength and agil per day, reach 0 and you die) be affected? Would it be negated entirely meaning by resistance got lucky and lets me ignore it, even though I caught it, or does it mean I lose 1d6/2 in strength agil per day, meaning I just die slower?
Jumping over to radiation, which has in general even higher potency mods to that initial TN check. If I have resistance to Radiation, and step into an area with thermionic radiation, with an onset of 1 round, and a +10 potency, and a whole mess of effects wound, -str and -vital...what happens?
Do I roll Stam reaction vs TN 17 per round I'm there. Assuming I fail, and make my TN 7 Stam reaction check for being radiation resistant, do I take half wound damage and no strength/vitality loss, or half wound dmg and half strength half vitality loss until I die?
Overall, I was just wondering if I was reading this right. Or was mistaken. If its a "basically you get a second chance to ignore stuff like radiation/toxins/disease, at a much better rate than trying to defy initial onset" then I can see it being well worth the effective 'pick costs' for the special abilities.
But if its a "you take half damage on a success" which means you just die a bit slower, then the pick costs seem a bit high. In this case, it would seem that having the special ability of resistance would be more expensive (effectively) and less useful, than putting my creature in an EVA/Hazmat suit.
Thanks for any help! I'll have more questions later, most likely when my Starships stuff gets here