Errata
On this page we will be adding rules calls that are either made
between updates to the rulebook, or are too specific to be included
in the general rules. Clarifications may also be added that
apply to advanced concepts not listed in the rule book.
Please feel free to post any questions up on the forums, or email
them to the staff team at
exilesteam@gmail.com
Deadeyes and Special Effects -
There are several items in Exiles that allow a
gun to shoot with a specific type of damage (Knockdown, Acid, Stun,
etc). When using these items, the call should be "[Gun damage]
[Special damage]". So when using Aetheric Shock Bullets in a
pistol, the call would be "20 Lightning."
If the target is immune to the special effect they do not take any
of the damage, because the damage is all delivered as that damage
type. For example, with Aetheric Shock Bullets you are actually
shooting someone with bottled lightning, and the damage comes from
the electricity, not the bullet itself.
When using these special effects with a Deadeye, the call is
"Deadeye [Special Damage]". So in the case above, it would be
"Deadeye Lightning".
If a Deadeye is Dodged, the target still takes both the gun and
special damage effects. In the example, the target would take 20
Lightning damage even if they Dodge the Deadeye. If the target
is immune to the damage effect, again they do not take any of the
associated damage, including the Deadeye.
Note that all special gun damage should come from the bullets used,
so we should not have any stacking effects. Items such as high
powered rifles take special bullets, so therefore you can't have
both Lightning and Knockdown damage coming from a single shot.
Resisting Bullets -
There are various effects in Exiles that allow a player to resist a
bullet, such as Bullet Plates. These resists may be used at will,
and represent a character moving in such a way as to allow
themselves to be struck by the bullet where they are armored against
it. If the player wishes, the bullet plate does not have to be used.
When the resist is used, the bullet damage and any related effects
are both resisted provided that the damage call contains a gun type.
For example, if the call is "Rifle Knockdown" both the rifle damage
and knockdown effects would be resisted. If the damage call does not
contain a gun type (pistol, rifle, etc) then the effect cannot be
resisted and the character would take both the damage and any
related effects. An example would be a gun that shoots for "20
Acid;" the character would take the 20 damage and acid carrier and
could not resist either.
Please note that "Deadeye" follows this as it does not contain a gun
type in the call phrase, and therefore cannot be resisted.
Any area of effect attack, such as shrapnel, cannot be resisted by a
single defense.
Magic Items - Magic
items can be felt by anyone who comes into contact with them.
However, only players with Pips or the Use Magic Item skill will be
able to confirm what the are.
A magic item will have three key components on the tag.
-The front of the card will list its mundane properties (what it is,
if it has modifications like "good edge", etc.), and will tell if
the item is magical by typically saying in parentheses "Magic Item".
-The back (or front) will also list a passive ability that the item
gives, and is usable by anyone. This will be marked with (P).
Typically these are constant effects that don't have to be actively
used.
-Some magic items will list a magic ability denoted with (M). These
are often more powerful, and only usable by someone with the Use
Magic Item skill.
Any specific details about a magic item can only be
identified by someone with the Use Magic Item skill or the
appropriate persona (i.e. Euchres for euchre cards, Warlocks for
warlock items, etc).
Celestials Using Monkey Stance -
The two damage
reductions do not stack. Instead you would just gain the Block
benefit of Monkey Style, and you would gain the better damage
reduction from being drunk (where you take 1/2 damage from
everything).