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Old 04-26-2012, 09:56 PM   #1
Finalsora811
 
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Default Revulsion vs. Phobia

As I see it, Phobia is you being scared of the object while Revulsion is if it enters your body, it hurts you indirectly. My question is, How would you model a Vampire's fear of Crosses? Would it be Phobia or Revulsion? Also, am I being dumb and is this in the books somewhere?
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Old 04-26-2012, 10:00 PM   #2
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Default Re: Revulsion vs. Phobia

Found my own answer. I'm dumb. It's Dread.
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Old 04-26-2012, 10:10 PM   #3
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Default Re: Revulsion vs. Phobia

I'm glad we could help :)
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Old 04-27-2012, 04:15 AM   #4
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Default Re: Revulsion vs. Phobia

Fantastic response Lord C. Another satisfied customer.
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Old 04-27-2012, 07:13 AM   #5
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Default Re: Revulsion vs. Phobia

There's a problem-solving technique in the world of programming and software development called "Rubber Duck Debugging". We just witnessed a version of it in action here :D
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Old 04-27-2012, 07:49 AM   #6
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Default Re: Revulsion vs. Phobia

In addition, just to weigh in with something so it seems as though we've helped. The opposites to these disadvantages are:
* Dependency, being the requirement to have an object with you, consume something specific, or go to a specific place regularly (chosen time period) or suffer cyclic injury on a shorter (but proportional) time period until you have.
* Draining, being the daily requirement to consume a specific thing, commit a specific act or otherwise expose yourself to a fleeting resource or you take injury which cannot be restored except by fulfilling these criteria.
* Maintenance, the need for skilled "upkeep" to prevent periodic (chosen time interval) HT loss and incapacitating affects which can only be alleviated by skilled care. In addition a minimum number of other people required to perform said "upkeep" can be specified (no less than 1 other though).

Through combination (as they can all stack) or selective use of these you can keep monsters/whatever near something rather than away from things (which is what Phobia, Revulsion and Dread model best). As such sometimes turning the conditions on their head as so to reverse the criteria being met can allow a much wider range of options of negative consequences for undesirable movement of a monster.

Obviously fleeing a cross should be Dread, but other monsters can be a little trickier and having more options of how to model different effects can be quite handy. (or at least I hope so now that I've written all of this up)
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