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Old 10-12-2022, 02:10 PM   #11
Varyon
 
Join Date: Jun 2013
Default Re: Zombies and Doorknobs

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Originally Posted by Prince Charon View Post
Yeah, the 'velociraptors' in Jurassic Park are more like smart, featherless utahraptors, IIRC. I guess 'velociraptor' just sounds cooler.
I had always thought the "velociraptors" from Jurassic Park were more akin to Deinonychus, but looking up some size comparisons online, it looks like Utahraptor is a lot closer, albeit perhaps a bit on the large size (then again, that may be because Jurassic Park used the "shrink-wrap" look for its dinosaurs, as was the style at the time). Both Deinonychus and Utahraptor are probably large enough to be able to open doors without needing to jump first, although the former may have better luck using its head than it's "hands" for the task (honestly, so might the latter).

As for being featherless, well, like the "shrink-wrap" look that was the style at the time of the book being written and the original movie being made. Heck, there are still people who adamantly insist that no dinosaur had feathers, although from what I understand, that's generally more "I want dinosaurs to look like the depictions of them when I was growing up" than anything really evidence based (but I haven't exactly dug deeply into the archeological record, and don't have a dog in the fight... aside from thinking raptors who use Wing Assisted Incline Running would be awesome).
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Old 10-12-2022, 08:40 PM   #12
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Default Re: Zombies and Doorknobs

Certainly IQ 5 territory, down to IQ 3 with proper training and equipment.

Most dogs and cats can figure out lever-style doorknobs, at least if they can simultaneously turn the lever and push against the door to open it, and if they're long and heavy enough to deal with a human-scale door.

Dealing with actual round doorknobs is more an exercise of manual dexterity than IQ. Dogs and cats know what they're good for, but need to get a human to turn the knob for them.

Critters like horses and goats can be trained to use levers, and some horses are clever enough to lift gate latches using their lips, but they generally don't seem to learn the trick on their own.
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Old 10-13-2022, 01:23 AM   #13
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Default Re: Zombies and Doorknobs

Anyone else think the thread title sounds like a modern remake of "bedknobs and broomsticks"?
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Old 10-13-2022, 01:36 AM   #14
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Default Re: Zombies and Doorknobs

Functionally most Zombies appear to be in a permanent state of berserker rage and that's why they pound on doors instead opening them.
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Old 10-13-2022, 01:40 AM   #15
Plane
 
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Default Re: Zombies and Doorknobs

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Typically zombies can't handle doorknobs because regardless of IQ considerations they act as if they are in a permanent state of berserker rage.
Wait does this mean a Berserk who fails their self-control can't turn a doorknob either because they can't do the proper maneuver?

This seems like one of those "if you can spend 1 second reloading your gun you can spend 1 second turning a doorknob" type of things.

I would imagine someone in a berserk rate might have trouble doing something like finding the correct key on a ring of keys and inserting it and turning it to unlock a locked door though.

Brings me back to that 'maybe not a hard second but increasingly unlikely to spend extra time on things' soft-cap idea.

Reloading ammo comes to mind as something maybe unpredictable - what if the berserker thinks it will only take 1 second to reload his gun but he fumbles and now it will take a total of two?

Does this mean he automatically throws the ammo away in disgust after that fumble and can't possible have another go at it?

I'd like to imagine instead you just inherently have penalized control rolls to attempt things like this and the natural inherent tendency to fail those rolls is the soft barrier.

Kinda like you need to make will checks to operate at low FP or avoid falling asleep but in this case it's to avoid doing something intricate and finessed like reloading a magazine or unlocking a door. The more time it takes and the less primal the act is, the harder it should get.

I'd almost imagine someone in a Berserk state as suffering from Bestial w/ a Counteradvantage like Not Bestial (Requires IQ roll) to offset it.
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Old 10-13-2022, 06:06 AM   #16
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Default Re: Zombies and Doorknobs

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Anyone else think the thread title sounds like a modern remake of "bedknobs and broomsticks"?
That was indeed my original thought.
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Old 10-13-2022, 10:48 AM   #17
David Johnston2
 
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Default Re: Zombies and Doorknobs

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Wait does this mean a Berserk who fails their self-control can't turn a doorknob either because they can't do the proper maneuver?

This seems like one of those "if you can spend 1 second reloading your gun you can spend 1 second turning a doorknob" type of things.
Berserkers can't reload either.
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Old 10-13-2022, 10:51 AM   #18
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Default Re: Zombies and Doorknobs

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Berserkers can't reload either.
Away from my books, but I believe Berserk specifically states you can reload so long as it can be done in one second or less.
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Old 10-13-2022, 02:08 PM   #19
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Default Re: Zombies and Doorknobs

"Zombies and Doorknobs" sounds like the long-awaited sequel/up-date to that old Disney film starring Angela Lansbury.


Edit: LOL, I was ninjaed over half an hour before I posted.

Last edited by Donny Brook; 10-13-2022 at 03:33 PM.
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Old 10-13-2022, 02:11 PM   #20
Prince Charon
 
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Default Re: Zombies and Doorknobs

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Away from my books, but I believe Berserk specifically states you can reload so long as it can be done in one second or less.
Checking the book, you need both the Fast-Draw skill, and a weapon that you can (using F-D) reload 'without thought.' So, automatics yes (unless it's one of the older or stranger designs), revolvers probably not, unless you have speed-loaders or full moon clips (link because the item is apparently a little obscure) for it.
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