Teaching Inventions

For questions about the game rules.
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Teaching Inventions

Postby kenneth_wright » Thu Mar 07, 2019 1:14 am

Just need a quick clarification on the following from Chapter 12:

Note that whenever you learn one of these Inventions, you may choose to replace a *core rules* option with them, so you never need to “keep a slot open” to acquire one at some future point.

So if I were to, say, teach someone TAC-nition-ade as a TAC Advanced Ritual Knack, they could replace any other vanilla TAC Knack?
Also, if I teach someone my invention(s), do they have to opt it in immediately, or does the knowledge reside in them until they are ready to use it?
Eugene Tyler, TAC Engineer and Lead Tech Researcher, Sekret, Terranfall
Master of Tetujin Tech, Beacon, The Gardens
Medical Professional Resident, Beacon, The Gardens
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Tanner Rives
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Re: Teaching Inventions

Postby Tanner Rives » Fri Mar 15, 2019 10:06 pm

Yep, they can replace an existing core rules option they have with the one you're teaching them.

The student can wait to officially select the thing you're teaching them if they want to (for example, maybe they need one more event of CP or something).

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