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<blockquote data-quote="Manbearcat" data-source="post: 8545562" data-attributes="member: 6696971"><p>So you won't find the entry on TB2 SG 44 in TB1. However, you will find the Action "starting a fire in bad circumstances" under Survivalist. Its been awhile, but I'm fairly certain that this change came about in TB2 because this was the orthodox way (Survivalist Test not against The Grind) that people were handling exactly what you're talking about; Twist at end of Turn coinciding with Light Source duration ending.</p><p></p><p>Further, Instincts related to keeping a Torch (et al) lit are there to prevent exactly this (having to make an Ob3 Survivalist Test...its just automatically lit like the circumstances of a situation without duress).</p><p></p><p>The only time I put them in Darkness is either (a) a Twist specifically and only related to their Light Source (then it’s a spent Turn, so against the Grind, to renew Light Source but only a test in very particular circumstances) or (b) when they willingly put it out (eg "Dark Camp").</p><p></p><p>So, if a Twist comes about at the end of a Light Source duration, I go with Survivalist Ob3 test (2 for starting fire under duress and 1 for Dim Light/Darkness as a factor...I'm assuming either the light has flagged to virtual or absolute nothingness). If you've got an Instinct for just this thing, you're good; its lit.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8545562, member: 6696971"] So you won't find the entry on TB2 SG 44 in TB1. However, you will find the Action "starting a fire in bad circumstances" under Survivalist. Its been awhile, but I'm fairly certain that this change came about in TB2 because this was the orthodox way (Survivalist Test not against The Grind) that people were handling exactly what you're talking about; Twist at end of Turn coinciding with Light Source duration ending. Further, Instincts related to keeping a Torch (et al) lit are there to prevent exactly this (having to make an Ob3 Survivalist Test...its just automatically lit like the circumstances of a situation without duress). The only time I put them in Darkness is either (a) a Twist specifically and only related to their Light Source (then it’s a spent Turn, so against the Grind, to renew Light Source but only a test in very particular circumstances) or (b) when they willingly put it out (eg "Dark Camp"). So, if a Twist comes about at the end of a Light Source duration, I go with Survivalist Ob3 test (2 for starting fire under duress and 1 for Dim Light/Darkness as a factor...I'm assuming either the light has flagged to virtual or absolute nothingness). If you've got an Instinct for just this thing, you're good; its lit. [/QUOTE]
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