One Rule Change and a Bunch of Clarifications

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GM-Mike
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One Rule Change and a Bunch of Clarifications

Post by GM-Mike »

Okay, here you go. Only the first one is a change. Note, however, that there may be a couple more coming as we are tweaking the political section once again. We knew we might do this--it's the reason we pulled it out of the core rule book, so we could change it without changing that book. The problem of course is that changes to that system could impact certain political disciplines so stay tuned for that (if indeed it comes).

RULE CHANGE
There is no machine gunning in the game any longer. This includes tiny weapons such as daggers and fists.

RULE CLARIFICATIONS
Paths:

Healer

Transfusion

The Healer can transfer life from one target to another. It takes 30 seconds per life point transferred. The receiving target may be in positive or negative life, but the draining target must be in positive life. The Healer cannot drain a target below zero nor can they heal a target beyond their maximum life point total. Both the target who is donating life points and the target receiving life points may not move during the transfer process. The Healer must be present for the transfer to work. This skill is restricted to medium armor.


(Added that the receiving target may be in negative or positive life and that the healer may not drain the target below zero rather than their positive life total as someone might think that they could drain someone into negatives if they took it as maximum total).

Rogue

Critical Strike

This skill allows the Rogue to do increased damage when concentrating with a melee weapon or fist. It takes an uninterrupted 5 count to use this skill. Once the count is made the Rogue’s next offensive damage call must be the critical strike. If they make another offensive move, or use another skill, the strike is wasted. Rogues can do 3 points of damage at this level, and simply calls ‘3’ when they strike.

(Added the “with a melee weapon or fist” part as this could be used with ranged before hand)

Barter

With Barter, Rogues are able to "acquire" items to help them survive. A rogue with barter receives 1 cloth resource and 1 supplies resource at the beginning of every event at check-in.

(Added so the bonus is given at check-in to clarify and avoid issues with Mimic)

Improved Critical Strike

This skill allows the Rogue to do increased damage when concentrating with a melee weapon or fist. It takes an uninterrupted 10 count to use this skill. Once the count is made the Rogue’s next offensive damage call must be the critical strike. If they make another offensive move, or use another skill, the strike is wasted. Rogues can do 6 points of damage at this level, and simply calls ‘6’ when they strike.

(Added the “with a melee weapon or fist” part as this could be used with ranged before hand)

Master Critical Strike

This skill allows the Rogue to do increased damage when concentrating with a melee weapon or fist. It takes an uninterrupted 15 count to use this skill. Once the count is made the Rogue’s next offensive damage call must be the critical strike. If they make another offensive move, or use another skill, the strike is wasted. Rogues can do 9 points of damage at this level, and simply calls ‘9’ when they strike.

(Added the “with a melee weapon or fist” part as this could be used with ranged before hand)

Sage

Mimic

With this skill the Sage may mimic ANY first level Discipline or Basic Path skill except for Craftsman, Alchemy, and Arcane. It takes 5 minutes to receive the skill, but the skill lasts until the Sage mimics a different skill or the end of the event. This skill may not be used between events. Any armor restrictions of the mimicked skill still apply.

(Removed Wilderness Survival (as it’s only half movement which is ok but the tags weren’t. Also added that this skill is done at the end of the event and can’t be used for in-between event skills).

Warrior

Hold Ground

When Hold Ground is initiated the warrior gains 10 temporary life points, and all melee attacks delivered to the front side of the warrior that deal damage to the warrior's armor or life points are reduced to 1. This damage is taken off armor first even if the attack is "vorpal" (See pg.84). In addition, Fear, Sleep, Poison, Disease, Knockout, and Press effects from the front do not affect the warrior; instead they take 1 damage, taken from armor first. The warrior also becomes immune to all taunts from the front. Attacks to the rear of the warrior affect the warrior normally. While Hold Ground is active, the warrior cannot use other charged or activated skills except for "resist" skills such as "Resist Magic" or "Resist Poison" and Parry. While Holding Ground warriors cannot move their feet. At the end of Hold Ground, the warrior's life point total is reduced to zero life points or remains at its current total if it is less than zero life points.

(Changed wording so it’s more clear that the whole skill only works from the front)

Parry/Avoid Blow

A Warrior may spend a life point to reduce the damage delivered from any single frontal melee attack that has a number in the call to 0. This includes knockout, crush, vorpal, poison, etc. In addition, they may also parry frontal disarm attacks.

(Added that disarms may only be parried from the front)

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Disciplines


Barbarian:

Level 4 – Crush

The Barbarian may swing a blunt weapon with crushing force. The Barbarian spends a life point to begin swinging for “Crush” damage. This combat style makes all damage done to the Barbarian Vorpal damage. This conversion takes place after any damage reduction or altering effects the character may have and is unchangeable afterwards. The Barbarian cannot use any skills that have a charge up time or take a life point to activate except for the Fear skill and the Rage skill. However, this skill may not be used in conjunction with the Rage skill unless the Barbarian is only using a single weapon (including fists) phys-rep and is not carrying a shield. Note, that before the Barbarian may pick up their shield or other weapon again, they must make the 5 count to deactivate Rage (See Page 32). To turn Crush off a character must also make a 5 count. These counts may be made at the same time.

(Added that the vorpal conversion cannot be reduced via kandium armor).

Beast Hunter:

Level 1 – Wilderness Survival

This skill allows for more rapid travel through the wilderness (1/2 time), the finding of food, and a lower chance of dangerous encounters in-between events. Players with this skill get one free food resource tag and one free hide resource tag per event at check-in. These resource tags can be traded as normal.

(Added so the bonus is given at check-in to clarify and avoid issues with Mimic)

Level 2 – Resist Fear

A Beast Hunter may spend a life point to ignore any call with the word “Fear” in it.

(clarified Resist description)

Level 4 – Weapon Focus

The Beast Hunter gains +1 to damage with spears, pikes, poleaxes, and catchers. This skill may not be used in conjunction with the rage skill unless the Beast Hunter is only using a single weapon (this includes holding a fist phys-rep in the other hand) and the character is not carrying a shield. For example: Lothar has weapon focus and carries a shield. He can swing for 2 damage. When faced with a mighty foe, Lothar drops his shield and activates the rage skill, increasing his damage to 3. Before he may pick up his shield again he must make the 5 count to deactivate the rage skill (See page 32). If Lothar wishes to use the rage skill again he will need to drop his shield and then reactivate rage.

(Removed the such as portion of what weapons may be used. Altered the fist phys-rep comment).

Chieftain:

Level 4 – Resist Mind Effects

The Chieftain’s mental fortitude is stronger than those serving beneath him. Because of this, the Chieftain may spend a life point to ignore any call with of any of the following words: Fear, Taunt, Interrogate, or Torture.

(clarified Resist description).

Diplomat:

Level 2 – Acquire

The diplomat receives 1 supplies and 1 secondary resource of their choice at the start of each event at check-in.

(Added so the bonus is given at check-in to clarify and avoid issues with Mimic).

Druid:

Level 2 – Resist Poison

A Druid may spend a life point to ignore any call or attack with the word “Poison” in it.

(clarified Resist description)

Level 4 – Mimic Totem

Crush (Bears, wolves, etc) The Druid can hit a target for 5 crush. This skill takes 15 seconds to charge. This skill may not be used in conjuction with the “Vorpal” and “Poison” calls.

(Removed the ability to deal “5 Vorpal Poison Crush”).

Eater of the Dead:

Grenadier:

Level 3 – Aim

The Grenadier may throw a legal Final Haven Safe coreless weapon for “2” damage. The Grenadier may also throw Spell Packets (See page 92) to simulate rocks for “2” damage. This skill may not be used in conjunction with the Wield Fist skill.

(Removed the ability to deal “2” with dual fists).

Knight:

Level 2 – Resist Fear

A Knight may spend a life point to ignore any call with the word “Fear” in it.

(Clarified Resist description)

Level 4 – Weapon Focus

The Knight gains +1 to damage with swords and non-throwing daggers. This skill may not be used in conjunction with the rage skill unless the Knight is only using a single weapon (this includes holding a fist phys-rep in the other hand) and the character is not carrying a shield. For example: Faelin has weapon focus and carries a shield. He can swing for 2 damage. When faced with a mighty foe, Faelin drops his shield and activates the rage skill, increasing his damage to 3. Before he may pick up his shield again he must make the 5 count to deactivate the rage skill (See page 32). If Faelin wishes to use the rage skill again he will need to drop his shield and then reactivate rage.

(Removed the such as portion of what weapons may be used. Altered the fist phys-rep comment).

Man at Arms

Level 2 – Resist Fear

A Man at Arms may spend a life point to ignore any call with the word “Fear” in it.

(clarified Resist description)

Level 4 – Duty Calls

A Man at Arms may spend a life point to ignore any call with the word “Sleep” or “Knockout” in it.

(clarified Resist description)

Pikeman:

Level 4 – Weapon Focus

The Pike Man gains +1 to damage with pole spears, pikes, poleaxes, and catchers. This skill may not be used in conjunction with the rage skill unless the Pikeman is only using a single weapon (this includes holding a fist phys-rep in the other hand) and the character is not carrying a shield. For example: Drexler has weapon focus and carries a shield. He can swing for 2 damage. When faced with a mighty foe, Drexler drops his shield and activates the rage skill, increasing his damage to 3. Before he may pick up his shield again he must make the 5 count to deactivate the rage skill (See page 32). If Drexler wishes to use the rage skill again he will need to drop his shield and then reactivate rage.

(Removed the such as portion of what weapons may be used. Altered the fist phys-rep comment).

Tribal Protector

Level 2 – Resist Fear

A Tribal Protector may spend a life point to ignore any call with the word “Fear” in it.

(clarified Resist description)

Level 4 – Resist Magic

A Tribal Protector may spend a life point to ignore any call with the word “Magic” in it.

(clarified Resist description)

Undead Slayer:

Level 4 – Weapon Focus

The Undead Slayer gains +1 to damage with axes and maces. This skill may not be used in conjunction with the rage skill unless the Undead Slayer is only using a single weapon (this includes holding a fist phys-rep in the other hand) and the character is not carrying a shield. For example: Drexler has weapon focus and carries a shield. He can swing for 2 damage. When faced with a mighty foe, Drexler drops his shield and activates the rage skill, increasing his damage to 3. Before he may pick up his shield again he must make the 5 count to deactivate the rage skill (See page 32). If Drexler wishes to use the rage skill again he will need to drop his shield and then reactivate rage.

(Removed the such as portion of what weapons may be used. Altered the fist phys-rep comment).

--------------------------------------------------------------

Miscellaneous

Wield Fist

Everyone can swing 0 damage with a single fist phys-rep. Fists cannot be disarmed but cannot be used to block blows (ie getting hit in the fist phys-rep is counted as damage). Skills and hero points can be used to increase a fist’s damage. Packet driven skills may also be delivered via a fist unless stated otherwise in the skill. Any packet driven skill used in this manner is still considered ranged for any skills the wielder may have to alter the skill, however is considered melee for the defender. Fists may not be the target of any skill or spell which would destroy a weapon nor are they affected by shatter. Fists are considered ‘Tiny’ weapons for purposes of construction and should be made white with no hilt. Please see page 92 for information on how to make a Final Haven Safe Fist Phys-rep.

(Added that ranged skills are still ranged for any add-ons (ala vorpal), and that you can block said attacks).

Page 64/65:

Create Basic Items

(Chart)

(Upkeep should say 3 for heavy armor, 2 for medium, and 1 for light)

(The chart has 1 basic upkeep for armor. The new system changed this to a variable cost of 3, 2, and 1 for heavy, medium, and light accordingly).

Page 67:

Healer Kit

The Kit grants a bonus when using the “First Aid” skill. A Healer may now heal 4 life instead of 3.

(Fixed the fact that it referenced 2 instead of 4)

Page 67:

Codex

The Codex grants a bonus when using the “Recall” skill. A Sage now gets 2 hints instead of 1.

(Altered wording to match the healer items so people will stop thinking they can use multiple of these and get more bonuses)

Page 69:

Locks

A locking mechanism can be placed on any door chest, window, safe or other item allowed by GM descretion. This locking mechanism must be physically represented and tagged by using an actual lock. This lock only symbolizes a locking mechanism and not what the mechanism looks like. A door with no locking mechanism is assumed to be locked by sliding a bar which can be slid open in no time by a person on the inside or if no one is inside, then the door is assumed to be unbarred.

(changed “opening” to “chest, window, safe or other item allowed by GM discretion”)

Page 70:

Creating Siege Weapons

Master Craftsmen can also create siege weapons. Due to the necessary precision involved in their creation, Craftsmen must spend five uninterrupted hours in game creating them. These items must be physically represented and the phys-reps must be approved by a GM before use. Below are the siege weapons that can be created. There may be other siege weapons that can be created, but Craftsmen must research them with the Research skill.

Ballista

Cost: 8 Steel, 4 Supplies

Upkeep: 3 Steel

A Ballista takes 5 hours to make. It deals a base damage of 5 vorpal and has a load count of 30 seconds. It can be used by the craftsman, or in conjunction with an archer to increase damage, as per a ranged missile weapon.

(Removed that only the ballista needed to be phys-repped and added that qualifier to the overall description. Also included that the phys-rep must be GM approved.)

Page 71:

The Socioeconomic System

(chart)


(Privilged non-human should be one less point overall (10*1.25 = 12.5 and I’m rounding up). Should be 0,1,1,1,0,1,0,1,0,1,1,1,0,1,0,1,0,1,1,1). If they should get 12, Just inverse the 0,1,1,1 and 0,1,0,1 sets. Privileged Humans should get 2 points at 20th (20*1.25 = 25).


Page 72:

Charge-up Skills

Some types of skills require intense amounts of concentration to use properly. These skills have a set amount of time that the character must spend either studying the intended target or summoning the energy forth in order to use them, during which time the character must remain still and not move. Because of the needed concentration, being struck by a weapon, fist or packet or intentionally prodded in some other manner while charging or prior to using the skill causes the skill to be lost and the charge-up time to reset. Also, performing actions that are obviously not related to the task at hand such as sleeping, eating, lying down, etc will also disrupt a skill. These skills cannot be used in conjunction with other charge-up skills or life point skills. While charge times for skills can be modified through items, magical effects, and empirical sage enhancements, normal charge times can not be cumulatively reduced below a two second charge time.

(Added that you cannot move)

Page 76:

Hero Points

As you level your character or through plots in game you will gain hero points. Hero points represent the ability of people to rise to the occasion in desperate moments and perform beyond what they would normally be able to do. These may be used at any time unless your character is dead, including positive life, negative life, poisoned, diseased (unless the disease states otherwise), slept, etc.

(Added the when hero points may be used since it was asked whether you can use them in negatives, etc)

Page 76:

Special Attacks

Anyone, even those without the skills, can use a “Parry” or make a single strike with the added call of “Vorpal” or “Crush”. This can only be done with man-made, melee weapons. Headed or blunt weapons (excluding pole arms) must be used when adding “Crush”, and edged, pointed weapons (i.e. swords) must be used when adding “Vorpal”. In order to perform such a feat, however, you have to spend a life point, and upon completing the task, your weapon is destroyed. If this sounds like a desperate act, well, most of the time it is, but it just may save your life.

(Added that it’s the skill “Parry” and clarified that the vorpal/crush is added to the call, not just a flat 1 damage call. Moved the “excluding polearms” to cover both and blunt polearms and regular blunt weapons).

Understanding Special Damage Calls

Certain skills allow players to perform special actions. For example, the Barbarian can cause fear. When you are hit with any attack that is not preceded by a number (i.e. “Fear” as opposed to “10 magic”) then you are affected by that attack if it hits any part of you, your weapon, or your shield. On the other hand, weapon attacks preceded by a number can be blocked by a weapon or a shield, and packet driven attacks preceded by a number can be blocked by a shield. In addition, any secondary effects caused by the special call (i.e. Fear, Poison, Sleep, Disease, etc) when preceded by a number will not take effect unless this damage hits your life points.

(Added that a 2 fear or 2 poison or 2 sleep must hit life in order to affect you)

Page 89

Armor Categories

Another important aspect of armor is the armor category. Armor categories are used to represent the amount of encumbrance the armor being worn inflicts on the character. It is important to know what armor category you fall into because certain skills have restrictions that prevent their use based on armor category. Armor categories are based on the maximum total armor points received from the armor a character is wearing; thus, your armor category does not decrease as your armor points are depleted in combat. The only way to reduce your armor category is to remove the physical representation of your armor. Note: Quality, magical, chemical, empirical bonuses do not add to your armor category unless stated otherwise on the tag.

(Added note about bonuses not increasing category).
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