The Famous Perk increases a characters COM permanently by 4 points and is not considered a bonus.
When an effect would grant additional attacks to a weapon not allowed to multi, each subsequent attack comes at a cumulative -10 penalty to hit.
Revoke can be finessed twice, to remove one round from the casting time.
Enchantments such as runes and weapon charm can only collectively be stacked to the power stat of the material being enchanted. (i.e. a weapon with three power can have 2 weapon charms and a rune of elements)
Rewards (including experience points) MUST ONLY be granted on games where all club members have been informed of, and reasonable efforts have been made to include all local members. Town actions where access is limited are not an appropriate time to reward players.
Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple.
Instead of removing dice, exceptional and inferior attributes will now provide a static bonus of plus or minus 2 to the associated attribute when making a check against the attribute and other things associated with the attribute (like calculating defense values, weapon requirements, the dice pool for contested checks, unit regeneration, etc.). This bonus will NOT apply to any caps associated with the attribute (such as number of groups a magic user can buy and caps for skills).
In addition, each point of exceptional in a particular attribute allows the creature to stress that attribute for a resistance or attribute check without losing a point in that attribute in a given day. Each time the attribute is stressed using this ability, the character loses a point of exceptional (and therefore the +2 bonus) until they get a night’s worth of rest.
Creature abilities Hasten, rock exceeding 4 ranks and scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities.
Isis res only counts itself, to see if it works. If someone has been resurrected with a non-Isis resurrect, it still works.
Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones.
Ethereal is an inter-dimensional creature ability, and as such, can justifiably be prevented by a planar lock.
By default, invisibility only hides the visible spectrum, the individual would still be seen under appropriate special visions.
Magic fly is reduced to half effectiveness when in water. Other materials may vary.
Abate Fatigue borrows from the NEXT rest period. If the next rest gives no benefits, by being drained from prior casting of Abate Fatigue or other effects, it would give no regeneration. (Abate Fatigue does not give infinite units).
Multi has been buffed, and speed and hasten have been nerfed to match. All weapons with multi that previously split mod, gain a cumulative -5 to hit, after the first attack. This change also effects speed, hasten, and quicken even though they do not mention mod split.
Stunning Attack, under hammers, now has a resist check, It starts at 3d6 vs. health, and dice against hammer skill can specifically be allocated to increasing this check
Amulet of divine protection contains a typo in the manual. It should provide 1 rank of resist divine per 2 ranks of the incant.
Chaos sword cares about permanent enchantments, and adding more weapon charm, does not impact the die size, only add 1 to damage and to hit.
Affinity field and convergence do allow instantaneous rateburners to be shared over large group, but not for free, each target effected, other than the original, must pay the xp cost needed to cast this spell on themselves after the affinity field ends if they wish to keep the benefit. .
Things in the manual that refer to Multiattack(as a proper noun), only refer to things in the manual called Multiattack, with some adjective.
Total Devotion (rank 13) will function across planes in the following ways: if the character is able to sense the plane the linked creature is on (such as via Otherport, which can sense adjacent planes, or has other ways to identify a plane) they will know the plane (but not distance or direction) of the creature, otherwise, they will just know the creature is on another plane, the character will “always” (unless blocked by some type of magic) be able to sense the dominate emotion and danger status of the linked creature.
The Increase Damage sub-skill of Brawling cannot increase damage to more than d12. If damage is already d12 or higher, the sub-skill does nothing.
When the spell Temporal Acceleration is in effect, any other effect active on the target will also be accelerated. That means that when you are counting down the duration of magic, each round you get during the Temporal Acceleration effect will be a round of duration for a spell or effect active on you. This only counts effects that are directly impacting the target.
Using a skill during a round (just like casting a spell) requires enough concentration to prevent the ability to thought activate a magic item. For example, using a weapon skill prevents the user from thought activating a magic item.
Many of the spells under the “Fabrications” group do not have a resistance check. Magical materials now get a 3d6 check versus their PWR attribute.
Currently, the spell “Conversion” allows elemental mages to turn spells with a low exp cost into spells with a high exp cost. As such, any time the mage attempts to turn a spell into one with a higher experience cost, they must first spend enough experience points to negate the difference.
The resistance check for “Zombie Plant” berries caps at 6 dice versus WILL. Additionally, zombie plant berries lose their magical energy within 10 minutes of being picked; no effects can stop this drain of magic. This is not something that is meant to be weaponized.
Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities.
Any ranks of toxic attack exceeding four is a legendary creature ability. Magic items that grant more than 4 ranks of toxic attack no longer function.
The delayed damage from Keep Healthy is completely impossible to resist. Invincibility type effects prevent the damage from being added to the delayed damage pool, not prevent the damage from being received. Additionally, any combination that abuses interactions between Keep Healthy and damage prevention is to be immediately vetoed, and reported to the rules coordinator.
Modifications to an item should only be made if permission has been given from the GM who originall wrote the item.
Weapon skill, and the Common Sense attribute overall, is a sacred cow. It should not be modified lightly, if at all. This is because most combat skills are under the umbrella of common sense.
Oversized weapons(weapons exceeding 1d12 damage) should only have access to oversized skill.
Weapons should not have enchantments exceeding the material of the item it's placed on, and the power stat of weapon material should not exceed 5.
Effects generally should not stack. This is because the gm giving them out can't control what others do, meaning your item can be broken if it's allowed to stack.
Combat NPCs should be avoided. These draw out combat with extra actions and undermine characters built similarly to the NPC.
While non-combat NPC's gaining xp allows it to scale with the player and continue to be used regardless, it produces an imbalance accelerating the growth of the player it's given too
Recharging divine effects should be limited to exceptional cases, as they drain power from the gods. Magic items of T'or spells should not exist.
Avoid giving free rates to players. For example, free creature abilities should be minimized, and rates granted should be considered.
Rateburning items cannot be created by players, and should be taken seriously when items go out. This isn't to say that they shouldn't go out, but they should be /month for less powerful/temporary effects, and per year for more powerful/permanent effects. Alternatively they can require an appropriate xp cost, and be more frequent.
Items should not have absolutes that the gm in the moment cannot overrule. This puts the gm in a difficult situation, where they either overrule the item, angering the player, or have their plans spoiled.
All damage above 2d6 needs to have either a resistance check or a roll to hit.
Spells with duration less than 5 minutes are intended to be used in a limited combat, and should not be made into effect items.
Gods are npcs; any effect that makes you competitive with a god(i.e. ignoring flux) or gives you base or flux should force you to be an NPC. This should never be forced on a player.
There are inherent limitations to classes for a reason. An item shouldn't be given out that allows a priest to still be powered while breaking creed, nor should an item go out that allows psions to act while casting.
Legendary creature abilities do not go out, ever. Items that emulate them, such as area of effect revokes, should be avoided.
Skills specific to using items are allowable, but a new skill for general use is the realm of the rules coordinator and should be proposed to them for approval.
Creature abilities outside of standard limits of availability MUST be written up.
GMs are expected to give out magic items on no more than roughly half of their games. Use common sense for this one; thing like healing potions are fine to be given out more frequently, GMs could give out items to only half of party and then have them “roll off” for it, etc.
GMs are expected to tie the power of their magic items to the difficulty of the game they run. However, GMs should not run difficult games just for the sake of giving out better pay.
Limit GMs to only be allowed to give out custom items every three games. This will not have to follow an explicit pattern; it is just expected that no more than 33% of all characters going on a game are to get custom items. GMs would be expected to avoid showing bias here.
All magic items have a recommended word cap of 100, and a hard word cap of 200. This will prevent the queue from being flooded with excessively complicated/long writeups. An “RP” section will be added to each item so GMs could go further into describing aspects of the item, but this section can have nothing that communicates any mechanical benefit.
All items that have already been given out must be tracked through some way, shape, or form if they are to be given out again. They could be included in the adventure writeup, resubmitted through the database, or the GM could contact the rules coordinator directly. This is to prevent GMs from giving out a frankly irresponsible quantity of items on one game by using old items to bypass the approvals system.
Any items with unclear formatting, mechanics, etc. will be hard vetoed.
Most items are now expected to be based off of spells, creature abilities, and skills within the manual. Alternatively, the item should be easy to interpret into AQ's mechanics. (Example: The amulet of Pokerface is a manual item, a 1/day Fly would be a standard spell effect, and an iron longsword that deals an extra d6 fire damage would be easy to interpret into an in-game mechanic.)
Magic items should not generally be able to create more magic items. Special care should be taken when writing up magic items that take the form of a living creature, such as a plant or creature, as they can easily get around this rule.
rulings.txt · Last modified: 2018/09/14 11:39 by macraesmith