rulings
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rulings [2023/02/13 13:55] – [Spellcasting] eliu | rulings [2023/08/28 16:24] (current) – Removed rulings that made it to the manual, added new Impaling rules, GM xp and low rate characters. hoodedman | ||
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* The character may use their starting gold to purchase items with the Crafting and Enchanting system, or magical rituals including Attunement and Mutation. | * The character may use their starting gold to purchase items with the Crafting and Enchanting system, or magical rituals including Attunement and Mutation. | ||
* The character must be written up as a CHR item and playtested/ | * The character must be written up as a CHR item and playtested/ | ||
+ | |||
+ | ==== Combat ==== | ||
+ | * Impaling - Some weapons give you an option to impale your enemy. To perform an impaling attack, choose a creature within your movement rate. As a full action (using both action and a fifth), move to the target and make an attack at half of your Combat modifier. On hit, the target takes the weapon’s “impale” damage instead of “strike”. You may roll Weapon and Maneuver skills with the impaling attack, but cannot use any Advanced options. Impale damage above 1d12 does not turn the weapon into an Oversized. | ||
+ | |||
==== Spellcasting ==== | ==== Spellcasting ==== | ||
- | * Defer cannot be plugged using Spell Plugging skill. The original caster of the Defer can recast Defer while touching the object to refresh the 2-hour countdown on the duration, but cannot extend the duration beyond 2 hours. | ||
- | * All abilities granting extra attacks such as Quicken, Speed, or Hasten use the appropriate cumulative multiattack penalty for the weapon being used as per the multiattack option in the skill. | ||
* If spell plugging is used on the effect with resistance check, the resistance check can be reattempted every time the effect renews its duration. | * If spell plugging is used on the effect with resistance check, the resistance check can be reattempted every time the effect renews its duration. | ||
* Graft Armor can be used on Natural Armor to remove its penalties. | * Graft Armor can be used on Natural Armor to remove its penalties. | ||
- | * Call Object (Dimensions Rank 6), can only retrieve objects weighing 5 lbs. or less. | ||
==== Skills and Effects ==== | ==== Skills and Effects ==== | ||
- | * When an effect would grant additional attacks to a weapon not allowed to multi, each subsequent attack comes at a cumulative | + | * Charge (M), Skewer option |
- | * The Increase Damage sub-skill of Brawling cannot increase damage | + | |
- | * Dodging (Passive) grants +2 bonus per rank if no Armor DV sources are used by the character. | + | |
- | * All abilities granting | + | |
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* The first game you GM per week and submit the adventure writeup for the game (through the website), you receive a total of 3500 exp and 400 gold. 3000 exp amd 300 gold of this can be put on a character that has not been played that week (using the same reset at 7:00 PM Saturday at regular club meeting start time) or not already received GM exp that week. The remaining 500 exp and 100 gold can be placed on any of your characters. Any subsequent games GMed that week gain 3000 exp and 300 gold, which can be put on a different character that has not been played that week (using the same reset at 7:00 PM Saturday at regular club meeting start time). You should not be stockpiling exp over the course of several weeks to dump all on one character and should be putting the exp on a character each week, since this may lead to characters doubling up on exp when they shouldn' | * The first game you GM per week and submit the adventure writeup for the game (through the website), you receive a total of 3500 exp and 400 gold. 3000 exp amd 300 gold of this can be put on a character that has not been played that week (using the same reset at 7:00 PM Saturday at regular club meeting start time) or not already received GM exp that week. The remaining 500 exp and 100 gold can be placed on any of your characters. Any subsequent games GMed that week gain 3000 exp and 300 gold, which can be put on a different character that has not been played that week (using the same reset at 7:00 PM Saturday at regular club meeting start time). You should not be stockpiling exp over the course of several weeks to dump all on one character and should be putting the exp on a character each week, since this may lead to characters doubling up on exp when they shouldn' | ||
* If you don't submit the adventure writeup, you do not receive GM rewards! It is difficult to enforce this, so it is held on honor system. If it is suspected that GM exp/gold fraud is occurring, the < | * If you don't submit the adventure writeup, you do not receive GM rewards! It is difficult to enforce this, so it is held on honor system. If it is suspected that GM exp/gold fraud is occurring, the < | ||
- | * Note: GM exp does not double for low rate characters. Only exp earned on playing games with low rate characters will be doubled | + | * If applied to the character rate 35 or lower, |
* GM exp cannot be placed on a character you have not played in a game at least once before. Once they have been played once, GM exp can be spent on them. | * GM exp cannot be placed on a character you have not played in a game at least once before. Once they have been played once, GM exp can be spent on them. | ||
* 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. | * 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. |
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman