rulings
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rulings [2018/11/15 12:35] – macraesmith | rulings [2021/12/06 23:55] – eliu | ||
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====== Official Rulings ====== | ====== Official Rulings ====== | ||
+ | ==== Perks, Creature Abilities, Character Creation ==== | ||
* The **Famous Perk** increases a characters COM permanently by 4 points and is not considered a bonus. | * 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. | ||
- | * 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, | * 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, | ||
* 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. | * 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, | + | |
+ | | ||
+ | * 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. | ||
+ | * 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. | ||
+ | * Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix. | ||
+ | |||
+ | |||
+ | |||
+ | ==== Spellcasting ==== | ||
+ | * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group' | ||
+ | * 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) | ||
* Isis res only counts itself, to see if it works. | * Isis res only counts itself, to see if it works. | ||
* Miracle cure does not regrow limbs, or missing organs, but fully repairs damaged ones. | * 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. | * 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). | + | * 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. | + | * [[https:// |
- | * Stunning Attack, under hammers, now has a resist check, | + | |
- | * Amulet of divine protection contains a typo in the manual. | + | |
- | * Enmass | + | |
* Chaos sword cares about permanent enchantments, | * Chaos sword cares about permanent enchantments, | ||
- | * 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. . | + | * 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, | + | |
* 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 " | * 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 " | ||
- | * 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. | * 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 " | * Many of the spells under the " | ||
* Currently, the spell " | * Currently, the spell " | ||
- | * The resistance check for " | ||
- | * 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, | * 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, | ||
- | * Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix. | ||
* All magical effects that scale off a character' | * All magical effects that scale off a character' | ||
- | * Psions cannot buy a number | + | * Stave Death undoes the effect |
- | ====== Item Guidelines ====== | + | * Stalwart allows access to share warrior skills, however, charged abilities will not have charges copied meaning that there is still only the original warriors' |
+ | * Water Magics refers to having | ||
+ | |||
+ | ==== Skills and Effects ==== | ||
+ | * Driving skill is base 100 CSE,it is base non-background so everyone buys it at triple. | ||
+ | * 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. | ||
+ | * Things in the manual that refer to Multiattack | ||
+ | * 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. | ||
+ | * Stunning Attack, under Hammers, now has a resist check, | ||
+ | * The Increase Damage sub-skill of Brawling | ||
+ | * 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. | ||
+ | |||
+ | ==== Items ==== | ||
+ | * Amulet of Divine Protection contains a typo in the manual. | ||
+ | | ||
+ | * 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. | ||
+ | * The resistance check for " | ||
+ | * 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. | ||
+ | |||
+ | ==== GM Rulings ==== | ||
+ | * Every game you GM and submit the adventure writeup for the game (through the website), you receive a total of 3500 exp. 3000 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 can be placed on any of your characters. 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 exp! It is difficult to enforce this, so it is held on honor system. If it is suspected that GM exp fraud is occurring, the IRS Rules Coordinator and/or President may have to be notified to resolve the issue, checking through the adventure writeups and your exp budget. CoGM writeups should include a note on who was the coGM and GM of the game. | ||
+ | * Note: GM exp does not double for low rate characters. Only exp earned on playing games with low rate characters will be doubled | ||
+ | * 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. | ||
+ | * Club is now on the Gold Standard. 10 silver = 1 gold. Standard pay for a game is 100 gold, and miximum pay is limited to 200 gold. Less dangerous games have 50 gold pay. | ||
+ | * If a character' | ||
+ | * Upon a character dying and is not savable by any means, the character is considered permanently dead. After which should the player make a new character, they may add 1/4 of the dead character' | ||
+ | ===== Magic Item Guidelines ====== | ||
* Modifications to an item should only be made if permission has been given from the GM who originall wrote the item. If that GM is inaccessible, | * Modifications to an item should only be made if permission has been given from the GM who originall wrote the item. If that GM is inaccessible, | ||
* Magic items that modify other magic items should be given out sparingly. In general, any modifications to an item should be made to the original item's writeup for the sake of simplicity. Alternatively, | * Magic items that modify other magic items should be given out sparingly. In general, any modifications to an item should be made to the original item's writeup for the sake of simplicity. Alternatively, |
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman