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rulings [2021/12/27 16:43] – [Spellcasting] eliurulings [2022/05/06 21:10] – [Perks, Creature Abilities, Character Creation] eliu
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 ==== Perks, Creature Abilities, Character Creation ==== ==== Perks, Creature Abilities, Character Creation ====
   * 30 stat set rolls is the cap for standard characters. We don't want such low stats that they are unplayable, we don't want dump max stats since it destroys balance. A good practice is 1-2 stats below 10, 2 16+ and rest around 11-13 for character creation as a guidance for helping newer players.   * 30 stat set rolls is the cap for standard characters. We don't want such low stats that they are unplayable, we don't want dump max stats since it destroys balance. A good practice is 1-2 stats below 10, 2 16+ and rest around 11-13 for character creation as a guidance for helping newer players.
 +  *  In general, when starting out in the system as a new player. It is expected you'll experiment with your EXP and buy stuff up and down a you explore the system. However, after newbie campaign, if you buy something up and use it, you are unable to buy it down without a GM reward usually. However, theres an incant called Philter of Regression that refunds EXP. You get 1 free 4 rank to use on a character similar to you getting one free Res from Isis / one free attune. Once you use it you will have to pay for another one or get a GM reward to enable buying something down.
   * 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.
   * 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).   * 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).
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     * Once you've legendary your character, you can continue to retire them, but for now the reward will be a lesser one which can be discussed as the case comes. Generally we'd like to see a story resolution instead of a complete hang up.     * Once you've legendary your character, you can continue to retire them, but for now the reward will be a lesser one which can be discussed as the case comes. Generally we'd like to see a story resolution instead of a complete hang up.
     * In the case you decide to legendary a character, bring it up with an approvals GM or Story Coordinator and we will discuss if this is a reasonable decision.  If approved, make a public announcement in the town action about some sort of reflection or acknowledgment of your character's action and perhaps insight personally why they may continue to adventure.     * In the case you decide to legendary a character, bring it up with an approvals GM or Story Coordinator and we will discuss if this is a reasonable decision.  If approved, make a public announcement in the town action about some sort of reflection or acknowledgment of your character's action and perhaps insight personally why they may continue to adventure.
 +  * Clarification on Metamorphize creature ability: Metamorphize only lets you assume general shape of the creature, not any exact member of the species. This restriction can only be bypassed with the use of Drain Identity creature ability or spell (as per Doppelganger creature write-up).
 +    * It does not grant any creature abilities apart from ranks of Damage (creature's "physical attacks"). The character using the ability retains all creature abilities of their own unless their new form prevents the ability from functioning. For example, if the character with physical Fly changes into a creature without wings, they cannot use their ranks of Fly without cancelling Metamorphize.
  
  
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   * True Necromancy - Rank 13: Enhance Undead will only allow a permanent casting of one of each of the finesses. This means only one of each the finesses max will be allowed. This spell is different than the lower ranking spell, so you can still temporarily enchant an undead with a lower ranking spell while still under the effects of a Rank 13. Existing characters who have stacked their effects must note that they have this effect done before 05/22/2021 in their CHR number and it needs to be updated. They will be grandfathered in with having a max of 4 Ranks of DR from this specific effect.   * True Necromancy - Rank 13: Enhance Undead will only allow a permanent casting of one of each of the finesses. This means only one of each the finesses max will be allowed. This spell is different than the lower ranking spell, so you can still temporarily enchant an undead with a lower ranking spell while still under the effects of a Rank 13. Existing characters who have stacked their effects must note that they have this effect done before 05/22/2021 in their CHR number and it needs to be updated. They will be grandfathered in with having a max of 4 Ranks of DR from this specific effect.
   * You'd only get one source of magical DV bonus that affects the Magic DV slots (exception being Spirit Armor). If you have multiple, the highest for each kind of DV are taken. Additionally, if you dual-wield shields, one would fill the Shield slot and the other would fill the weapons slot. Also, all effects for DV bonuses scale off the armor's unmagical stats (i.e Matter Manipulation's bonus DVs scales off the base armor's DVs **NOT** armor DVs plus armor charm DVs.) Lastly any item that provides other forms of DVs still work as normal. The only thing is you can have only one source of Magic DVs if you dont have spirit armor.    * You'd only get one source of magical DV bonus that affects the Magic DV slots (exception being Spirit Armor). If you have multiple, the highest for each kind of DV are taken. Additionally, if you dual-wield shields, one would fill the Shield slot and the other would fill the weapons slot. Also, all effects for DV bonuses scale off the armor's unmagical stats (i.e Matter Manipulation's bonus DVs scales off the base armor's DVs **NOT** armor DVs plus armor charm DVs.) Lastly any item that provides other forms of DVs still work as normal. The only thing is you can have only one source of Magic DVs if you dont have spirit armor. 
 +  * 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.
 +  * Only one instance of a psonic ability can be casted and upkept at a time. For example: if you already have a //Telekinesis// or //Recall Torture// active, you can't cast a second instance of that ability while upkeeping the ability.
 +    * Abilities made effectively permanent with incarnate aren't considered to be upkept, as their duration is made permanent, thus they are not upkept as per the ruling of this spell.
 +    * When using //Split Personality//, you can cast two instances of the same spell at once, but only one instance may be upkept. While upkept, you may not cast an instance of the same ability with your second mind, under the same restriction above.
  
 ==== Skills and Effects ==== ==== Skills and Effects ====
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   * Clarification on warrior and marine passives. When picking a sub-class as a non-background, you'd get access to those sub-class's skills (including passives) at triple. Other sub-class's passives must be attuned to or be given out as a reward to be bought. Additionally, all other sub-class's skills are at double triple cost.   * Clarification on warrior and marine passives. When picking a sub-class as a non-background, you'd get access to those sub-class's skills (including passives) at triple. Other sub-class's passives must be attuned to or be given out as a reward to be bought. Additionally, all other sub-class's skills are at double triple cost.
     * For background warriors and marines, all sub-class's skills and passives outside of your own are double.     * For background warriors and marines, all sub-class's skills and passives outside of your own are double.
 +    * 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. 
 +  * A character researching a Spell Group, Skill, Mastery, or any other supplementary material outside of their own background for public or private use does not automatically grant them an attune for that addition to the system. 
 +  * **Variant: Coup-de-Grace** 
 +    * A GM can optionally utilize this rule to make combat, especially stealth-based dungeon crawls, more exciting and enjoyable. An adventurer can prepare to Coup-de-Grace any incapacitated creature they are standing within melee range of. If the creature remains incapacitated for the next 5 rounds (20 seconds), the adventurer can instantly bring the creature down to -HEA DP, killing it.  
 +    * If the creature recovers from its incapacitation in the interim 5 rounds, the adventurer can make a simple combat attack on the creature as a reaction, as they had prepared to attack it. 
 +    * Incapacitated creatures can include sleeping, paralyzed, stunned, petrified, and unconscious creatures. 
 +  * Mishrites will receive one Linear Weapon Skill (W) (Light, Auto, Semi-Auto, Versatile, Revolver, Lever-Action, Heavy, Bolt-Action, Single-Shot) or Artillery (W) at double cost, instead of triple. 
 +    * Additionally, Mishrites get the following skills at base cost, within their background: Architecture, Arson, Barristry, Coopering, Military Construction, Pyrotechnics
  
 ==== Items ==== ==== Items ====
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman