rulings
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rulings [2022/01/27 11:31] – [Skills and Effects] eliu | rulings [2023/01/22 13:33] – [Skills and Effects] 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, | + | * 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 as you explore the system. However, after a newbie campaign, if you buy something up and use it, you are unable to buy it down without a GM reward usually. However, |
* 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, | * 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, | ||
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* 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. | * 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. | * Regeneration only restores DP; permanent mutilation or body deformation is not something that regeneration can help fix. | ||
+ | * Every player with at least one rate 100 character may create 2 rate 50 characters per calendar year. In addition to 50 rates, the newly created character gains 15,000 gc and small RP item. | ||
+ | * 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/ | ||
* At any point should for story reasons or lore reasons you decide to retire a character, you may make a new character at 1/3 the rate of your retired character **up to rate 50**. The retirement must be announced publicly in order for you to get the EXP. This retired character is no longer considered a legal character for club games and may no longer be played. Should this character ever be played or brought out of retirement, the character made using the EXPs from retirement is no longer a legal character until the previous character is retired or the EXP gained from retirement plus 10 rates (25 000) is cut off from the character. This is so no shenanigans is done for boosting a new character to high rate to get a powerful magic item and then brought back to newer rate levels without some cost. Any attempt to get free or game the system should be notified to the rules coordinator. | * At any point should for story reasons or lore reasons you decide to retire a character, you may make a new character at 1/3 the rate of your retired character **up to rate 50**. The retirement must be announced publicly in order for you to get the EXP. This retired character is no longer considered a legal character for club games and may no longer be played. Should this character ever be played or brought out of retirement, the character made using the EXPs from retirement is no longer a legal character until the previous character is retired or the EXP gained from retirement plus 10 rates (25 000) is cut off from the character. This is so no shenanigans is done for boosting a new character to high rate to get a powerful magic item and then brought back to newer rate levels without some cost. Any attempt to get free or game the system should be notified to the rules coordinator. | ||
- | * In the cases your new character would get enough rates to go above 50 from the retirement EXP, discuss with the rules coordinators to potentially work out a fun RP starting magic items. This includes special starting races or strange forms of existance | + | * In the cases your new character would get enough rates to go above 50 from the retirement EXP, discuss with the rules coordinators to potentially work out a fun RP starting magic items. This includes special starting races or strange forms of existence |
- | * There comes a time when your adventurer gets powerful enough to a point where many tasks or adventures are typically a breeze. A god becomes a worthy challenge and sea monsters are a past time hunt. Your ability and skills have reached your character in a place of increadible | + | * There comes a time when your adventurer gets powerful enough to a point where many tasks or adventures are typically a breeze. A god becomes a worthy challenge and sea monsters are a past time hunt. Your ability and skills have reached your character in a place of incredible |
* I find that this typically starts to happen around rate 200, but it can be earlier or later depending on the magic items you have and the skills you've bought. It is at this point I encourage you to " | * I find that this typically starts to happen around rate 200, but it can be earlier or later depending on the magic items you have and the skills you've bought. It is at this point I encourage you to " | ||
* 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. | * 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. | ||
+ | * 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' | ||
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* 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. | * 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//, | * When using //Split Personality//, | ||
+ | * 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. | ||
==== Skills and Effects ==== | ==== Skills and Effects ==== | ||
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* 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. | * 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. | ||
* 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. | * 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. | ||
- | * Dodging (Passive) | + | * Dodging (Passive) |
* Clarification on warrior and marine passives. When picking a sub-class as a non-background, | * Clarification on warrior and marine passives. When picking a sub-class as a non-background, | ||
* For background warriors and marines, all sub-class' | * For background warriors and marines, all sub-class' | ||
* 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. | * 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. | * 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, | ||
+ | * Additionally, | ||
==== Items ==== | ==== Items ==== |
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman