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rulings [2023/01/22 13:29] – [Perks, Creature Abilities, Character Creation] eliurulings [2023/01/22 13:34] – [Skills and Effects] eliu
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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//, 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.     * 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.
 +  * 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) is usable with Helmets and Buckler shields. Any other armors and shields (chain mail, splint, brigandine, iron shields, steel shields, etc.) cannot be used with Dodging (Passive).+  * Dodging (Passive) grants +2 bonus per rank if no Armor DV sources are used by the character.
   * 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.
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   * 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.   * 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     * Additionally, Mishrites get the following skills at base cost, within their background: Architecture, Arson, Barristry, Coopering, Military Construction, Pyrotechnics
 +    * Items created with spells or through the Crafting and Enchanting system must be written up under NEW item code.
 +    * Permanent or long lasting effects must be recorded in the character's CHR number. This includes Mutates, Attunes, Rituals and any permanent change to the character that is not a result of GM’s magic item. Out of game date must be written next to any new additions.
 +    * Items made from materials in Playtesting, if deemed fine, are put into the playtesting category. If the spell(s) for the item are not in the final stages of Playtesting they need GM permission to be used on games.
 +
  
 ==== Items ==== ==== Items ====
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman