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rulings [2020/07/10 18:29] zberglunrulings [2021/02/26 13:00] eliu
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 ====== Official Rulings ====== ====== Official Rulings ======
  
 +==== Perks, 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.  Town actions where access is limited are not an appropriate time to reward players.  
-  * 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, 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).
   * 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, rock exceeding 4 ranks and scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities. +  * The elven racial bonus to MMOD may instead be applied to LMOD. 
 +  * Creature abilities Hasten, Rock exceeding 4 ranks and Scale exceeding 4 ranks, although not explicitly stated in the manual, are legendary creature abilities.  
 +  * 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's relevant attribute. (Ex: Psions cannot buy more than 2*HEA psychometabolism spells.) 
 +  * 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.  If someone has been resurrected with a non-Isis resurrect, it still works.     * Isis res only counts itself, to see if it works.  If someone has been resurrected with a non-Isis resurrect, it still 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.  This change also effects speed, hasten, and quicken even though they do not mention mod split.  +  * [[https://docs.google.com/document/d/12_DRKVf_VuXe-RgtD1uLlK7AjwNqhtWOJwpYSO6uugg/edit?usp=sharing|Enmass Rework Chart]].
-  * Stunning Attack, under hammers, now has a resist check,  It starts at 3d6 vs. health, and dice against hammer skill can specifically be allocated to increasing this check +
-  * Amulet of divine protection contains a typo in the manual.  It should provide 1 rank of resist divine per 2 ranks of the incant. +
-  * Enmass https://docs.google.com/document/d/12_DRKVf_VuXe-RgtD1uLlK7AjwNqhtWOJwpYSO6uugg/edit?usp=sharing+
   * Chaos sword cares about permanent enchantments, and adding more weapon charm, does not impact the die size, only add 1 to damage and to hit.   * Chaos sword cares about permanent enchantments, and adding more weapon charm, does not impact the die size, only add 1 to damage and to hit.
-  * 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, with some adjective.+
   * 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 "always" (unless blocked by some type of magic) be able to sense the dominate emotion and danger status of the linked creature.   * 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 "always" (unless blocked by some type of magic) be able to sense the dominate emotion and danger status of the linked creature.
-  * 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 "Fabrications" group do not have a resistance check. Magical materials now get a 3d6 check versus their PWR attribute.   * Many of the spells under the "Fabrications" group do not have a resistance check. Magical materials now get a 3d6 check versus their PWR attribute.
   * Currently, the spell "Conversion" allows elemental mages to turn spells with a low exp cost into spells with a high exp cost. As such, any time the mage attempts to turn a spell into one with a higher experience cost, they must first spend enough experience points to negate the difference.   * Currently, the spell "Conversion" allows elemental mages to turn spells with a low exp cost into spells with a high exp cost. As such, any time the mage attempts to turn a spell into one with a higher experience cost, they must first spend enough experience points to negate the difference.
-  * The resistance check for "Zombie Plant" berries caps at 6 dice versus WILL. Additionally, zombie plant berries lose their magical energy within 10 minutes of being picked; no effects can stop this drain of magic. This is not something that is meant to be weaponized. 
-  * 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, any combination that abuses interactions between Keep Healthy and damage prevention is to be immediately vetoed, and reported to the rules coordinator.   * 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, any combination that abuses interactions between Keep Healthy and damage prevention is to be immediately vetoed, and reported to the rules coordinator.
-  * 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's attributes, DP, and skills only account for the character's magically unmodified attributes. This includes spell effects which force contested checks, and applies to both parties of the contested checks.   * All magical effects that scale off a character's attributes, DP, and skills only account for the character's magically unmodified attributes. This includes spell effects which force contested checks, and applies to both parties of the contested checks.
-  * Psions cannot buy a number of total ranks in a spellgroup exceeding twice the group's relevant attribute. (Ex: Psions cannot buy more than 2*HEA psychometabolism spells.) +  * Stave Death undoes the effect of the crit and the damage done, as if the critical attack never happened.
-  * The elven racial bonus to MMOD may instead be applied to LMOD. +
-  * If a character's DP pool reaches an amount below zero equal to their maximum DP, their body is destroyed. If the damage doubles this threshold, there's nothing left but red mist. +
-  * Stave death undoes the effect of the crit, not necessarily the damage done. This means if one has thier head cut off, but still dies from the damage. Stave death will repair the body allowing for certain res's to work but the target would still be dead.+
   * Stalwart allows access to share warrior skills, however, charged abilities will not have charges copied meaning that there is still only the original warriors' pool for the ability.   * Stalwart allows access to share warrior skills, however, charged abilities will not have charges copied meaning that there is still only the original warriors' pool for the ability.
-===== Item Guidelines ======+ 
 +==== 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 (as a proper noun), only refer to things in the manual called Multiattack, with some adjective. 
 +  * 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.  This change also effects speed, hasten, and quicken even though they do not mention mod split. 
 +  * Stunning Attack, under Hammers, now has a resist check,  It starts at 3d6 vs. health, and dice against hammer skill can specifically be allocated to increasing this check.  
 +  * 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.  
 + 
 +==== Items ==== 
 +  * Amulet of Divine Protection contains a typo in the manual.  It should provide 1 rank of resist divine per 2 ranks of the incant. 
 +  * Amulets of Magical and Divine Protection do not stack with natural ranks of their respective creature abilities. 
 +  * 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 "Zombie Plant" berries caps at 6 dice versus WILL. Additionally, zombie plant berries lose their magical energy within 10 minutes of being picked; no effects can stop this drain of magic. This is not something that is meant to be weaponized. 
 +  * 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 ==== 
 +  * 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.  Town actions where access is limited are not an appropriate time to reward players.  
 +  * If a character's DP pool reaches an amount below zero equal to their maximum DP, their body is destroyed. If the damage doubles this threshold, there's nothing left but red mist. 
 + 
 +===== 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, then refer to the rules coordinator or an approvals GM.    * 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, then refer to the rules coordinator or an approvals GM.
    * 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, the original item should be deleted, and the GM modifying the item should write up a new item.    * 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, the original item should be deleted, and the GM modifying the item should write up a new item.
rulings.txt · Last modified: 2023/08/28 16:24 by hoodedman