Rules Updates: Difference between revisions
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+ | '''2015-2016''' |
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+ | *DROP has been removed. If your PC is going to fall unconscious, a Ref will tell you this. |
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+ | *DISRUPT now only pauses a ritual if it hits the Leader. This saves having to communicate to the Leader when you get hit. |
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+ | *Arrows do CRUSH. If you are calling your shot because it's too close to safely loose, you still call TRIPLE STRIKEDOWN. |
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+ | *Armour rules have been clarified. You get one extra hit per rank of Armour, and need to cover one location per extra hit you want to claim from the Armour skill. Heavy Armour now gives unlimited uses of "take CRUSH as TRIPLE STRIKEDOWN". Light Armour gives one use of this per encounter. |
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+ | *You may use any suitable short phrase like "Builder smite you!" etc. as the vocal for an instant spell. "By my power" was not very thematic. |
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+ | *Terminal has been simplified. A Terminal PC is now able to walk if the player wishes them to be, and dies after 30 seconds if they take damage. |
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+ | *Stamina now only regenerates on REFRESH. |
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+ | **Ability: Catch Breath has been updated to reflect this. It will now not restore Stamina. |
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+ | *RESTORE changes to RESTORE LIMBS, which is more self-explanatory. |
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+ | |||
+ | '''Skills''' |
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+ | *Force 5: Instantaneous MAGIC TRIPLE CRUSH is now MAGIC CRUSH and a L4 Spell. it is replaced by "Instantaneous Magic Triple on 2 separate targets". |
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+ | *Meta-Rituals 3: Changes from a Ritual to: ''Ability - Bolster Effect: This may be used while you lead a ritual. Every Participant counts as contributing 50% more stamina than they did. Using this ability consumes all of your remaining Stamina (This Stamina is not contributed to the Ritual).'' |
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+ | *Will 4: Adds the new Ability ''Ability- Mind War: You may choose to pay double the Stamina or Wound cost to resist a COMPEL. You may then immediately call the same Compel at any target within 10m.'' |
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+ | *Corpus 4: CURE 9 is now CURE 12 |
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+ | *Corpus 5: CURE 20 RESTORE is replaced by “Three uses of ranged CURE 3 over the next 10 seconds” |
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+ | '''2014-2015''' |
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+ | *Surgery and Biomancy skills have been clarified to be {{gloss|appropriate roleplay}} rather than specific, less clear terms such as "treatment" or "meditation". |
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+ | *[[Wounds_and_Dying#Wounds|Wounds]] have been clarified to better deal with characters who have acquired multiple wound tracks. |
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+ | *We have made the first set of changes folling the Rules Review: |
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+ | **The Stamina cost of Heavy Armour has been reduced. |
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+ | **A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit. |
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+ | **The Doctor is In ( [[Prof:Healing|Healing]] L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime. |
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+ | **Revenants created by [[Prof:Necromancy|Necromancy]] now become Dying and bleed out in 30s when reduced to 0 Hits. |
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+ | **Necromancy 1 now grants the ability to extend a Revenant's lifespan. |
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+ | **Necromancy 2 now grants the ability to CURE 1 on the target revenant. |
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+ | **Necromancy 3 now cannot be used mid-combat. |
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+ | **Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK. |
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+ | *We have updated the section on [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki. |
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+ | *We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]]. |
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+ | *Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. |
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+ | *Change the stamina costs of Heavy Armour |
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+ | *Add the NOTHING call to the system |
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+ | *Force 5 has been unlocked. You may now buy it on your PCs. |
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+ | *[[Prof:Transmutation|Transmutation]] 3: Destruction has been updated for clarity. It grants one use of MAGIC TRIPLE KNOCKBACK, plus one per additional Participant. it does not give unlimited calls. |
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+ | *[[Character_Creation_Mechanics#Buying_New_Skills|Starting XP]] for new characters has been simplified. |
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+ | *Orisons from the Transmutation skill clarified. |
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+ | **You get all the examples which are appropriate to your Paradigm. You may research more as a [[Downtime|Major Action]]. |
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+ | **Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities. |
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* IC rules for trials have been altered to replace Trial By Combat with a voting mechanism. |
* IC rules for trials have been altered to replace Trial By Combat with a voting mechanism. |
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* Rules for the ''Catch Breath'' ability have been changed. [[General_Rules#Player_Character_Specifics|See here]] |
* Rules for the ''Catch Breath'' ability have been changed. [[General_Rules#Player_Character_Specifics|See here]] |
Latest revision as of 16:04, 9 October 2015
2015-2016
- DROP has been removed. If your PC is going to fall unconscious, a Ref will tell you this.
- DISRUPT now only pauses a ritual if it hits the Leader. This saves having to communicate to the Leader when you get hit.
- Arrows do CRUSH. If you are calling your shot because it's too close to safely loose, you still call TRIPLE STRIKEDOWN.
- Armour rules have been clarified. You get one extra hit per rank of Armour, and need to cover one location per extra hit you want to claim from the Armour skill. Heavy Armour now gives unlimited uses of "take CRUSH as TRIPLE STRIKEDOWN". Light Armour gives one use of this per encounter.
- You may use any suitable short phrase like "Builder smite you!" etc. as the vocal for an instant spell. "By my power" was not very thematic.
- Terminal has been simplified. A Terminal PC is now able to walk if the player wishes them to be, and dies after 30 seconds if they take damage.
- Stamina now only regenerates on REFRESH.
- Ability: Catch Breath has been updated to reflect this. It will now not restore Stamina.
- RESTORE changes to RESTORE LIMBS, which is more self-explanatory.
Skills
- Force 5: Instantaneous MAGIC TRIPLE CRUSH is now MAGIC CRUSH and a L4 Spell. it is replaced by "Instantaneous Magic Triple on 2 separate targets".
- Meta-Rituals 3: Changes from a Ritual to: Ability - Bolster Effect: This may be used while you lead a ritual. Every Participant counts as contributing 50% more stamina than they did. Using this ability consumes all of your remaining Stamina (This Stamina is not contributed to the Ritual).
- Will 4: Adds the new Ability Ability- Mind War: You may choose to pay double the Stamina or Wound cost to resist a COMPEL. You may then immediately call the same Compel at any target within 10m.
- Corpus 4: CURE 9 is now CURE 12
- Corpus 5: CURE 20 RESTORE is replaced by “Three uses of ranged CURE 3 over the next 10 seconds”
2014-2015
- Surgery and Biomancy skills have been clarified to be appropriate roleplay rather than specific, less clear terms such as "treatment" or "meditation".
- Wounds have been clarified to better deal with characters who have acquired multiple wound tracks.
- We have made the first set of changes folling the Rules Review:
- The Stamina cost of Heavy Armour has been reduced.
- A call of NOTHING accompanying a blow with a weapon indicates that the blow is not hard enough to cause your character to lose a Hit.
- The Doctor is In ( Healing L3 Ability) will now require Curative Herbs costing 4D. A supply of these will be provided each week to the interactive venue. More may be purchased in downtime.
- Revenants created by Necromancy now become Dying and bleed out in 30s when reduced to 0 Hits.
- Necromancy 1 now grants the ability to extend a Revenant's lifespan.
- Necromancy 2 now grants the ability to CURE 1 on the target revenant.
- Necromancy 3 now cannot be used mid-combat.
- Necromancy 4 now has multiple upgrade options, rather than just KNOCKBACK.
- We have updated the section on Sacrifice with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.
- We have clarified the use of Biomancy and other disguise methods in uptime on the page Disguises.
- Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature.
- Change the stamina costs of Heavy Armour
- Add the NOTHING call to the system
- Force 5 has been unlocked. You may now buy it on your PCs.
- Transmutation 3: Destruction has been updated for clarity. It grants one use of MAGIC TRIPLE KNOCKBACK, plus one per additional Participant. it does not give unlimited calls.
- Starting XP for new characters has been simplified.
- Orisons from the Transmutation skill clarified.
- You get all the examples which are appropriate to your Paradigm. You may research more as a Major Action.
- Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities.
- IC rules for trials have been altered to replace Trial By Combat with a voting mechanism.
- Rules for the Catch Breath ability have been changed. See here
- Improvised Rituals have been clarified. You may not perform these in Downtime and you may only lead one per day.
- Armour has been clarified. A character never gains current hits by putting on armour. If they have lost hits and remove armour they drop to 1 Hit.
- Orisons from the Transmutation skill clarified.
- You get all the examples which are appropriate to your Paradigm. You may research more as a Major Action.
- Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities.
- Starting XP for new characters has been simplified.