Rules Updates
From NFNC
- Change the stamina costs of Heavy Armour
- Add the NOTHING call to the system
- Healing 3 rebalancing:
- Necromancy rebalancing:
- Necromancy revenants now have a 30s bleed time, during which they are dying.
- The ritual Extended Service moves from necromancy 2 to necromancy 1.
- Necromancy 2 gains the ability - Retention of Service:
- Necromancy 4 replaced
- Necromancy 3 wording updated
- 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.