Rules Day 2020 II

Because we’re in the process of reworking the class system this season, we found it necessary to have a “bonus” rules day this year. Most of the items on the agenda were clarifications and tweaks rather than full changes, with a few exceptions. Below is the log of changes we made.
Rules Day: Jan 30, 2021.


Specific Skills and Tradecrafts

Locksmith –> Tinker
We have changed the locksmith tradecraft to tinker. Tinker will encompass not just locks but also hinges, latches, pulleys, levers, lenses, and other simple machines. Tinkerage will be marked in the rulebook price section, either in an alternate table or marked separately.

Unlisted TC Sources & Training
People and Objects count as two separate types of source for the purposes of learning an unlisted tradecraft. People can only teach others up to a skill lvl equal to their own lvl in an unlisted craft; objects can only teach a certain number of lvls in a craft per given object, but those lvls are always “on top of” any existing lvls a person has.

Shatterproof
Now Reads (rough draft): Shatterproof (BE): Invoke and call “Shatterproof: [item]”; that item resist shatter for the rest of the encounter. The item must remain held, worn, or in your immediate vicinity; if you walk away from the item, it loses resistance to shatter.

Bardic Speech
Now Reads (rough draft): Bardic Speech (OC): You may speak in Bardic Speech. This allows you to communicate with others who have Bardic Speech, regardless of any other shared language; and to communicate with animals in a limited way. You cannot lie when speaking in Bardic Speech.

Familiar
No longer gives players an ability by default. Abilities from the familiar bond may still be developed over time, but are not the default starting situation.

Wilderness Energy
DECISION PENDING


General Class Overhead Changes

“Improved” Tag
Skills with the “improved” tag that do not have a more basic version of the skill (eg, Improved Might Strike) will have the improved tag removed.

Full Incants
All skills with a full incant (ie, Ward) will have the incant removed; players only need say the skill or spell name to use it. It should be understood from here on out that players should narrate the skill more fully when in combat with newer players.

Lore Abilities
When using Lore abilities to check the specific species of an opponent, each check has a 20 count cooldown before it can be used again. This does not interfere with tagging something with Lore to learn its stats after the encounter.

Roguing Abilities
Rogue-Type abilities now takes a 60-count. You can only rogue skills that are widely available in the town you are playing out of.

Stealing Abilities
Stealing an ability and being able to use an ability are two separate things. In order to steal an ability, you must know its name; in order to use an ability, you must know how it works in full. If the player you are stealing an ability from is using a version of the ability that is in some way limited (example: Limited Martial Arts – Hands Only), you must call the limitation when you steal the skill or it will not be successful. Innate abilities cannot be stolen – only learned skills.


General Game Rules

Mana Storing
Mana Storing items will have a limit to how many mana they can store based on the price of the base object. Full rules for this will be written up in the rulebook.

Ending Encounters at Negative Mana
Ending an encounter at negative mana no longer gives you a temporary insanity; instead, it will come with another consequence instead. DECISION PENDING, likely fatigue-based.

Temporary Insanities
Are no longer a standard mechanic, but may be awarded by the GM as needed.

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