Rule Changes

From Obscura

Post-playtest

  • Starting XP increased to 7.
  • REPEL duration reduced from 5s to 3s.
  • WEAKEN duration increased from 5s to 10s.
  • Mortal wounds no longer become non-mortal at the end of a linear.
  • Invoker: Added Chain Shock because invokers were light on toys.
  • Invoker: Restorative nerfed from CURE 5 to CURE 4 and Invokers benefit from armour slightly less than other combat schools. This is to make armoured invokers less tanky.
  • Rogue: Thrown Training no longer free.
  • Rogue: Dirty Trick ranged STUN changed to thrown STUN and renamed to Weapon Precision.
  • Rogue: Survival removed.
  • Rogue: Combat Awareness buffed from "use wits to dodge" to "once per encounter dodge, and use wits to recharge it". This is to make it so rogues can actually use their abilities against invokers and ranged rogues rather than the best tactic being to hold them back to keep dodge available. Split in to 2 skills (Danger Sense and Awareness) to compensate for the buff (it was already the strongest defensive skill; after the buff it was absurdly strong for one skill).
  • Rogue: Alchemical Efficiency moved to general skills because rogues now had too many toys.
  • Warrior: Resolve instant heal reduced from CURE 5 to CURE 3.
  • Warrior: Implacable buffed to mitigate CRUSH to TRIPLE instead of TRIPLE STUN.
  • Smuggling made slightly better and merged with Appraise and Spot and named Tricks of the Trade.
  • Influence campaigns moved from Connections to Negotiator, which were then renamed to Contacts and Smooth Talker respectively.
  • Merged Intuition into Investigation, and made Investigation and Attune more clearly distinct by separating what targets they work on, rather than a nebulous "mundane" vs "elemental" information split.
  • Attune now has base magnitude 0 to match Investigation.
  • Investigators can now consume alchemicals to buff their result to match Attune.
  • Inspire renamed to Hearts and Minds.
  • Iron Will buffed to resist emotion effects infinitely, to match Hearts and Minds and without nasty rule hacks.
  • Leadership renamed to Inspire, and its main ability buffed from once-per-day to once-per-day-per-target to match rituals.
  • Dissection moved to general skills to avoid science-side controlling all the resources. Dissectors can hack up non-humans for resources, but it takes dissector+surgeon to autopsy non-humans to learn things.
  • Several rituals made cheaper.
  • Analyse Power changed to add extra Sense Magic uses instead of extra information from it, and renamed to Keen Observer.

Pre-playtest

  • Generalised MINOR and MAJOR calls in to a single EPIC call that can apply to anything.
  • Merged Ambidex, Buckler and Two-handed in to one skill to give fighters more flexibility without increasing power (since you can't use more than one of those at a time). Also makes Shield+Polearm 1 skill cheaper.
  • Rogue: Added Alchemical Efficiency to buff "healer" rogue.
  • Invoker: Field Medic removed; still available in science under Surgery.