Rule Changes: Difference between revisions
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Created page with "===Post Playtest=== * Starting XP increased to 7. * REPEL duration reduced from 5s to 3s. * WEAKEN duration increased from 5s to 10s. * Thrown Training no longer free for rogu..." |
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=== | ===Term 2 Week 9=== | ||
* | * White Tag has been added to indicate the character is a Keeper, with the same meaning as White Robe. | ||
* | |||
* | ===Term 2 Week 6=== | ||
* | * Reagents freely available with Ducatto now cost 1 Ducatto if bought before interactives and linears. | ||
* | |||
* | ===Term 2 Week 4=== | ||
* Any reagents now freely available for Ducatto can be taken as your default downtime gather, both for unsubmitted downtimes and missed weeks. | |||
===Term 2 Week 1=== | |||
* Sense Magic is now unlimited uses for everyone. Bear in mind using Sense Magic on a person is mildly uncomfortable, so you might get complaints if you do it to everyone. | |||
* Insightful Observer can now identify the intended effect even if you don't have the skill being used. | |||
* Insightful Observer can now be used to once per day ask COMPEL: Tell me, was that the truth? | |||
===Pre-Term 2=== | |||
* Wounds will now say on the card if they can only be treated in an interactive. If it doesn't it can be fully treated in the field. | |||
* Preparation's skills can now be activated separately. | |||
* Reanimation now gives CURE 1 while incapacitated once per day instead of temp HP. | |||
* Clarified that tricks, techniques and focus powers can be untrained, so you can retrain the one you chose when you took Combat Training without unlearning your whole combat school. | |||
* Clarified that you can unlearn any two rituals when unlearning Learn Ritual, they don't need to be two you learned at the same time. | |||
* Clarified that skills that grant calls can't be combined with each other or other abilities that grant calls, such as weapon oils and pacts. | |||
===Term 1 Week 4=== | |||
* [[STUN]] changed to allow moving at a walking pace rather than immobility. | |||
* Learn Ritual changed to grant 2 rituals each time the skill is taken. | |||
* Lowered several ritual costs, particularly for rituals that use a wound slot, and sometimes added a discount when the thaumaturgist casts on themself. | |||
===Term 1 Week 2=== | |||
* Non-contact players are now identified by the lovely flourescent yellow bands we were gifted last week. | |||
* Clarify that Backstab can only be done with <24" '''melee''' weapons. | |||
===Term 1 Week 1=== | |||
* Learn Ritual now learns 50% more rituals - every second time you take the skill you learn 2 formulaic rituals instead of one. | |||
* Downtime deadline changed to Monday afternoon, since we're clearly not going to have a refmeet between midnight and then... | |||
===Pre-campaign=== | ===Pre-campaign=== | ||
See [[Rule Changes/Pre-Campaign|here]] for the changes between the pitch document and the final rules. | |||
Latest revision as of 17:55, 12 March 2020
Term 2 Week 9
- White Tag has been added to indicate the character is a Keeper, with the same meaning as White Robe.
Term 2 Week 6
- Reagents freely available with Ducatto now cost 1 Ducatto if bought before interactives and linears.
Term 2 Week 4
- Any reagents now freely available for Ducatto can be taken as your default downtime gather, both for unsubmitted downtimes and missed weeks.
Term 2 Week 1
- Sense Magic is now unlimited uses for everyone. Bear in mind using Sense Magic on a person is mildly uncomfortable, so you might get complaints if you do it to everyone.
- Insightful Observer can now identify the intended effect even if you don't have the skill being used.
- Insightful Observer can now be used to once per day ask COMPEL: Tell me, was that the truth?
Pre-Term 2
- Wounds will now say on the card if they can only be treated in an interactive. If it doesn't it can be fully treated in the field.
- Preparation's skills can now be activated separately.
- Reanimation now gives CURE 1 while incapacitated once per day instead of temp HP.
- Clarified that tricks, techniques and focus powers can be untrained, so you can retrain the one you chose when you took Combat Training without unlearning your whole combat school.
- Clarified that you can unlearn any two rituals when unlearning Learn Ritual, they don't need to be two you learned at the same time.
- Clarified that skills that grant calls can't be combined with each other or other abilities that grant calls, such as weapon oils and pacts.
Term 1 Week 4
- STUN changed to allow moving at a walking pace rather than immobility.
- Learn Ritual changed to grant 2 rituals each time the skill is taken.
- Lowered several ritual costs, particularly for rituals that use a wound slot, and sometimes added a discount when the thaumaturgist casts on themself.
Term 1 Week 2
- Non-contact players are now identified by the lovely flourescent yellow bands we were gifted last week.
- Clarify that Backstab can only be done with <24" melee weapons.
Term 1 Week 1
- Learn Ritual now learns 50% more rituals - every second time you take the skill you learn 2 formulaic rituals instead of one.
- Downtime deadline changed to Monday afternoon, since we're clearly not going to have a refmeet between midnight and then...
Pre-campaign
See here for the changes between the pitch document and the final rules.