Post by Head Moderator on Mar 21, 2013 23:50:23 GMT -5
--1. Brawling Ain't for Pussies
Brawl rules have been hammered down, and are listed for your perusal. All other combat rules have been clarified as well, including EM's, Spars and such and are reposted. If you have questions, talk to Jake!
--2. Special Attack Additions
Jake has added "Non-Lethal Attack" and "Grapple" with our other special attacks here.
--3. Craft Magic Items
The crafting of magic items has had a massively awesome update. There are all sorts of rules, and all the enchantments and things you are allowed to do are listed right on the crafting page here, so you don't have to do any guesswork at all. There are also new rules regarding your loot and slots and such (some are just restatements of the old rules) so be sure to look it over.
--4. Artisan Crafting
Artisan Crafting has been updated as well and will likely undergo a bit more additions over this week or so, but there's already a lot more there that you can do including some mundane improvements upon weapons and armor, and using certain rare and special materials to create awesome weapons and armor as well. Remember, if you have Artisan Crafting, you have to choose which type of artisanal crafting you do such as Armorsmithing, Weaponsmithing, Jewelry Making, Seamstress, Stoneworker, Leatherworker, Blacksmith, etc.
--5. Shift Enchantment
There is a new skill that Craft Magic Item skill owners can take, called Shift Enchantment. This gives them the ability to take the enchantment from one loot item and switch it to another (if it makes sense). So, for instance, someone could get a Belt of Strength turned into Bracers of Strength. Also note that in the Inkantation rules, an Inkantationist can switch one enchantment into a tattoo! There is a set cost for this, 3000gp.
--6. Stun Rules, Lose Quickness
If you are stunned, or otherwise made to lose a turn where you cannot react to attacks, you will lose all your Quickness Bonues to your Defense DC while you are stunned, making you'll have DC10 while you are unable to take any action against attacks.
--7. DM XP Change
From now on, if you are a DM, you will get 5 extra XP than normal for being the DM. You do not get paid extra for playing other characters, including NPC's, whether you play them on one SN or two SN's. So, an official DM for a Quest gets 15xp max, no matter how many characters they play, and someone that DM's a mission gets 10xp, no matter how many characters they play in them. Quest attendees get 10xp, mission attendees get 5xp.
--8. New Skills
Status Debuff: This allows a healer to remove status effects such as stun, paralyzation, or other types of holds. A healer may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove from any given person is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
Prerequisite: Healer, Priest or Druid Only
Dark Embrace: The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost.
Prerequisites: Blood Feeding Creature, Self Heal Skill
--9. Healing in High Impacts
After our discussion in the OH-wide meeting last night, we have decided to allow Healing Loot & Skills, as well as Healing Profession Bonuses during high impact spars. This no doubt will make high impact spars take even longer BUT it includes those who have taken self-healing, or healing affinity skills as well as purchases potions and such. Personally I would not recommend using potions and charges off loot during training spars all that much but if someone wishes to go through your loot like that for a high impact spar - go for it!
--10. Gunpowder Misfire Rules
This is on the Combat page. If you have a gunpowder weapon with different misfire rules, this is now the standard for all hand-held gunpowder weapons - which are rare, and unable to be purchased (except from someone that owns them) within our world.
Rolling a 1 on Strike with a Gunpowder Weapon
Roll another dice, a d10
1- The firearm explodes, destroying the weapon and inflicting 1d6 dmg on the wielder.
2-3 - The weapon's firing mechanism breaks. The weapon must be repaired before being used again, which costs 1/4 of gun cost.
4-6 - Something prevents the weapon's firing mechanism from working. Fixing the problem takes one round.
7-8 - An imperfection in the muzzle causes the shot to go astray. Roll randomly to see who in the vicinity that the gun hits.
9-10 - Miss as usual.
Brawl rules have been hammered down, and are listed for your perusal. All other combat rules have been clarified as well, including EM's, Spars and such and are reposted. If you have questions, talk to Jake!
--2. Special Attack Additions
Jake has added "Non-Lethal Attack" and "Grapple" with our other special attacks here.
--3. Craft Magic Items
The crafting of magic items has had a massively awesome update. There are all sorts of rules, and all the enchantments and things you are allowed to do are listed right on the crafting page here, so you don't have to do any guesswork at all. There are also new rules regarding your loot and slots and such (some are just restatements of the old rules) so be sure to look it over.
--4. Artisan Crafting
Artisan Crafting has been updated as well and will likely undergo a bit more additions over this week or so, but there's already a lot more there that you can do including some mundane improvements upon weapons and armor, and using certain rare and special materials to create awesome weapons and armor as well. Remember, if you have Artisan Crafting, you have to choose which type of artisanal crafting you do such as Armorsmithing, Weaponsmithing, Jewelry Making, Seamstress, Stoneworker, Leatherworker, Blacksmith, etc.
--5. Shift Enchantment
There is a new skill that Craft Magic Item skill owners can take, called Shift Enchantment. This gives them the ability to take the enchantment from one loot item and switch it to another (if it makes sense). So, for instance, someone could get a Belt of Strength turned into Bracers of Strength. Also note that in the Inkantation rules, an Inkantationist can switch one enchantment into a tattoo! There is a set cost for this, 3000gp.
--6. Stun Rules, Lose Quickness
If you are stunned, or otherwise made to lose a turn where you cannot react to attacks, you will lose all your Quickness Bonues to your Defense DC while you are stunned, making you'll have DC10 while you are unable to take any action against attacks.
--7. DM XP Change
From now on, if you are a DM, you will get 5 extra XP than normal for being the DM. You do not get paid extra for playing other characters, including NPC's, whether you play them on one SN or two SN's. So, an official DM for a Quest gets 15xp max, no matter how many characters they play, and someone that DM's a mission gets 10xp, no matter how many characters they play in them. Quest attendees get 10xp, mission attendees get 5xp.
--8. New Skills
Status Debuff: This allows a healer to remove status effects such as stun, paralyzation, or other types of holds. A healer may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove from any given person is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
Prerequisite: Healer, Priest or Druid Only
Dark Embrace: The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost.
Prerequisites: Blood Feeding Creature, Self Heal Skill
--9. Healing in High Impacts
After our discussion in the OH-wide meeting last night, we have decided to allow Healing Loot & Skills, as well as Healing Profession Bonuses during high impact spars. This no doubt will make high impact spars take even longer BUT it includes those who have taken self-healing, or healing affinity skills as well as purchases potions and such. Personally I would not recommend using potions and charges off loot during training spars all that much but if someone wishes to go through your loot like that for a high impact spar - go for it!
--10. Gunpowder Misfire Rules
This is on the Combat page. If you have a gunpowder weapon with different misfire rules, this is now the standard for all hand-held gunpowder weapons - which are rare, and unable to be purchased (except from someone that owns them) within our world.
Rolling a 1 on Strike with a Gunpowder Weapon
Roll another dice, a d10
1- The firearm explodes, destroying the weapon and inflicting 1d6 dmg on the wielder.
2-3 - The weapon's firing mechanism breaks. The weapon must be repaired before being used again, which costs 1/4 of gun cost.
4-6 - Something prevents the weapon's firing mechanism from working. Fixing the problem takes one round.
7-8 - An imperfection in the muzzle causes the shot to go astray. Roll randomly to see who in the vicinity that the gun hits.
9-10 - Miss as usual.