Core Rule Changes 2010


Rule changes, additions, addendums, errata, and updates.

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Post Thu Apr 01, 2010 9:37 pm

Core Rule Changes 2010

These are the listed changes/clarifications to the Final Haven core rules. These are in draft form at the moment, but in the interest of getting this info out before the event be prepared for the exact wording to change in their final form:

1. The Craftsman
Craftsmen are skilled workers who are able to create items from the mundane to the fantastic. They are relied upon by society to maintain what has already been created and to devise new ways of making life easier. In the fantasy setting, they are the equivalent of carpenters, blacksmiths, engineers, and project managers. In Final Haven, creating and maintaining items is done through the use of time and resources with normal items costing less than exotic ones. Whenever a craftsman is working on crafting he cannot be disrupted, and any count can be put on hold indefinitely, or resumed by another craftsman of equal level. If the count is forgotten or not recorded then the craftsman must begun again.

2. ADDED That Craftsman may come back to work, and not be disrupted. PG 64

3. Doors
A door must have a tag that signifies how many minutes it takes 4 people with a battering ram to knock the door down. Doors that are tag-less can be destroyed in 5 minutes by a character with a headed weapon. If the person is interrupted the count must be restarted and no partial damage will be assessed. Wooden doors cost 2 supplies and 2 hide for every thirty seconds it takes to batter the door down. Steel Doors cost 4 supplies and 4 steel for each minute it takes to batter the door down.

4. Battering Ram - Wood
A craftsman may make a battering ram in ten minutes with no cost. It takes four people to use a battering ram.

5. Creating Siege Weapons
Master Craftsmen can also create siege weapons. Due to the necessary precision involved in their creation, Craftsmen must spend five uninterrupted hours in game creating them. Below are the siege weapons that can be created. There may be other siege weapons that can be created, but Craftsmen must research them with the Research skill. Siege Weapons may be destroyed by other siege weapons or an uninterrupted attack for four minutes.

6. Added Battering ram, siege weapons.

7. Skill Cost Negation
any skill or item that makes you suffer a disadvantage as part of the cost can NOT be negated or made null through any other means or combination.

Added Cost Negation to skills section PG 72

8. Passive Skills
Passive skills are those in which a character has at all times without having to do something special to use them. For example, the Warrior gains combat reflexes that act as armor to represent the notion that Warriors can utilize armor better than other types of characters. It is simply a part of who they are. Because of this fact, passive skills are always considered to be in use and thus can be used with all other types of skills at all times. Skills are active unless the skills states otherwise.

9. ADDED That skills are active unless they say otherwise PG 72

10. Time Based Skills - any skill with a time attached is a charge up skill unless it says otherwise.

Any player may be the target of as many of these skills as they wish as long as none of the skills specifically prevent casual interaction without being disrupted, but the player may not perform any strenuous action or move beyond sitting/standing, role playing gestures, walking or talking (i.e. no combat). If the target does not do this, or is struck, he/she disrupts all the skills targeting them at the time. The target may not be carried by others without disrupting the skill(s) being used on them. If you are performing a skill on a target (the lock, trap or the person being healed) that you must stay within roughly two feet, or weapons reach, of the target. If you have to take an action to avoid being disrupted you are disrupted.


11. Death and Dying
When a character's life points reach zero and below, they become incapacitated; they can talk but cannot move or perform any actions. When a character has negative life points they are dying, and will bleed to death in one minute. In Negative life points, also referred to as 'critical' life/condition, all their skills are unusable unless they specifically state otherwise; this includes Passive skills. Another character must save them by bring their life point total to at least zero to end their bleeding count. This can be done through the use of any skills or items. If their Life Point total drops lower than -9 normal healing skills, potions, and items are useless, and you may only use skills or items that specifically state they may be used below -9. Once a character is stable they can heal normally. If their bleed count expires, or if they draw a red chip, the character is Dead. A character can only have first aid performed on them once while their life point total is less than zero. Once healed into positive life, the next time the character takes damage and falls below zero life they can be healed through the first aid skill once again.

Added ALL SKILLS are disabled unless they say otherwise at -1 LP. This includes Passive skills. P 84


12. Time-based skills:
Skills that take time to complete are Charge-up Skills unless they say otherwise in the description.


13. Combat Reflexes - Passive - Active during recharge
Combat reflexes are a representation of a character’s ability to avoid some damage from blows before they begin doing life point damage. After some or all of a character’s Combat Reflexes are lost, they can be regained if a character rests for 5 minutes. While resting, no other skills can be used and no strenuous actions activities can be performed. (i.e. No combat).

CORRECTED TO INCLUDE PASSIVE PG 72

14. Minor Channel: Must keep hand up after charge.

CORRECTED TO INCLUDE hand up after charge

15. Lesser Channel: Must keep hand up after charge.

CORRECTED TO INCLUDE hand up after charge


16. Channel: Must keep hand up after charge.


CORRECTED TO INCLUDE hand up after charge


17. Greater Channel: Must keep hand up after charge.

CORRECTED TO INCLUDE hand up after charge

18. Upkeep Magic Items - Between events the Empath can trade in a mystic resource for 4 magic component tags. These component tags are used by the Empath to upkeep and maintain magical items.

CORRECTED TO INCLUDE BETWEEN EVENTS

19. Disguise, Level 1 passive. Active for the hour in NPC camp. The Assassin is a master of disguises and can disguise themselves as a non-specific member of any race. While in disguise, no one can recognize the Assassin except upon close inspection use SPOT for 2 minutes. Disguising takes one hour to perform. After this time, the player must report to NPC camp (Game Headquarters) for 1 to 5 hours, during which time they will return secretly to the game as their
disguised PC.

CORRECTED TO INCLUDE PASSIVE Added Spot, and any race pg 36


20. The armor locations are the torso, the head, the arms, and the legs. Both arms together constitute only one location. The same holds true for the legs.

ADDED HEAD AS LOCATION

Helmet section and any reference to it removed.

Removed helmets PG 90

21. ADD Disenchant to call sheet - When hit with a disenchant it immediately removes any active arcane or alchemy effect such as talismans or transmutations. It will also disrupt magic item(s) making it unusable until the user makes a 10 seconds per item to reactivate them.PG 82

22. Poison: affects time based skills as well.

23. Starving: Affects time based skills and charge-up skills. pg 80

24. surgery edited to remove unconscious

25. ALL SKILLS ARE ACTIVE UNLESS THEY SAY OTHERWISE

26. Avoid Trap- passive Rogues can avoid any trap, and thus do not take damage from traps.
CORRECTED TO INCLUDE PASSIVE PG 28

27. Rogue - The progression of their Knock Out skills now do 4, 8, and then 12 KO

28. Rogue - The progression of their Critical Strike skills now do 4, 8, and then 12.

29. Shield Use - "Shields: All characters may use a shield on one arm to block incoming blows, but unless the character possesses the 'Use Shield' skill they cannot perform any action that produces any effect with greater than zero damage while wielding a shield. If using a shield, the character may not hold a weapon in the same hand as the hand/arm that has the shield."

30. Traps - Traps now do 10 Vorpal lash.

31. Racial Boons - Racial; boons are now called Essence Boons, and you may take any Boon regardless of your race. All races are now 1 LP starting.

32. These are the player character hard caps for soak and damage. No PC skill, item, or combination will let you go beyond these numbers.

Max soak (Life Points and Armor Combined) to be 45

Max non-active skill related single weapon melee damage capped at 5
Max non-active skill related dual weapon melee damage capped at 3
Max active skill related melee damage at 35
(Note: Knock Out attacks are not considered real damage)

Max active skill related thrown packet/missile damage capped at 35
Max non-active skill related thrown packet/missile damage capped at 4
Max Lash attack - 5
Vorpal and crush may never be in the same call.

33. The RACIAL boon that was formerly Guthrie's immunity to 'Fear' is now a resist for a LP.

34. The Eater of the Dead AND Beastmen's immunity to 'Disease' is now a resist for a LP.

35. New Empath Skill - Greater Sense Magic (Advanced): The Empath is keyed into the flows of magic around them. They may take 15 minutes to get a hint on the overall state of the magic in the world around them. This might include hints on powerful magical effects around, if any open rifts in the planes are in the local area, shadowy images of things on the other planes, etc. After the 15 minutes the empath must report to NPC camp for their hint.

36. Eater of the Dead - Level 3: Consume Flesh
The Eater of the Dead can feed on the dead to heal lost life points. They can heal half of their lost life points and armor points in two minutes and all of their lost life points and armor points in four minutes. The
Eater of the Dead must be feasting on the flesh for the full four minutes to heal all of their lost life points; otherwise only half are regained, rounded down.

37. Level 3: Feast of Flesh
Eating the dead may assist the Gargoyle in healing as well as using their flesh to repair armor. If the Gargoyle consumes flesh for two minutes they may heal to half of their maximum life point and armor total. If they consume flesh for four minutes they heal up to their full maximum life point and armor total. The Gargoyle must eat the flesh of one human-sized or larger carcass. A body that has been the target of Feast of Flesh adds four chips to their chip draw upon the completion of the resurrection process.

38. Level 4: Stone Form
This skill is instant to activate, but takes ten seconds to come out of, and must be reloaded afterword for five minutes allowing the Gargoyle to become motionless and impenetrable to all non Magic damage and skills (they may not be the target of skills such as First Aid or Surgery, but can be the target of the Empath's Transference or Channels). The Gargoyle may stay in Stone Form for as long as they choose and are aware of all of their surroundings but are unable to make any sound. While in this state, the Gargoyle cannot bleed to death and can regain 1 Life Point for every 15 minutes, as long as they stay in Stone Form. They may not heal Poison or Disease while in this form. In addition, while in this state the Gargoyle is immune to mind effects such as fear, taunt, and sleep, as well as press.

39. Pikeman Lvl 3 - Pike man may not use impale with a shield in hand/on their arm.

40. New Mechanic - Re-load - The use of some active skills require a character to re-focus themselves before being able to use that skill again in addition to any normal activation costs that skill may require. Re-loading a skill closely follows the mechanics of a charged skill. You must remain immobile for a set duration resting for the stated reload duration, and this must be done separately for each skill that must be re-loaded. If you perform any other action or are struck the reload is disrupted, and you must begin again. You do not need to immediately re-load a skill after use, but may not use that specific skill again until the appropriate time has been spent to re-load it.

41. New Mechanic - Cooldown - The use of some skills are extremely taxing and require the character to rest for a period of time before being able to use any of their skills again. When any skill with a Cooldown time is used it causes the character to be in "Cooldown fatigue." During this time no Active skills may be used until the "Cooldown" process is complete. The Cooldown process may also be interrupted as would a Charge or Timed skill and if so the Cooldown count starts again. The character may move normally during the Cooldown process.
42. New Advanced Warrior Skill - Sure footed The warrior may spend 1 LP to resist a movement restriction effect such as slick or root. This skill can only be used in medium or lighter armor.

43. New Basic Sage Skill - Necropsy: Allows someone to get crime scene information like cause and time of death and other questions that players always ask but really have no reason to know with the current technology of the game

44. Empath's Greater Channel is now split into two master skills. Greater that does 15 magic, and Greatest which does 30.

45. New Advanced Empath Skill -Greater Sense Magic: The Empath is keyed into the flows of magic around them. They may take 15 minutes to get a hint on the overall state of the magic in the world around them. This might include hints on powerful magical effects around, if any open rifts in the planes are in the local area, shadowy images of things on the other planes, etc. After the 15 minutes the empath must report to NPC camp for their hint. The Eagle Eye spell may cut down this time.

46. Lvl 3 - A Man At Arms doubles the strength of his shield when wielding it. IE. A heavy shield has a strength of 30, and a light shield would have a strength of 10.

47. Arcane and Alchemy have totally changed. See the other threads for the New Basic path 'Wizard' and new basic discipline 'Arcanist'

48. New core disciplines:
New Disciplines

Guardian (Common, Savage)

Lvl 1 - Use Shield
Lvl 2 - Combat Reflexes - 2 CR
Lvl 3 - Immovable - The Guardian is immune to press.
Lvl 4 - Take the Burden - The Defender may choose to assist a healer when they are healing an injured character by sharing their pain and suffering; taking it upon themselves. While the Guardian is assisting the healer any red chips drawn from a surgery bag remove a permanent life point from the Guardian, but do not effect the patient. The red chip is then placed back in the back before the next draw.

Defender (Privileged)

Lvl 1 - Use Shield
Lvl 2 - Mind Games (As Interrogator)
Lvl 3 - Disarm - Spend a LP to call 'Disarm'
Lvl 4 - Resist Shatter - Spend 1 LP to resist 'shatter.' This does not stop an item from being destroyed by massive damage.

Dervish (Savage)
Light armor only.

Lvl 1 - Throw Dagger - May throw a packet (Or coreless physrep) for "1 Vorpal." This does not combine with the archer or grenadier. This skill has a 10 second reload.
Lvl 2 - Dual Wield (short weapons maximum)
Lvl 3 - Mojo bag - You may select a small number of potions or spells from the Wizard's optional effects list. This can be either two basic effects or one advanced ability.
Lvl 4 - Dagger Pin - The Dervish may throw a packet for '2 Vorpal Root.' This skill has a 15 second reload.
Captain (Privileged)

Lvl 1 - Allegiance - +25% Support Points
Lvl 2 - Florentine
Lvl 3 - Improved Combat Reflexes +3CR
Lvl 4 - Leadership - Troops bought/hired through support points cost 50% less, cannot be bribed to betray you, and will attempt to inform you if they are under duress to do so; if able. You may only purchase up to 50 power levels of troops with this discount maximum. If the Captain also has the Warrior's Noble Reputation skill this stacks the power level to a maximum of 100, but does not further reduce cost to hire them or upkeep them.

49. You may not take any skill that is in a Lesser/Advanced/Greater tiered progression (Such as Channel and Crit. Strike) without the lesser version in the tear.

50. The Research Skill may only be used for plot related information. You may not use research to create new skills, spells, potions, or abilities.

51. If a skill states a 'charge' time it is always assumed to be counted in full seconds unless otherwise stated.

52. New Call - Slick: When hit with 'Slick' you must walk heal to toe for ten seconds.

53. Samurai (Hidden) Lvl 4 - Lvl 4 – Parry/Avoid Blow
A character may spend a life point to reduce the damage delivered from any single frontal melee attack that has a number in the call to 0. This includes knockout, crush, vorpal, poison, etc. In addition, they may also parry disarm attacks.

If a player has Parry/Avoid Blow from two separate sources, they may use the skill from both the front and the rear. But, if you parry an attack from the rear it costs 2LP's

54. Locks will now have tagged keys.

All locks will now have an arbitrary identifier on the tag; such as a number or word. In order to open these locks without picking them you must possess a crafted key tag with the same identifier and physically touch the tags together. All crafted locks get one key for free at the time they are crafted. Craftsman may make spare keys at NPC camp at the cost of 2 copper, but they MUST have a key tag with the same identifier or also be a rogue with the required pick locks level to pick it, forgery, and the lock itself.

If a door has a lock tag on it and a player accidently runs through without properly touching a key to it, then anything chasing them may treat this door as if it were not locked in the effort to pursue the fleeing character.
55. Seer’s 4th level ability is now a 60 second charge for ‘sleep’

56. Starving - All effects of starving now double all counted or times actions. This includes 'reload' and 'cooldown.'

57. All ‘basic’ upkeep on non-exotic/special items has been removed from the game. Any craftsman recipe to make common items (Swords, Armor, etc.) is increased in cost by 2 Steel/Hide for each point of basic upkeep that the items(s) used to require.

58. Discipline changes

Bureaucrat
Level 2: Leadership
Bureaucrats pay 25% less than other players when spending money/resources within the political system (i.e production sources, commodities, military points, etc.)

Level 3: Support
Bureaucrats can manage an additonal 2 production sources with no penalty (CHANGED TO 2 SOURCES

Level 4: Manipulation
The Bureaucrat is able to get people working more efficiently and more effectively. Production sources produce, on average, 25% more resources. Military points get a 25% increase to their power level.

Chieftain
Level 2: Respect of the Tribe
Chieftains pay 25% less than other players when spending money/resources within the political system (i.e production sources, commodities, military points, etc.)

Diplomat
Level 3: Entourage
Diplomats can manage an additonal 2 production sources with no penalty (CHANGD TO 2 SOURCES)

Spy
Level 1: Investigation
The spy can discover the amount of money another character makes, and how that character is spending their money within the political system. They can learn worker assignments within a territory, military strength, etc.

Level 4: Slander
The Spy can use their total support points to reduce the support points of other people effecting their money. When a person is slandard you need to come up with what you are saying as this will be told to the player base as a rumor. Anyone who is in control of a territory could have their stability effected. This is calculated by the following formula: % off=1- the total support points of the person and dividing it by the total slander points. Note Multiple people can slander the same person.

***The changes below are mostly clerical in that skills will now be listed as being Passive/Active/Charged/Timed for the most part the skills function as they always have, but you should read any you have to make sure***

Regenerate-passive. Ga’Vin are rugged creatures and heal very quickly. A Ga’Vin can regenerate half of any lost Life Points in 4 minutes and may regenerate all lost Life in 8 minutes. To regenerate, the Ga’Vin cannot be performing any strenuous activity such as combat or using skills. However, they can walk and talk normally and still regenerate. Note that while regenerating, the Ga’Vin can also recover any lost armor points granted through combat reflexes. For every additional skill that grants regeneration, the time is cut in half. (ie. 2 levels = half in 2:00, 3 levels = half in 1:00, etc).

CORRECTED TO INCLUDE PASSIVE


Boon: Humans gain a bonus to Support Points- PASSIVE.

CORRECTED TO INCLUDE PASSIVE


Boon: Tsunotaurs are a naturally sturdy and enduring folk who can survive longer than others after being severely injured. It takes the Tsunotaur two minutes to bleed to death-Passive.

CORRECTED TO INCLUDE PASSIVE

Administer - Passive
This skill allows the healer to increase the efficiency of any healing potion or salve effect by
adding +1 to the total life points healed.

CORRECTED TO INCLUDE PASSIVE

Spot: Passive, active while being hidden

CORRECTED TO INCLUDE PASSIVE

Barter
With Barter, Rogues are able to "acquire" items to help them survive. A rogue with barter receives 1 cloth resource and 1 supplies resource at the beginning of every event.

CORRECTED TO INCLUDE PASSIVE

Administer - Passive
This skill allows the Sage to add +1 life point to the effects of any healing potion or salve. This bonus is in addition to any other Administer effects.

CORRECTED TO INCLUDE PASSIVE PG 29

Determination- Passive
This skill allows the Warrior to stay conscious when they have fewer than one life point remaining (see death and dying on page 84). Through this skill, the warrior can crawl, speak in a whisper, and drink potions; however, they cannot wield a weapon, use any skills, or defend against any killing blows.

CORRECTED TO INCLUDE PASSIVE PG 31

Vigor-passive

CORRECTED TO INCLUDE PASSIVE PG 31

Combat Reflexes- Passive, recharge active.
CORRECTED TO INCLUDE PASSIVE PG 31

While Hold Ground is active, the warrior cannot use other charged or active skills except for "resist" skills such as "Resist Magic" or "Resist Poison" and Parry.

CORRECTED TO ACTIVE PG 32

Endurance- Passive
This skill increases the time it takes a Warrior to bleed to death by one additional minute. See
Death and Dying on Page 84 for more information.

CORRECTED TO INCLUDE PASSIVE PG 32

Combat Reflexes- Passive, recharge active.

CORRECTED TO INCLUDE PASSIVE PG 31

Combat Reflexes - Passive, recharge active.
Warriors know how to take blows and avoid them, thus making them tougher to defeat in battle. A Warrior receives 2 points of Combat Reflexes from this skill (See Page 73).

Fortitude - Passive
The Warrior gains +2 permanent life points. These life points combine with all other life point granting skills.

CORRECTED TO INCLUDE PASSIVE pg 36

Level 3: Utilize Poison Passive after it applied.

CORRECTED TO INCLUDE PASSIVE pg 37

Level 1: Regenerate - Passive
A Barbarian can regenerate half of any lost Life Points in 4 minutes and may regenerate all lost Life in 8 minutes. To regenerate, the Barbarian cannot be performing any strenuous activity such as combat or using skills. However, they can walk and talk normally and still regenerate. Note that while regenerating, the Barbarian can also recover any lost armor points granted through combat reflexes. For every additional skill that grants regeneration, the time is cut in half. (ie. 2 levels = half in 2:00, 3 levels = half in 1:00, etc)

level 2: Combat Reflexes passive recharge active

CORRECTED TO INCLUDE PASSIVE pg 38

Level 1:Wilderness Survival - Passive
Level 4: Weapon Focus—Pole Arm - Passive
CORRECTED TO INCLUDE PASSIVE pg 39


Level 1: Ambidexterity - passive
With Ambidexterity a Brawler may fight with a fist phys-rep in each hand. As well, the brawler may call “1” damage while wielding fists. Characters who invest in two disciplines with the Ambidexterity skill may dual wield a fist and a small sized weapon. Actually attacking is active, only the ability to use fists is passive

Level 2: Iron Fists - passive
The Brawler may now block melee weapons with a fist phys-rep (as a weapon).Actually blocking is active, only the ability to block is passive. Characters who invest in the Iron Fists skill twice (by taking it both as a Brawler and a Monk) gain the “Knockout” skill. To perform a knockout the player must touch their target in any legal area with a tiny weapon, or a fist phys-rep and call ”2 Knockout”. If
the player is not in an active combat situation, they may lightly touch their target with the pommel of a weapon to perform the knockout. See Knockout on page 82 for more information. A five second charge time is required to use this skill. If a character is granted Knockout from another skill through a discipline or path, the Brawler adds +2 to that knockout call but does not add to the charge time.

CORRECTED TO INCLUDE PASSIVE pg 40

Level 3: Combat Reflexes passive active during recharge.
A Chieftain knows how to take blows and avoid them, thus making them tougher to defeat in battle. A Chieftain receives 3 points of Combat Reflexes from this skill (See Page 73).

CORRECTED TO INCLUDE PASSIVE PG 41

Level 1: Throw weapons - passive
The Grenadier may throw a legal Final Haven Safe coreless weapon for “1” damage. The Grenadier may also throw Spell Packets (See page 92) to simulate rocks for “1” damage. Actually attacking is active, only the ability to throw weapons is passive.

Level 3: Aim - passive

CORRECTED TO INCLUDE PASSIVE pg 45

Level 1: Vigor - passive

Level 3: Improved Combat Reflexes passive active during recharge).

Level 4: Weapon Focus—Blades - passive

CORRECTED TO INCLUDE PASSIVE pg 47

Man at Arms - Level 3: Shield - passive

CORRECTED TO INCLUDE PASSIVE pg 48

Level 1: Ambidexterity - passive

Level 2: Iron Fists - passive

Level 3: Ranged Block - passive

CORRECTED TO INCLUDE PASSIVE PG 48

Level 2: Vigor - passive

Level 4: Weapon Focus—Pole Arm passive

CORRECTED TO INCLUDE PASSIVE PG 50

Level 2: Combat Reflexes -passive, active during recharge.

Level 4: Haven Passive, active during setup.

CORRECTED TO INCLUDE PASSIVE PG 50

Level 2: Florentine - passive

CORRECTED TO INCLUDE PASSIVE PG 52

Level 4: Weapon Focus—Headed-Passive

CORRECTED TO INCLUDE PASSIVE PG 53

Level 2: Vigor - passive

CORRECTED TO INCLUDE PASSIVE PG 54

Charge up vs time based. Skills are charge-up unless they say otherwise

Gather Essence- time based pg 22

first aid: Time Based PG 23

healing: Time Based PG 23

Cure disease Time Based PG24

cure poison - time based pg 25

Mass heal - time based pg 24

pick simple locks - time based 27

pick complex lock time based pg 28

augment - timed based pg 30

decipher script timed based pg 30

recall timed timed based pg 30

identify magic item timed based pg 30

Combat reflexes - time based

Regeneration time based

repair armor - time based

Scout - time based

Mimic Totem Time Based

consume flesh, feast of flesh, time based

Interrogate: time Based

Mediate:time based

stone form:Time Based

Haven: time based
Last edited by Onimaster on Thu Apr 08, 2010 2:50 pm, edited 6 times in total.
Vaal Draconus,
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& Champion of Life.

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Post Mon Apr 05, 2010 10:25 am

Slipped through my net posting stuff.

Samurai (Hidden) Lvl 4 - Lvl 4 – Parry/Avoid Blow
A character may spend a life point to reduce the damage delivered from any single frontal melee attack that has a number in the call to 0. This includes knockout, crush, vorpal, poison, etc. In addition, they may also parry disarm attacks.

If a player has Parry/Avoid Blow from two seperate sources, they may use the skill from both the front and the rear. But, if you parry an attack from the rear it costs 2LP's
Vaal Draconus,
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Survivor of the Dreaming
& Champion of Life.

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Post Mon Apr 05, 2010 11:44 pm

Another new update (Some of you may remember this from WH last year):

Locks will now have tagged keys.

All locks will now have an arbitrary identifer on the tag; such as a number or word. In order to open these locks without picking them you must posess a crafted key tag with the same identifier and physically touch the tags together. All crafted locks get one key for free at the time they are crafted. Craftsman may make spare keys at NPC camp at the cost of 2 copper, but they MUST have a key tag with the same identifier or also be a rogue with the reqired pick locks level to pick it, forgery, and the lock itself.

If a door has a lock tag on it and a player accidentlay runs through without properly touching a key to it then anything chasing them may treat this door as if it were not locked in the effort to persue the fleeing character.
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Post Wed Apr 07, 2010 11:09 am

53. Starving - All effects of starving now double all counted or times actions. This includes 'reload' and 'cooldown.'
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Post Wed Apr 07, 2010 9:14 pm

57. All ‘basic’ upkeep on non-exotic/non-special/non-magic items has been removed from the game. Any craftsman recipe to make these common items (Swords, Armor, etc.) is increased in cost by 2 Steel/Hide for each point of basic upkeep that the items(s) used to require.
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Post Thu Apr 08, 2010 2:48 pm

More Discipline changes

Bureaucrat
Level 2: Leadership
Bureaucrats pay 25% less than other players when spending money/resources within the political system (i.e production sources, commodities, military points, etc.)

Level 3: Support
Bureaucrats can manage an additonal 2 production sources with no penalty (CHANGED TO 2 SOURCES

Level 4: Manipulation
The Bureaucrat is able to get people working more efficiently and more effectively. Production sources produce, on average, 25% more resources. Military points get a 25% increase to their power level.

Chieftain
Level 2: Respect of the Tribe
Chieftains pay 25% less than other players when spending money/resources within the political system (i.e production sources, commodities, military points, etc.)

Diplomat
Level 3: Entourage
Diplomats can manage an additonal 2 production sources with no penalty (CHANGD TO 2 SOURCES)

Spy
Level 1: Investigation
The spy can discover the amount of money another character makes, and how that character is spending their money within the political system. They can learn worker assignments within a territory, military strength, etc.

Level 4: Slander
The Spy can use their total support points to reduce the support points of other people effecting their money. When a person is slandard you need to come up with what you are saying as this will be told to the player base as a rumor. Anyone who is in control of a territory could have their stability effected. This is calculated by the following formula: % off=1- the total support points of the person and dividing it by the total slander points. Note Multiple people can slander the same person.
Vaal Draconus,
Dwarven King
Survivor of the Dreaming
& Champion of Life.

or

Nikolai Petrov,
Traveling Cossack Sage
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Town Member
Town Member

Posts: 3013

Joined: Thu Jul 22, 2004 12:22 am

Location: Grand Haven, Michigan

Post Thu Apr 08, 2010 4:06 pm

Race Change: Kitsune - Kitsune's racial boon is now the standard disguise skill. They no longer receive the racial boons of the race they copy, and they now can disguise themselves as many times as they like. If the character stacks two disuise skills the time to disguise themselves is halved; up to a maximum charge of 15 minutes.
Vaal Draconus,
Dwarven King
Survivor of the Dreaming
& Champion of Life.

or

Nikolai Petrov,
Traveling Cossack Sage

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