Post by eateroftoast on Oct 28, 2007 16:52:15 GMT -5
This is some quite important rules stuff that isn't in the players guide and which has been changed to what is written in the players guide. (And yes it'll be updated, oh yes it will, really, no honestly, sometime, yep I'll do it):
Additions
Weapon Calls
Sub: When a location is reduced to zero by the sub call the location heals in two minutes. All other effects from having the location reach zero are as normal. This represents damage that is violent enough to knock somebody out but not to kill them.
Enchanted: Weapons calls may have enchanted added to them. This means that the damage is of a type that can hurt creatures that may not be affected by normal weapons. It has no additional effect upon creatures that can be hurt by normal weapons.
Magic Calls
Fear: For 10 minutes end of combat you are afraid of the caster and will not attack them. You may defend yourself if they attack you but will not pursue if they cease their attack. Any additional effects you may roleplay as you see fit.
Rules
Repairing armour: This takes one minute of roleplayed mending to fix per point of armour per location. People may mend each others armour. If mending your own armour on the torso the armour must be taken off.
Blocking Knockback/Strikedown If a two handed weapon calling knockback/strikedown is blocked with a single handed weapon the knockback/strikedown effect is taken but no damage caused. This does not apply when blocked with another two handed weapon or two one handed weapons at once.
If one handed weapons with these calls are blocked there are no effects.
All knockback/strikedown effects hitting shields cause the effect, unless the shield user is told otherwise.
Changes
Mass: spell effect: Spell effect is replicated on each person within a 15 foot radius of the caster, unless told otherwise.
Resist: Call ‘resist’. The effect of the spell cast on a resisting target does not take place. A resisting target is immune to that effect from that caster for the remainder of the combat, or until ten minutes have passed. An effect which does not have a power level call attached (Lesser or Greater) cannot be resisted.
Additions
Weapon Calls
Sub: When a location is reduced to zero by the sub call the location heals in two minutes. All other effects from having the location reach zero are as normal. This represents damage that is violent enough to knock somebody out but not to kill them.
Enchanted: Weapons calls may have enchanted added to them. This means that the damage is of a type that can hurt creatures that may not be affected by normal weapons. It has no additional effect upon creatures that can be hurt by normal weapons.
Magic Calls
Fear: For 10 minutes end of combat you are afraid of the caster and will not attack them. You may defend yourself if they attack you but will not pursue if they cease their attack. Any additional effects you may roleplay as you see fit.
Rules
Repairing armour: This takes one minute of roleplayed mending to fix per point of armour per location. People may mend each others armour. If mending your own armour on the torso the armour must be taken off.
Blocking Knockback/Strikedown If a two handed weapon calling knockback/strikedown is blocked with a single handed weapon the knockback/strikedown effect is taken but no damage caused. This does not apply when blocked with another two handed weapon or two one handed weapons at once.
If one handed weapons with these calls are blocked there are no effects.
All knockback/strikedown effects hitting shields cause the effect, unless the shield user is told otherwise.
Changes
Mass: spell effect: Spell effect is replicated on each person within a 15 foot radius of the caster, unless told otherwise.
Resist: Call ‘resist’. The effect of the spell cast on a resisting target does not take place. A resisting target is immune to that effect from that caster for the remainder of the combat, or until ten minutes have passed. An effect which does not have a power level call attached (Lesser or Greater) cannot be resisted.