Rules Update – January 2017

Hi All,

We have been working diligently on updating the rules based on the playtest as well as finalizing the remaining elements of the system. As of today we have published everything except:

Land Plots - Expect this system to be completed by the end of January

Traps - Somehow this got overlooked, we will have this done by the end of January as well

As always, please post rules questions to the Rules Forum, and remember one question per post to make curating questions easier.

 

Wounds & Healing

Treat Wound effect changed, clarified healing from Treat Wounds. This has had a trickle-down effect on a number of skills noted below. This change should help streamline the healing system as well as provide a synergy between the major healing skills so that having healers of multiple types adds value.

 

Skill: Artificing

Skill is live. The list of items is a starting list, there are many formula to be discovered in game.

 

Skill: Mad Science

Skill is live. The list of items is a starting list, there are many blueprints to be discovered in game.

 

Attributes:

Cognition - Clarified the Flash of Brilliance ability

Stamina - Updated "Ain’t got time to bleed" due to changes with the Treat Wound effect

 

Effect: Accelerate Healing

Has been removed from the game, replace with Treat Wound by Accelerate Healing

 

Effect: Arcane  

Modifier added to effects list. Effect cannot be stopped by protectives or defenses

 

Effect: Bolts      

We received some feedback from the playtest that "Bolt" was mistaken for "Hold". Currently we intend to keep the Bolt effect and believe that this issue will be reduced from exposure of play. In most cases when calling a Hold, it should be HOOOOOOOLD. You should never throw a Lightning BOOOOOOOLT to prevent confusion 😉

 

Effect: Brief Duration    

Brief Duration is 10 seconds, if no duration is used in the tagline it is assumed to be Brief.

 

Effect: Charm   

Attacks by the charmer will not cancel a Charm effect, however the target should react appropriately to the person attacking them. How would you act if your best friend tried to hit you with an axe?

 

Effect: Circles   

Clarified effect

 

Effect: Feint

New effect added to the effects list

 

Effect: Sanctuary             

Added to effects list

 

Effect: Triggered             

Added to effects list

 

Effect: Walls     

Clarified effect

 

Effect: Weaken

Changed to Knockdown to make the effect more clear

 

Gear: Locks        

Locks come with 4 keys, additional keys cost $10 per

Added basic substances to satisfy Hankerin'

 

Gear: Safes

Clarified rules in Gear and General Rules Boxes & Safes

Added to general rules about Boxes and Safes to the chapter Buildings, Locks, & Traps

 

 

General Rules: Harvest Skills

Added a chapter covering Harvesting and Arcane Components

 

Skill: Charmin   

During Group Performances the Reset Deed effect will reset the other Performer’s deeds, but not your own.

 

Skill: Doctorin

Updated due to changes with the Treat Wound effect

 

Skill: Gadgeteerin’

Updated effects for gauntlet, baton & vest. Removed requirement for cables for a number of schematics due to safety concerns.

 

Skill: Mixin

Updated due to changes with the Treat Wound effect. Removed Ignore Wound effect. Minor modifications to other recipes.

 

Skill: Mysticism – All

Endless Bolts moved deeper into the various mystic paths.

All Mysticisms will include an in-game verbal:

  • Manteia - I call upon Luck and Fate,
  • Way of the Wheel - I call upon the Manitou,
  • Theurgy - I call upon the Unnamed,
  • Sorcery - I call upon the Underworld,
  • Church of the Deliverer benedictions already have an in-game verbal. These are based upon the individual benediction. We hope to have these completed by the end of January.

 

Skill: Mysticism - Church of the Deliverer

Clarified how Benedictions are delivered.

Updated healing due to changes with the Treat Wound effect

We are still working on the individual Benedictions as well as the Church philosophy.

 

Skill: Mysticism – Sorcery

Added Focused Bolt effect at level 2. Moved Empowered Bolt to level 4

 

Skill: Mysticism - Theurgy & Manteia    

Overcasting Sanity or Luck through a backlash Disrupts the caster for 1 hour

 

Skill: Mysticism - Way of the Wheel

Added Focused Bolt effect at level 2. Moved Empowered Bolt to level 4

Clarified how Grit works for Wheel, modified Favor Costs for Grit

 

Perks

Now that the core system is complete, we will begin updating these. Keep an eye out over the next few weeks!

 

Land Plots

We intend to have this system full fleshed out and published by the end of January.

 

We will be doing a general State of the Game update later this week.

 

Thanks!

Calamity Staff

 

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