Rules Update - Various Core Rule Hotfixes
- Gallion
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The following text will be removed from Empathy Rank 1 and 2:
"The healer cannot perform this ability again until the pain and wounds she drew from the recipient are healed."
Empathy Rank 1 will be updated to read as follows:
With this ability, a healer can draw pain or wounds from the recipient to herself. The healer can take one pain effect and can heal the recipient at a rate of one Body Point for one of her own Body Points.
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Traps
Designing Traps
All trap designs are expressed as a list of traits. A trap needs only one trait to be viable, and there is no limit to the number of traits that can be assigned to a single trap. Most traits can be assigned to a trap simply by using the skill Set Traps, while some can only be assigned with the appropriate trap kit and the skill.
Traps are built by adding Trap Traits one at a time, from a basic one-trait trap that does one thing to a complex, multi-functional tomb trap that ensnares multiple adventurers and inflicts several forms of harm upon them. For each trait that a trap has, it requires one use of the skill Set Trap – the more complicated the trap is, the more traits it has, and the more uses of the skill it requires. The skill is not trait-specific – rather, it is generic, and can be used to add any trait to a trap when used (provided the rules for the traits are met, as detailed below). You must role-play creating a trap for at least one minute for each of the trap’s traits. This work can be interrupted and you can resume with the same amount of time remaining as you had when the interruption began. Upon completion, you must fill out an item card to identify the trap, the traits it is comprised of, and the effect(s) that it delivers when set off. If you used any trap kits to create the trap, you must include their cards with the trap item card. The designed trap item card is considered valid until then end of the event.
Setting Traps
For a character to set a trap they have created they must role-play setting the trap for a total of four seconds for every instance of the skill Set Traps used to design the trap.
By default, a trap has a trigger mechanism that is four feet in length or perimeter, and can span one surface. If the trigger is set as a line, then it must be stretched between two vertical surfaces, as a trip wire. If the trigger is set as a shape, then it can be affixed to any surface. Alternatively, you can designate the trigger to be linked to the lock of a door, chest, or similar object; you should use your best judgment when setting up the trigger to convey this relationship – though ultimately, the trap card will provide the crucial information. Any trap left unattended must have the respective trap item card and associated kits, left where the trap has was set.
Once set, a trap will remain in place and effective for the remainder of the current game event, or until recovered by the character who designed it. In order to recover a trap the character who designed it must role-play taking down the trap for a period of time equal to the time it took to set the trap (four seconds for every instance of the skill Set Traps used to design the trap). At which point, the character who designed the trap may set the trap again at another location.
A trap only functions once before needing to be manually reset, by default. If the trap has been set off or disabled, the creator can reset the trap. You must role-play resetting the trap for at least one minute.
Multiple traps must be set with a minimum of one foot between their triggers at any point. You cannot attempt to conceal the trigger by any OOG means, such as covering it with leaves.
Detect Traps
Skill (Periodic), Detection
This skill allows a character to spot a trap that is hidden with the Concealed trait. Additionally this skill allows a character to identify the nature of a Glyph. The trap is only visible to the character that uses this skill, but she can show or tell where it is to any others that she chooses. You do not need to have a reason to suspect that a trap is present to use this skill.
Disarm Trap
Skill (Periodic), Targets Object
This skill allows a character to attempt to disarm a trap or a Glyph. If the trap does not have the Complex trait, then the attempt automatically succeeds and the trap is disabled. If the trap has the Complex trait, then a Rules Marshal must supervise the attempt. You must guess a number between one and ten, which must match one of three numbers the Rules Marshal will select before the guess is made; an incorrect guess results in the trap being set off, while a correct guess results in success and the trap is disabled.
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Summoning Spells Being Replaced
All non-undead creature summoning spells are being removed from the game because the logistics of the spells themselves made them very difficult to use.
Fire Elemental Summoning replaced by --
Burning Glyph
Cost 5 MP
Traits: Target (Object), Element (Fire), Magic, Glyph
When cast on an object, the Glyph will act as a magical trap. At the time of casting the Mage may pick one attack spell from the Fire Sphere that they know to act as the effect when the object is touched by anyone other than the caster. An object may not have more than one Glyph cast upon it at a time and if the object is moved the Glyph effect expires.
Water Elemental Summoning replaced by --
Frozen Glyph
Cost 5 MP
Traits: Target (Object), Element (Water), Magic, Glyph
When cast on an object, the Glyph will act as a magical trap. At the time of casting the Mage may pick one attack spell from the Water Sphere that they know to act as the effect when the object is touched by anyone other than the caster. An object may not have more than one Glyph cast upon it at a time and if the object is moved the Glyph effect expires.
Earth Elemental Summoning replaced by --
Stone Glyph
Cost 5 MP
Traits: Target (Object), Element (Earth), Magic, Glyph
When cast on an object, the Glyph will act as a magical trap. At the time of casting the Mage may pick one attack spell from the Earth Sphere that they know to act as the effect when the object is touched by anyone other than the caster. An object may not have more than one Glyph cast upon it at a time and if the object is moved the Glyph effect expires.
Air Elemental Summoning replaced by --
Thunder Glyph
Cost 5 MP
Traits: Target (Object), Element (Air), Magic, Glyph
When cast on an object, the Glyph will act as a magical trap. At the time of casting the Mage may pick one attack spell from the Air Sphere that they know to act as the effect when the object is touched by anyone other than the caster. An object may not have more than one Glyph cast upon it at a time and if the object is moved the Glyph effect expires.
Phantasm replaced by --
Revealing Glyph
Cost 5 MP
Traits: Target (Object), Magic (Illusion), Glyph
When cast on an object, the Glyph will act as a magical trap. When the object is touched by anyone other than the caster they are limned with light for a duration of 1 minute. Any non-superior Red or Yellow headband concealment is ended and the subject cannot initiate any new non-superior Red or Yellow headband skills for the duration. An object may not have more than one Glyph cast upon it at a time and if the object is moved the Glyph effect expires.
Summon Nature’s Herald replaced by --
Primal Glyph
Cost 5 DP
Traits: Target (Object), Druidic, Glyph
When cast on an object, the Glyph will act as a supernatural trap. At the time of casting the Druid may pick one attack spell that they know to act as the effect when the object is touched by anyone other than the caster. An object may not have more than one Glyph cast upon it at a time.
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Mithril is now the only armament that has the trait un-breakable. As such the following below updates are being made.
We are changing the Rank 1 Brazen Prayer Mend:
Mend
1 FP; Traits: Divine (Creation), Targets Object
With this prayer, the caster can repair an item that has been broken or shattered. The item must be of large shield size or smaller [strike]and constructed of normal materials[/strike]. The casting cost of this prayer is equal to the rank of the material that is being mended (i.e. - an item from Rank IV materials costs 4 FP to mend.)
We are changing Paste of Mending:
Paste Of Mending
3 CP; Traits: Crafting, Creation, Hermetic, Salve
Essences Required: Water, Earth
This compound repairs a broken item of large shield size or smaller. The item must be kept in a stable position for five minutes, after which the item will be repaired to its original form. [strike]This compound has no effect on items that are comprised – wholly or in part – of Enigmatic or Arcane materials.[/strike]
We are changing Blast, Decay, and Shatter to drop the line "Beyond Repair."
- James C. Kimball Director, Knight Realms
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