The following game revisions have taken effect during the 2015 - 2016 off season. I will add to this list as changes are made.
Actions
- The shaman Bloodlust action has been renamed Zeal to avoid confusion with the savage Bloodlust.
- Wylde Tantrum now serves as a valid prerequisite for the Berserker merit.
Effects
- Deflect no longer counters Burst effects.
- Rebel is now Command (again). Affected characters may now be instructed to obey arbitrary commands, but commands are limited to effect taglines or assumed actions and the effect ends as soon as they character completes the action.
Merits
- Ancestral Weapon now scales to include Awaken Weapon 2.
- Arcane Reclamation is now Magical Reclamation and can be used by theurges as well as mages.
- Bloodlust now grants a free, at-will action of the same name that allows the user to Refresh one action after a kill. The action refreshed is no longer limited to Crushing Blow or Power Attack, but the new delivery method means it can no longer be triggered at the same time as pale ivory.
- Brutality now scales to include Berserk Strength.
- Cooperation is now available. This allows bards to also benefit whenever they use Guard or Strength on another character.
- Draconic Form is now available. This allows druids of 6th level or higher to add a breath weapon action while in Wild Form.
- Ghost Hunter is now available. This gives crusaders of 12th level or higher an at-will Unphase action.
- Opportunist, which allowed assassins to retain their initiative from behind, has been dropped.
- The level prerequisite of Shadow Dancer has been reduced from 6 to 3.
- Shepherd has been split into two merits: Shepherd now works with Awakening and Hope, while Liberator now works with Liberate and Freedom.
- Liberator, Mystic, and Shepherd are now mutually exclusive. You may only have one at a time.
- Qi Mastery is now available. This allows monks to apply Hone to their unarmed attacks without using a prepared action.
- Tenacity is now available. This makes fighters of 12th level or higher immune to Dissipate and the auto-killing feature of Crit and Crush damage.
- Wrestler is now available. This makes monks of 6th level or higher immune to Pin and adds one to their own Pin attacks.
Proficiencies
- All mages now qualify for Fire Spell, Ice Spell, Shock Spell, and Toxic Spell.
- Wild Form now meets the basic attack form requirement for a character's first proficiency.
Rules
- Field actions no longer need to be announced by a narrator and no longer make the user killing blow active. Offensive field actions are no longer automatically applied. Instead, they are attacks that the user can use once against each opponent in the story.
Traits
- The Oracle trait is now available.
Treasure
- Engineers or enchanters with at least 30 in another profession, or those with Gifted merits, can now enhance story items to grant profession bonuses with Wisdom enchantments or Apparatus mechanizations.
- Pale ivory weapons have had their effects reduced. Light weapons made of pale ivory now give the user Haste after a kill. Medium and heavy weapons now give the user a normal Refresh rather than a Refresh 2.
- The cost of conditional refresh enchantments (Guile, Theurgy, Warfare, and Wizardry) has been increased by 50%. If you owned an item with any of these stacked three times, the stack has been reduced to two. If the item had two, it has been reduced to one and you received 4 mana fragments to make up the difference. If it had one, it was dropped and you received 8 mana fragments instead.
-
The number of treasure types that conditional refresh enchantments could be applied to has also been reduced as follows. If you owned an item made invalid by this change, you were contacted separately.
- Guile can no longer be placed on heavy weapons, necklaces, obis, pelts, or rings.
- Theurgy can no longer be placed on weapons or pelts.
- Warfare can no longer be placed on light weapons, medium weapons, necklaces, pelts, or rings.
- Wizardry can no longer be placed on weapons.
So, since the wizardries and such will be removed from items that we already spent time, effort, and resources on, can we opt to have them moved to a different item in our inventory that they fit on? Cause I know I personally dont want to have to pay another enchanter to enchant something Ive already had done once.
Unlikely, Kenny. What was out of line was the benefit pale ivory was giving. I hadn't planned on changing the price, so the skill level required to harvest it will stay the same.
I'll consider it, David. I'm not done making changes, though, and don't want to get caught up in dozens of requests spread over six months of downtime. Once I'm done changing things, I'll address who deserves administrative action and what their options are.
- Cooperation is now available. This allows bards to also benefit whenever they use Guard or Strength on another character.
- Draconic Form is now available. This allows druids of 6th level or higher to add a breath weapon action while in Wild Form.
- Ghost Hunter is now available. This gives crusaders of 12th level or higher an at-will Unphase action.
- Tenacity is now available. This makes fighters of 12th level or higher immune to Dissipate and the auto-killing feature of Crit and Crush damage.
- Wrestler is now available. This makes monks of 6th level or higher immune to Pin and adds one to their own Pin attacks.
Added: Engineers or enchanters with at least 30 in another profession, or those with Gifted merits, can now enhance story items to grant profession bonuses with Wisdom enchantments or Apparatus mechanizations.
Added: Qi Mastery is now available. This allows monks to apply Hone to their unarmed attacks without using a prepared action.
For writing/narrating purposes, is it still possible to do a similar game mechanic to how rebel worked? If so, could we still call it rebel or would that be a possible confusion with it now being command, again (even with the knowledge of the mechanics differences).
I'll have to think on it. It's less of a concern with balance and more a problem of interruptions due to long rules explanations. When in doubt, Frenzy is still legit. However, old mechanics tend to linger in storytelling long after I've written them out of the game. "Vicinity" hasn't been a thing for four years now.
I'm assuming it's still a single field action per adventure, correct? And with the haste from pale ivory daggers, you would "save" it till your next action that requires an incant or is it immediate use only?