Updated for a new year.
Overall Changes
I have mellowed slightly and decided that decapitating at level 5 makes things too short.
Decapitate system at level 6. Remove any level 7 / 8 skill, or any skill with a level 7 / 8 pre-requisiste unless specifically noted.
Because of shortened system all starting characters are 90XP, irrelvant of character nubmer / length of play.
Max XP set at 360.
Reduce retire after 1 years worth of interactives level to 270XP. (mid level 5)
All characters may restat. Any over 270XP may choose to downstat to 270XP to avoid triggering the retirement counter, or to 360XP/their original total (whichever is lower) and immediately trigger the retirement counter. If they were already on retirement count this does not reset it.
General
Warrior
Beserker & Extra Rage
Remove
Melee
Swap melee 5 and 6:
- Melee 5: Further training with melee weapons, granting the ability to add one degree of unnatural damage to the character's first weapon blow in an encounter. This refreshes as DAC does.
- Melee 6: Advanced experience in melee skills, giving the ability to do +1 natural degree of damage when striking with any melee weapon. This does not override Melee 5, thus the first first weapon blow has a 1 degree unnatural increase.
Wilderness
Camouflage
- You can hide yourself within a terrain feature given suitable camouflage. You must go to the edge of the terrain feature, assume 'hidden' position and spend 60 seconds 'hiding yourself'; you are then hidden within the terrain feature and are invisible as per invisibility rules. Being watched while concealing yourself is not enough to prevent you hiding; any call other than Nothing will interrupt you, as per casting. A terrain feature is defined as an inanimate object or plant large enough to physically hide you.
- You may move slowly (i.e. not running) around the edge of (and through) this terrain feature up to the limits of physrepping. If you move more than a metre from the terrain feature this breaks invisibility. Two terrain features are considered separate features (and thus moving between them requires you making yourself visible while you hide yourself in the new one) if they are physically separated by more than a metre.
- It now only takes you 30 seconds to hide in a terrain feature.
- It now only takes you 10 seconds to hide in a terrain feature.
- You may break camouflage instantly by making a melee attack.
- It now only takes you 3 seconds to hide in a terrain feature.
Agility
Change to 1pt DAC per 3 Levels. Same restrictions on armour as before.
Subterfuge
Streetfighter
Compress.
- Single by dagger sized weapon in either hand
- Single by short melee weapon in either hand
- Single by long melee weapon in main hand only
- Single through by sharp dagger sized melee weapon
- Single through by sharp short melee weapon.
Agility
Change to 1pt DAC per 3 Levels. Same restrictions on armour as before.
Magic
Skills
Create Mana Store
Reduce pre-req to lvl 6
Spells
Grey
Compatible with the “rewrite grey antimagic” motion.
Spirit
Miracles
Talk to Deity goes away.
Healing
Replace Preservation (6) with Regeneration (7).
Alchemy
Discuss
Things I have thought about
Health / Combat awareness progression. Warriors get a bit stuffed : fitness/fort 6, combat awareness 5 and 6 are a bit useless. Woe is them they only get 1 pt of DAC and + 4 rounds of hits, they will just have to cry into their 24 points of armour and natural double.
Similarly non warrior/wildernessers only get health so only get one round of hits, this is diliberate.
Spells / Miracles
Does the level 6 suck for a top end? If so suggest a better one.