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These Are All Implemented

1. Clarify: Whether [MODIFIER] NOTHING breaks halt

Punted to EGM, will look up later.

2. Unify breaking HALT and interrupting casting rules.

Passed, despite motion 1 being defered. oh the humanity.

3. Proposal: Unify armour physrep rules DONE

Change the armour physrep rules to unify so that specifically:

1-2 point armour can have the same physrep - predominantly leather/fur/padding (anything that shows you're making an effort).

3-4 point armour can have the same physrep - predominantly metal: either plate, chain or ringmail.

This does not change the fact that 2 point armour is considered to have enough metal to be a suit of studded leather and have the usual effects on casting, etc.

Old rules

Physical Armour

Armour physreps come in four levels of protection, these are broadly divided into 2 categories: light and heavy.:

A piece of armour worn provides a number of hitpoints to the location(s) that it covers equal to its level. For example, a chainmail vest (armour level 3) gives you three extra hitpoints to your torso location while it is worn. You cannot stack two different kinds of physical armour to gain the protection of both types; only the one providing the most protection will count. For the purposes of simplicity, if armour covers more than 50% of a location, it is assumed to cover it all, and if you mix types of armour on a location then the number of armour points granted will be determined by a Ref for you (it will be an average of the types of armour worn). Poor quality physreps will see a reduction in the level of protection that they provide. Plastic 'Plate Armour' from a joke shop will not gain you 4 points of armour.

Armour counted as 3 or 4 points is deemed, regardless of appearance, to contain too much metal to be safely useable by mages and elemental elves.

Each character can wear only a certain number of armour points at any one time. You calculate the number of armour points you are wearing by adding up the number of armour points worn on each location. So, light leather trousers (two locations at 1pt each) and a chainmail vest (one location, 3pts) will be 5 points of armour. A starting character with no armour skills can wear a total of 3 points of armour, and the ability to wear more can be bought in the Warrior, Wilderness and Subterfuge classes.

New Wording

Armour physreps are divided into 2 categories: light and heavy: Light armour physreps count as armour of level 1 or 2. Heavy armour physreps counts as level 3 or 4 armour.

A piece of armour worn provides a number of hitpoints to the location(s) that it covers equal to its level. For example, a chainmail vest that the wearer wishes to count as level armour level 3 gives you three extra...

(rest unchanged except):

4. Proposal: Brawling to become a General Skill DONE

This passed and is as simple as moving the rule across and removing pre-reqs. Is superseeded by EGM motion below.

5.Proposal: Introduce Brawling into the Wilderness tree

Skipped due to 4.

6. Proposal: put buckler-use into the Subterfuge and Wilderness trees

Failed

7. Proposal: broaden Staff Use for Wilderness characters DONE

Pass, will update text accoridngly.

= 8. Proposal: Replace DETECT DISEASE at FA 3 with RECOGNISE DISEASE DONE= Motion passed. Will update skill wording.

9. Proposal: New Wilderness skill: Take Cover

Failed.

= 10. Proposal: New Wilderness Skill: Surefootedness DONE= This skill would allow a Wilderness character to choose to call NEGATE or TAKEN, as appropriate, to a single STRIKEDOWN call of any duration, once per encounter. The skill would have three ranks, requiring Wilderness II for Surefootedness I, Wilderness IV for Surefootedness II, and Wilderness VI for Surefootedness III. Each level would be 5xp, given the prereqs will prevent double-buying. These effects explicitly do NOT stack with each other: with Surefootedness III, should a WIDE, a MASS and a targetted STRIKEDOWN all occur in the same encounter, I may only choose to call TAKEN (or NEGATE, as appropriate) to one of them.

Surefootedness I: Once per encounter, you may call TAKEN to one call of WIDE STRIKEDOWN, of any duration.

Surefootedness II: Once per encounter, you may call TAKEN to one call of MASS STRIKEDOWN, of any duration.

Surefootedness III: Once per encounter, you may call either NEGATE or TAKEN, as appropriate, to one targetted call of STRIKEDOWN, of any duration. This includes STRIKEDOWNs delivered by arrow, thrown weapon, weapon blow or casting.

Should the call of STRIKEDOWN be combined with any other system call to which you are not immune, you may call TAKEN to the strikedown, but should take the other effects of the call as appropriate. eg. with Surefootedness II, should the call "MASS SPIRIT HEX THROUGH STRIKEDOWN" be called when I am in range, I may choose to call TAKEN to the STRIKEDOWN, but my character must still take the SPIRIT HEX THROUGH.

New rules text

Surefootedness 1-3: 5xp, Prerequistes Wilderness 2, 4, 6

This skill allows a Wilderness character to choose to call NEGATE or TAKEN, as appropriate, to a single STRIKEDOWN call of any duration, once per encounter.

These effects explicitly do not stack with each other: with Surefootedness 3, should a WIDE, a MASS and a targetted STRIKEDOWN all occur in the same encounter, you may only choose to call TAKEN (or NEGATE, as appropriate) to one of them.

Should the call of STRIKEDOWN be combined with any other system call to which you are not immune, you may call TAKEN to the strikedown, but should take the other effects of the call as appropriate. eg. with Surefootedness II, should the call "MASS SPIRIT HEX THROUGH STRIKEDOWN" be called you may choose to call TAKEN to the STRIKEDOWN, but must still take the SPIRIT HEX THROUGH.

11. Proposal: Wilderness Doubles DONE

Weapon Expertise

I would propose a new skill be added to the Wilderness Tree at Level 6. This skill would also have a pre-requisite of Weapon Competence 4. Cost: 10 XP.

This skill allows the user to call 'double' with any single handed weapon between 24 and 36 inches long. This does not stack with any benefits gained from Melee or Street Fighter.

If any AGM motion passes to allow Wilderness characters to use two-handed weapons as well as staves, this skill would also allow them to call Double with two-handed weapons of up to 60 inches.

New text

Weapon Expertise: 10XP, pre-requisites Wilderness 6, Weapon Competence 4.

This skill allows a character to call double with any single handed weapon between 24 and 36 inches long or any 2 handed weapon of up to 60 inches long.

12. Proposal: Brawling by Touch

Failed

13 Remove hit doubling MOSTLY DONE

Remove hit doubling on the torso and head. People start on 3/3, progress to 4/4 with the hit skills as usual. Frail people, elves, kender etc. start on 2/2 and progress to 3/3, etc.

Allow, as part of this motion, the balancing of Direct Damage, against the new numbers of body hits. There are notes at the end of this list of motions with some suggestions on rebalancing - these are *not* intended as part of the motion but a suggested starting point should the motion pass.

Rules to amend

This has been done by Malselene. It is being discussed by the refteam. We will release it, probably allow brief public comment, and then implement it if no gaping holes are shown to exist. --Tea (unofficially)

This is now appended to the bottom of this document. --Tea


EGM Motions

1. Was new ref tem

2. WTF breaks halt! DONE

Original text: If struck by any damage call apart from NOTHING, this effect is broken.

New Text:

If struck by any effect call or any damage call that is not [DAMAGE TYPE] NOTHING, this effect is broken, unless the [DAMAGE TYPE] causes you to take damage (for example, you are vulnerable to that damage type).
Examples

3. Motion: Change mechanics of Brawling D0HNE

Replace Brawling (General Skill) with the following:

Brawling (1XP) Your character has knowledge of one or more forms of IC brawling, be it fisticuffs, wrestling or another appropriate technique. You may brawl with somebody by challenging them in an obvious (eg: You Sir have insulted my honour, prepare for a thrashing!) and refusable (eg: "In this society, Sir, we fight with WIT/SWORDS/ARMIES") manner. At this point you must agree on how you will be physrepping the fight in a manner both parties are happy with (You could choose to mime punches & telegraph massively with the only way to dodge being to lean backwards to a ridiculous angle, first to N hits, first to [bodyhits] in hits etc). You may not involve anyone in your fight unless they openly join (eg: "Break this fight up at once!") and you agree with them joining (implicitly: eg socking them one or explicitly eg: "I'll fight the both of ye!").

Any "damage" done by brawling is non-mechanical, if your character loses and is "knocked out" or such they can be revived trivially and have not taken any mechanical damage by default, they may decide on their that they took damage in which case it is subdual, or may RP that they have a split lip etc.

New text: exactly as above

4. Change default amount of armour a character can wear with no armour skill from 3 points to 4 points DONE

Passed. Update the Armour section of the rules from 3 to 4. Check the Armour and light armour skills in the various class pages.

Needs an edit to Armour 1. --Tea

5. Remove Frailty as an XP-giving skill

6. Remove Noncombatant as an XP-giving skill

Both of these passed.

New text

Removal all references to giving XP and state these are roleplaying and system mechanical choices that should be told to the refs on character creation.

I note that you can agree with the refs to have your character under system mechanical effects, such as Frailty. You merely do not gain bonus XP for such. --Tea


These are the proposed changes due to hit undoubling. They should be considered to override the website in cases of disagreement, and should not be edited by non-refs. The refs are happy to provide clarifications on any unclear features of these by email to the tt-refs@ address.

General Rules Changes D0NE

Hits

For every 4 levels of Health Fitness and Fortitude (in any combination) you gain 1 extra hit points to every location.

Racial Packages DONE

Humans, Dwarves, Orcs and Skaven start on 3 hits to each location. Elves and Kender now start on 2 hits to every location.

There is no change to the xp cost of any racial packages

Character Class Changes

Alchemy DONE

Alchemy Rules

Venom: Venom becomes +1 degree of damage rather than +2.

Potions

These potions to be adjusted to the below due to the changes to venom and to hits.

Blade venom - will stay on the blade for up to 5 minutes Damage only

Knockout - these will do SUBDUAL damage 5 minutes after application. Intended to be used on those you expect to flee.

Ingestive poisons - all ignore all types of armour

Enfeebling - these will INFLICT a lessening of your maximum hits on one or more locations. Halving always rounds in favour of the victim. Enfeebling effects do not stack; only the worst applies to any given location

Sleep

Endurance - grants locational hits for 5 minutes. Not stackable, but may be repaired within that time. Additional hits are lost first.

Venom resistance - may be used after you take the VENOM, but before onset.

Mage/ Magic Syllabuses

White DONE

The level 7 light syllabus spell Illusory Onslaught to be removed and replaced with

Level 7: Dazzling Glory

Range: Wide
Duration: 30 seconds
Effect: Call "WIDE HALT 30!" as eye wateringly bright light spreads out through the surroundings disorientating those present so they cannot move

Red

Replace the Fire College Syllabus with

Level 0: Ignite

Range: Touch
Duration: Instant
Effect: Lights a candle or sets a piece of paper on fire (or similar actions, but those aren't guaranteed to work). After lighting, the fire is perfectly mundane and will burn on or go out as such. May be physrepped by a cigarette lighter or similar if safe, or by removing the burnt-up item from play (put it in an OOC container or hand it to a ref).

Level 1: Enflame Arrow

Range: Touch
Duration: 5 minutes or until discharged
Effect: Enchants an arrow, throwing knife or crossbow bolt to do +1 degree of damage; also turns all damage from projectile into Red damage. The magic is expended on the first thing the arrow hits.

Level 1: Firedart

Range: Target
Duration: Instant
Effect: Call "Target, RED SINGLE!" as a dart of bright flame strikes them in the chest.

Level 2: Enflame Arrows

Range: Touch
Duration: 5 minutes or until discharged
Effect: Enchants up to three arrows or crossbow bolts to do +1 degree of damage; also turns all damage from projectile into Red damage. The magic is expended on the first thing the arrow hits (it then dissipates).

Level 2: Firestrike

Range: Target
Duration: Instant
Effect: Call "Target, RED DOUBLE!" as fire leaps from your hand to strike them in the chest.

Level 3: Enflame Dagger

Range: Touch
Duration: 5 minutes
Effect: Enchants a bladed weapon of length 18" or less to do +1 degree of damage; also turns all damage from weapon into Red damage.

Level 3: Ricochet

Range: Target (twice)
Duration: Instant
Effect: Call "Target, RED DOUBLE" as flame leaps at them from your hand. From there, it leaps onto another target: choose another target and call "Target, RED DOUBLE" again. You may not target the same person twice with one casting of this spell.

Level 4: Enflame Sword

Range: Touch
Duration: 5 minutes
Effect: Enchants a bladed weapon of length 42" or less to do +1 degree of damage; also turns all damage from weapon into Red damage. (This spell works just as well on appropriately-sized axes as it does on swords.)

Level 4: Fireball

Range: Target
Duration: Instant
Effect: Call "Target, RED QUAD!" as you throw a football-sized ball of fire which heads unerringly for their heart.

Level 5: Heat Metal

Range: Target
Duration: 10 seconds
Effect: Call "DISARM that [item] 30!" as the weapon is heated with fire until it is too hot to be held.

Level 5: Fiery Blast

Range: Target (twice)
Duration: Instant
Effect: Call "Target, RED DOUBLE STRIKEDOWN" as flame leaps at them from your hand. From there, it leaps onto another target: choose another target and call "Target, RED DOUBLE STRIKEDOWN" again. You may not target the same person twice with one casting of this spell.

Level 6: Inferno

Range: Mass
Duration: Instant
Effect: Call "MASS RED TRIPLE!" as columns of fire leap up from the ground around you.

Level 6: Enflame Polearm

Range: Touch
Duration: 5 minutes
Effect: Enchants a bladed weapon of length 42" or more to do +1 degree of damage; also turns all damage from weapon into Red damage. (This works equally well on massive two-handed swords as on polearms and spears.)

Level 7: Fire Storm

Range: Target (many times)
Duration: 5 minutes
Effect: Caster calls a firestorm with 6 charges: each charge may be used to do a RED DOUBLE to a single target by the call "Target, call" with a eight-word vocal, as a blast of fire strikes the target. The firestorm fades away after 5 minutes have passed.

Level 7: Leaping Flame

Range: Target (twice)
Duration: Instant
Effect: Call "Target, RED QUAD!" as your target is suddenly wreathed in flames. From there, the flames leap to another target: choose another target and call "Target, RED QUAD" again. You may not target the same person twice with one casting of this spell.

Level 8 Incinerate

Range: Target (twice)
Duration: Instant
Effect: Call "Target, RED QUAD STRIKEDOWN" as flame leaps at them from your hand. From there, it leaps onto another target: choose another target and call "Target, RED QUAD STRIKEDOWN" again. You may not target the same person twice with one casting of this spell.

Level 8: Conflagration

Range: Mass
Duration: Instant
Effect: Call "MASS RED QUIN!" as the ground around you erupts upwards in a pillar of blinding flame.

Black DONE

The level 6 dark syllabus spell Collapse to be removed and be replaced with

Level 6: Crowd Collapse

Range: Mass
Duration: Instant
Effect: Call " MASS SUBDUE TRIPLE" as ambient darkness collapses on the heads of all those around.

The level 8 dark syllabus spell Fainting to be removed and be replaced with

Level 8: Collateral Darkhammer

Range: Mass
Duration: Instant
Effect: Call "MASS SUBDUE QUAD!" – all those around find their consciousness being driven from the bodies by darkness.

Blue

Replace the Air college syllabus with

Level 0: Windermere's Fan

Range: Special
Duration: 30 seconds or until released
Effect: Caster may use a small hand fan or other sensible physrep to simulate a light breeze.

Level 1: Gust

Range: Target
Duration: 5 seconds
Effect: Call "Target, REPEL 5!" as a sudden gale-force gust strikes a single indicated target, curiously leaving everything else untouched.

Level 1: Talk to Wind

Range: Self
Duration: 5 minutes or until finished
Effect: The caster may ask three questions of the wind. The wind can tell you what things upwind of you look like, the way they were going, et cetera. It is not very clever, however - and it can't tell you anything about things it has not seen. If the air has been still - and inside buildings - you can expect the air to have a vague memory of the last hour's events or so. Elemental wind tends to lack the imagination to lie.

Level 2: Spark

Range: Target
Duration: Instant
Effect: Call "Target, BLUE SINGLE THROUGH" as a spark of Air magic leaps out to strike their target.

Level 2: Winds of Disarming

Range: Target
Duration: Instant
Effect: Caster may call "Target, DISARM that [item]!" as the air itself tears from their hands one item the target was holding.

Level 3: Gust of Wind

Range: Target
Duration: 30 seconds
Effect: Caster may call "Target, REPEL 30" as a hurricane-force wind pushes their target away.

Level 3: Wind Bow

Range: Touch
Duration: 5 minutes
Effect: The winds will guide the arrows of one bow you touch to their target - touched bow does +1 degrees of damage. Note that this damage is not Blue damage as you have not enchanted the arrows but rather the bow.

Level 4: Zap

Range: Target
Duration: Instant
Effect: Call "Target, Blue DOUBLE THROUGH" as a small bolt of what looks like lightning leaps from your finger.

Level 4: Jump Self

Range: Self / 30 feet
Duration: 'Instant' - move straight from where you cast the spell to where you wish to go
Effect: Caster may put their finger in the air, move up to thirty feet, and then return to visibility: they have been borne up into the air by strong air currents, and set down in the place they put their finger down in. Once they start moving they must keep moving to the point that they designated at the time they cast the spell (it should be indicated when casting) at a reasonable pace.

Level 5: Evasions

Range: Self
Duration: 5 minutes or until discharged
Effect: Caster may ignore the next three hits they take as swirling winds deflect them. (This acts as DAC.)

Level 5: Blast of Wind

Range: Mass
Duration: 30 seconds
Effect: Caster may call "MASS REPEL 30" as they summon a fountain of magical energy down from the sky, blowing outward from them in every direction.

Level 6: Lightning Bolt

Range: Target
Duration: Instant
Effect: Call "Target, BLUE TRIPLE THROUGH" as a bolt of forked lightning leaps from your open palm to strike them in the chest.

Level 6: Variations on Choral Harmonics

Range: Mass
Duration: 30 seconds
Effect: Call ‘MASS SILENCE 30 as the air around you stills so that voices do not carry through it.

Level 7: Storm

Range: Target (many times)
Duration: 5 minutes
Effect: Caster calls a storm with 6 charges: one charge may be spent to do one of STRIKEDOWN, DISARM that [item], BLUE SINGLE THROUGH or REPEL 10 to a single target by the call "Target, call" with a six-word vocal, as a specialised lightning bolt or gust of wind strikes the target. The storm dies down after 5 minutes have passed.

Level 7: Tornado

Range: Self
Duration: 5 minutes
Effect: The caster is immune to ranged weapons and resistant to (takes one less degree from) physical damage due to the protective tornado surrounding them. They may cast spells, but may not reach out of the tornado (for example, to attack, or touch allies, or fire ranged weapons).

Level 8: Lightning Blast

Range: Target
Duration: Instant
Effect: Caster may call "Target, BLUE QUAD THROUGH" as lightning bolts crackle from the caster's hands and the sky to strike their unfortunate opponent.

Level 8: Lightning Storm

Range: Mass
Duration: Instant
Effect: You call a storm of blue magic down from the sky to strike out in all directions - call "MASS BLUE TRIPLE THROUGH!" as lightning bolts strike everyone nearby.

Priest/Miracles? Trees

Healing

Level 5: Regeneration - Either call "CURE 8" or regrow a destroyed limb or organ

Smite body

Replace the current smite body tree with

Level 1: Spiritstrike

Range: Target
Duration: Instant
Effect: A low-ranking spirit of your deity delivers a stinging blow to your victim. Call "Target, SPIRIT SINGLE THROUGH!"

Level 2: Spiritsweep

Range: 'Self' / next target struck
Duration: Until discharged
Effect: The priest's weapon of choice (or their hand) is briefly empowered to deliver a spiritual strike that forces their victim away from them. The next time their hand or weapon touches anything with a spirit, they may call "REPEL 10 SPIRIT SINGLE!" This replaces the weapon's damage call, if any.

Level 3: Spirit Hammer

Range: Target
Duration: Instant
Effect: You call on a spirit of your deity to deliver a painful blow that knocks your target to the ground. Call "Target, SPIRIT DOUBLE STRIKEDOWN!"

Level 4: Spiritsever

Range: 'Self' / next target struck
Duration: Until discharged
Effect: Ungentle spirits of death and righteous destruction are brought forth to enwrap the priest's weapon, as they deliver a strike capable of felling a stout yeoman. The next time their hand or weapon touches anything with a spirit, they may call "Target, SPIRIT TRIPLE THROUGH!" This replaces the weapon's damage call, if any.

Level 5: Spirit Bolt

Range: Target
Duration: Instant
Effect: A mid-ranking spirit of your deity carries your wrath to its deserving target with a hammerblow that inflicts near-crippling pain. Call "Target, SPIRIT QUAD STRIKEDOWN!"

Level 6: Smite

Range: Target
Duration: Instant
Effect: You call upon a spirit of your deity to deliver a blow that will drop all but the toughest opponents. Call "Target, SPIRIT QUAD THORUGH!"

Level 7: Lordly Wrath

Range: Mass
Duration: Instant
Effect: You call down the wrath of your deity to scour those who displease you from the world. Call "MASS SPIRIT QUAD THROUGH STRIKEDOWN!"

Subterfuge

Replace the current backstab 1-5 with

Backstab 1-4 (8xp) [Requires Subterfuge 2, 4, 6, 8] The character knows how best to strike an opponent who isn't expecting it, or is otherwise engaged. To backstab, you must be standing behind the target and strike them in the rear of the torso with a weapon less than 18" long (but see Improved Backstab). After backstabbing, you may not backstab that target for ten seconds - people have an inconvenient tendency to flail around in agony, which really spoils your aim.

1.Your blow gains one natural degree of damage, and is converted to THROUGH damage for a sharp weapon, or SUBDUAL for a blunt weapon.
2.Your blow gains two natural degrees of damage, and is converted to THROUGH or SUBDUAL as for Backstab I.
3.Your blow gains three natural degrees of damage, and is converted to THROUGH or SUBDUAL as for Backstab I.
4.Your blow gains four natural degrees of damage, and is converted to THROUGH or SUBDUAL as for Backstab I.

Wilderness

Replace Targeteer with

Targeteer 1-8 (4xp) [Requires Wilderness 1-8] You have received specialised training with ranged weapons. You gain the following abilities at the given level:

1.Gains the ability to call SINGLE THROUGH or SINGLE STRIKEDOWN with a bow or a crossbow.
2.Gains the ability to call DOUBLE STRIKEDOWN with a bow or crossbow.
3.Gains the ability to call DOUBLE THROUGH with a bow or crossbow.
4.Gains the ability to call TRIPLE STRIKEDOWN with a bow or crossbow.
5.Gains the ability to call TRIPLE THROUGH with a bow or crossbow.
6.Gains the ability to call QUAD STRIKEDOWN with a bow or crossbow.
7.Gains the ability to call QUAD THROUGH with a bow or crossbow.
8.Gains the ability to call HEX STRIKEDOWN with a bow or crossbow.

If you wish to take the Targeteer skill, you must first pass an OOC safety test, as LARP bows are the most potentially dangerous of all the LARP weapons we use.

Effect on Current Characters

All current characters may restat within reason to the same xp to take into account the changes, ref discretion and rule 7 apply.

Comments

Should the Level 6 Smite Body miracle be a call of "Target, SPIRIT QUAD THROUGH"? --MorkaisChosen

Yes --Tea

Just for clarity as it hasn't been edited: it's currently missing the "Target" part. --MorkaisChosen
The miracle range is target, so that bit's implied. Level 3 doesn't have that bit either. Under rule 7, I'd say the "target" part isn't *strictly* part of the call but good pratise anyway. --Chevron
Fair point, but I think we should try to be consistent on the site, and most of the spells and miracles have "target" in. --MorkaisChosen
Aha, I see. I thought you were questioning the damage grade. Futzed. --Tea

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