The only references to negate and taken I have found are now in the context of dac "allowing you to negate completely a blow" and the abomination that is the spell effects page. Any others are an error, let Drac know.
A new excel sheet will be uploaded shortly to account for the new rules.
large solid block of silver/white/gray on both cheeks. The front of this
block may contour the cheek shape, but it should be a large roughly
rectangular shape"
requirement for fake beards with horns or makeup, as a fake beard wearer, I
can guarantee that was a good thing. But...
This year we have had a lot of dwarves in play, during this time the
practical failings of "facepaint markings of metalic snazz on cheeks"
became clear: most metallic colours do not show up against human skin, the
dwarves in play either looked like humans, or like sick humans. The only
way to actually tell if they were a dwarf was to OC ask the player. This is
no disrespect to the people doing the makeup jobs, but simply something we
didn't fully consider when we changed the rules: the contrast between the
colours and human skin. Also "facepaint markings" does not specify what,
leading to quite a large disparity between dwarves, making the job even
harder.
The most important part of racial physrepping is "should be obvious to
people what race you are", sadly the current dwarf make up does not manage
this. The new makeup requirement is based on experiment by Chevron using
silver facepaint in blocks that stood out very clearly across the room.
The motion PASSED with 17 votes in favour, 0 against and some abstentions.
information about the state of injury of other people in order to use it.
The purpose of the rite is to ascertain the injury status of other people -
so the whole thing is a little counter-productive.
I propose changing the requirements of "at least two witnesses, at least
two of which must be injured" to "at least two witnesses, at least one of
which must be injured".
After minimal discussion the motion PASSED with 19 votes in favour, 0
against and 2 abstentions.
Proposer: Tea
Seconder: dp
Reasoning: Helps prevent double-buying Subterfuge just for backstab poping.
After some discussion this went to a vote which tied with 7 people voting
in favour and 7 people voting against hence the decision went to the
president who decided that the motion should be PASSED.
references to dagger, cosh, sword and mace to be "weapon of up to length
X". (where X is the same length as that level of streetfighter gains access
to currently)
Streetfighter currently requires the weapon be a dagger or cosh derivative,
this excludes anything that is an axe/hatchet derivative plus possibly some
others that I haven't thought of. It is different to all other weapon
skills (melee, weapon competency, empower magic weapon 2, empower spirit
weapon) which allow the player to choose what weapon they wish to use.
This seems at odds with its description: "street weapons" and "weapons of
the thugs trade" to me implies something that can easily be hidden, or
could be carried because it is not a weapon ("no officer, this is not an
weapon, it's a woodcutting tool!").
Also - axes and hammers are cultural weapons to dwarves, yet any of them
that decide to be subterfugers decide to abandon axes and pick up daggers
instead?
This would not require an adjustment to the backstab skill as backstab
explicitly specifies only the length of the weapon and whether it is sharp
or blunt.
The motion PASSED unanimously. It was additionally noted that the glossary
section of the website might also require editing.
Proposer: Tea
Seconder: Rosemary
Motion: Make the strictures of Sordan and Vivamort public on the website
Reasoning: While keeping these strictures OC secret made sense several
years ago when they had just been adjusted, they have now been constant for
several years, during which many refs and players have seen them. As a
result, their secrecy only serves to mystify newbies, which isn't really
very useful or welcoming.
It was demonstrated that almost everyone in the society knew what the
relevant strictures were and the point was raised that people's OOC
knowledge of what the strictures are does not necessarily need to be
restricted for the strictures to be relatively unknown in play.
The motion PASSED with 21 votes in favour, 1 against and 1 abstention.
Proposer: Rowena Paren
Seconder: Christian Bates
Motion:
Define RESIST as:
Calling RESIST indicates that the previous call did not effect a targeted
individual in the manner described by the rules system. Either they are
immune to it or possess some capacity to mitigate it's effects (i.e. blind
fighting). If the previous call was a MASS or WIDE call then one person
calling RESIST does not have any effect on the other people caught within
the range who should take the effect unless they can also resist it by some
fashion and also call RESIST.
Rewrite all the skills on the website that currently use NEGATE/TAKEN to
use RESIST instead.
Reasoning: Currently NEGATE in the calls system specifies that if called it
negates the entirety of a mass or wide effect. However there is no skill in
the system that allows someone to negate the entirety of a mass or wide
call so they all have a 'call TAKEN instead' to mass or wide effects
clause. This seems fairly unnecessary when we could just have one call that
means "That call did not effect me individually"
After some discussion the motion PASSED with 22 votes in favour, 0 votes
against and 3 abstentions
Proposer: Biscuits
Seconder: Pewterfish
Motion: Alter Grey Magic Dispel-on-other spells to make them easier to use
and fit better into the call system.
The current "Dispel Effect On Other" spells in the Grey magic tree are a
real pain in the backside to use effectively. As they stand, you cast the
"dispel effect" spell after the effect has been called, leading to a
confusing retcon and a fair amount of awkwardness. It would be simpler to
change the wording of Dispel Damage to be similar to the lower-level Repel
Magic, and Dispel Magic to be similar to the lower-level Dissipate Magic,
but still targetting another person rather than the caster.
The resulting four spells (rewording the targetting-self caster at the same
time for clarity and ease of comparison) are listed below:
- Level 3: Repel Magic
- Range: Self/Target?
- Duration: 5 minutes or until discharged / Instant
- Effect: Choose at the time of casting. One of the following:
- The caster may call "NEGATE" to the next Magic or Coloured damage
call that they take in the next five minutes, unless it is delivered by
weapon. If the call is a MASS or WIDE call, they should call "TAKEN"
instead.
- The caster may immediately call "Target, HARM ELEMENTAL REPEL 10".
- Level 4: Dissipate Magic
- Range: Self / Target
- Duration: 5 minutes or until discharged / Instant
- Effect: Choose at the time of casting. One of the following:
- The caster must call "NEGATE" to the next call they would be
affected by in the next five minutes, as long as it is not in the following
list: a weapon blow, a call containing 'Spirit', SLAY, DROP or a potion. If
the call is a MASS or WIDE call, they should call "TAKEN" instead.
- The caster may immediately call "TARGET, HARM ELEMENTAL MAGIC
TRIPLE".
- Level 5: Dispel Damage
- Range: Touch/Target?
- Duration: 5 minutes or until discharged / Instant
- Effect: Choose at the time of casting. One of the following:
- The Subject is the person upon whom this spell was cast (by touch).
The subject must call "NEGATE" to the next Magic or Coloured damage call
that would affect them in the next five minutes, unless it is delivered by
weapon. If the call is a MASS or WIDE call, they should call "TAKEN"
instead.
- The caster may immediately call "Target, HARM ELEMENTAL MAGIC
QUAD".
- Level 6: Dispel Magic
- Range: Touch/Target??
- Duration: 5 minutes or until discharged / Instant
- Effect: Choose at the time of casting. One of the following:
- The Subject is the person upon whom this spell was cast (by touch).
The subject must call "NEGATE" to the next call they would be affected by
in the next five minutes, as long as it is not in the following list: a
weapon blow, a call containing 'Spirit', SLAY, DROP or a potion. If the
call is a MASS or WIDE call, they should call "TAKEN" instead.
- The caster may immediately call "Target, HARM ELEMENTAL MAGIC QUIN".
After a brief discussion the motion PASSED with 24 votes in favour, 0
against and 1 abstention.
Proposer:dp
Seconder: Shyndree
Reasoning: It's too confusing at the moment and it's something we could
simplify. Then we can put all the DAC descriptions in one place. Any
spells/racial packages/other abilities that give you DAC will also now just
give you DAC.
Motion: Make Combat Awareness and Agility have the same skill description
and add together for the purposes of giving DAC. So if you have a total of
4 of any DAC skills, you get a point of DAC.
After some discussion where it was clarified that the motion was intended
to make all the trips of DAC equivalent to the racially given DAC and hence
would be able to be used in Heavy Armour this went to a vote and PASSED
with 10 votes in favour, 8 votes against and 8 abstentions.
Proposer:dp
Seconder: Shyndree
Reasoning: Having 2 DAC skills in 3 separate trees is odd if we let them
all add together. Whichever way we arrange it, one type of mutliclasser is
going to be disadvantaged. I suggest we change the Subterfuge DAC one since
it's the one I could think of an amusing name for. That way Wilderarriors,
Wilderfugers, and Warterfugers will all be equal in that respect.
Motion: [if unifying DAC passes] Change the name of the DAC skill in
Subterfuge to 'Slippery' with same description as the other DAC skills and
the ability to contribute to a point of DAC by adding to them.
The motion PASSED with 16 votes in favour, 0 against and 8 abstentions on
the condition that the word Slippery would never see the light of day again
and be replaced by something else. Dodge was suggested as an alternative.