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Press Release

Headline notes for rules updates and other changes


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  1. Rituals

    We are in the process of standardising the durations of all spells and abilities across the system.
    Some spells will have increased in duration, going from 12 hours to a new 30 hour category (specifically chosen as a duration that is (generally) longer than a scenario). Conversely some durations will have been reduced. For example rest periods will be 30 minutes.

    Most spells which had the option for increased duration (Death Rune, Commune etc.) will have their durations reduced and be formally categorised as “Rituals”. All rituals can be cast as normal spells for the standard effect, but they also have the option to cast as a Ritual. Rituals allows other characters to contribute power during casting in order to achieve an increased duration or greater area of effect. The “re-lifing” spells, Resurrection, Create Unliving and Reincarnation, will also be categorized as Rituals. Casting them as a standard spell will be much more costly, but as a Ritual the caster is able to pass those costs onto other characters involved rather than sacrificing their own power.

  2. Shrines

    In an attempt to address a long unanswered question we are introducing a formal mechanism for mystics to create and make use of Shrines. This also covers how an area can become Dedicated to a specific Realm. This ties in with new rules for casting Rituals (spells with extended durations) and character Coalitions (formalised class based organisations).

  3. Coalitions

    Coalitions is the system name for groups of warriors, enchanters or mystics who wish to formalise their combined efforts towards a goal. There are general benefits to being in a coalition, but primarily it is the mechanism by which characters can pool resources in order to research new abilities, potions and so forth.

  4. Creating new spells and abilities

    A mechanic has been put in place to allow characters to research new spells and abilities. The process is only open to characters who have maximised all of their Realms and is an expensive and time consuming proposition which could take years to complete. Initially a character does a “feasibility study”, which carries with it it’s own costs, and submits their idea to the senior refs. Should the ref approves the ability (or an amended version of it) the character will be given the costing for doing the actual research (the cost of the feasibility study will be put towards the cost of research).
    At the end of the process the character will be able to learn the new spell or ability (for the standard cost).

    New spells/abilities should bring something different to the system, but they must be balanced against the existing effects and appropriate to the setting.

  5. Event power awards

    Power awards have been updated to reflect the number of events run each year.

    From the adventurer’s guide
    “Power is awarded at the end of each adventure. Weekend events are divided into 3 sections (Friday night, Saturday morning/afternoon, Saturday night). At the end of an event a character will acquire 2 power per section attended, a cumulative 2-point penalty may be incurred for failure of the quest objective and being over the level for the event.
    During play, power is always rounded down to the nearest whole number, fractions have no effect in game.”

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