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Clarifications and Rule Changes

This page is one of our new additions, when someone asks about a specific of the rules, such as "can you use DAC while blind?" we can put the answer up where everyone can see it. This should help keep things consistent, and ensure everyone can find refcalls that might affect them. Once term starts, you should check this page for updates from time to time, although we'll email you with anything important.

Rules Changes: Summer 2008

Rule Changes

Wilderness, subtefuge and warrior skill trees have been updated.

DAC has been reworked to simplify the system. It may now not be used on any calls including THROUGH or VENOM, and the call for using it is NEGATE. The BLOCKED call is now obsolete.

Old Rules Changes

Several of the changes put forward at the Lent OGM have come into action, the rest will be implemented over the summer. The actions implemented are listed here:

Mana regeneration and points: Mages now get 5 mana per level of Elemental Power and 10 per level of Elemental Might. A mage can also regenerate some mana with 30 seconds roleplayed meditation; this amount is the sum of their levels of Elemental Skill, Elemental Power and Elemental Might divided by four (rounded down). When meditating a mage must devote their concentration to the meditation. Mages may not regenerate mana used before their last meditation. If mana is regenerated that was used on a buff then that buff is dismissed. See the magic rules for more detailed information.

The levels are now named from level 1 upwards. A character starts on level 1, which runs from 1xp to 60xp.

Armour miracles now last until the sun next crosses the horizon, or they are used up or dismised. Additionally, someone with an armour miracle up should mention the appropriate level effect in rec spirit call. Armour miracles are now cast as inflicts.

Targeteer now contains "Double Through with other weapon" and "Triple Through with other weapon" in levels 4 and 6 respectively. This is a quick fix before the rewrite over the summer.

These changes should be folded into the main body of the website over the next week.

The Minutes from the 10/11-06 OGM are up, and contain rule changes about venoms, miracle casting for St John and Vivamort, and cold iron. Check them out!

Mallan has blessing, not cursing. This was an error on the miracle tree pages. Mallan's miracle trees are formally: valour, smite body, smite soul and blessing. Please inform the webmasters if any of these have been missed.

Clarifications

The website is currently inconsistent on the price of researching a spell. Spells now cost 10Sh per week + 5Sh per level to research (cantrips count as level 1 for this.) - however, you are refunded the 10Sh per week if you subsequently publish the spell matrix.

No, you can't regenerate mana that was used in a magical cure spell. That would be broken. There may be the occasional other researched spell where mana regeneration does not work.

There are obvious issues with pulling mana out of a buff that's on a crazed bezerker on a different plane (etc.) - in order to pull mana out of a buff, the person with the buff must be present, and the player must be OOC aware that it is happening.

The wording of dissipate magic has been changed to make the spell more clear.

If you can negate any part of a call, you can negate the whole thing. For example, if you take a DOUBLE STRIKEDOWN, but are immune to strikedown, you also negate the DOUBLE. Of course, you don't call "NEGATE" to mass calls (although you still negate them.)

Blade venoms and similar (i.e. blade potions) count as unatural weapon buffs and cannot be used with other unnatural weapon buffs. If in doubt ask a ref.

The level seven blessing of righteous spirit does not make you immune to cure calls, the wording has been altered to reflect this.

The level eight spell Carrington's Elixir is a cure for magical creatures only, and is also magic curing, the call has been changed to "MAGIC CURE" - this means it is negated by effects that negate the MAGIC call. Other magical healing spells are likewise effected.

When responding to a Rec Magic call targetted at you, your response is a list of all the rec magic responses you give. Therefore, if you are a aerokin warlock carrying a wand and the star of Akana you would respond "Aerokin, Warlock Focus, Air Elemental, White Point, Black Point, Blue Point, Green Point, Red Point, Brown Point" (in any order.)

Old Clarifications

When wielding a staff or other polearm, the weapon does not count as two handed when wielded from the middle. You should not add damage from two handed in this situation

You can't parry when casting, it's as good as an interruption. You can hold your weapon out in front of you in a vaguely threatening manner, but you can't move it around to parry, or push against an incoming blow, without losing your spell.

any call that is not nothing breaks a halt, including Strikedown and Repel. Strikedown/Repel are not interrupted by halt, but halt also applies, so you may not be able to move during the period when you are halted..

If you are sending a downtime, and refer to an NPC, it can be helpful to include a quick reminder of who they were, sometimes we ask our monsters to make names up for themselves, or players mishear what we call ourselves. It can be quite mystifying trying to figure out who "Winkie" is.

Alcohol does not count as poison when using recognise poison. Someone who is drunk in character will be acting drunk, and you can always ask them if they smell of alcohol.

In general, the Refs do not report on one character's activities to another. If in downtime you burn down the marketplace while standing on the roof cackling about the destruction of mankind, people will hear about it. If you do something directly involving another character, then one or both of you might get information pertaining to the other. However, by default the Refs do not tell other players what you are doing. This means if you are a member of an organisation such as the Mercenaries, the Militia or the Army, and you want the other members to know about your movements, you should report to them in character, either by email (CC it to the refs please) or in uptime.

FOO NOTHING upgrades to HALF when vulnerable to FOO. Yes, this means a frail person could just about hurt a hydrokin with a flaming knife. However if you are frail and wielding weapons you're probably not roleplaying the disability well, especially if you don't drop the weapon when striking something or parrying.

There has been some confusion about what interrupts casting, and what doesn't. To clarify: if a weapon or effect, or any call strikes you while you are casting, you are interrupted. You must start the vocal over, but do not lose any magic or spirit. The only exception to this is if the call is, precisely, "NOTHING". This is very strict, so a RED NOTHING will interrupt anyone, even a pyrokin, as it is not a "NOTHING" - the reason being that even that effect is distracting enough to break your concentration. This means you are interrupted in all other situations, for example if you DAC a blow, or you have magical armour. You are not mechanically interrupted when someone distracts you, say, by throwing a bucket of water over you, however you should feel free to roleplay losing the spell or miracle and starting over.

Downtimes should be submitted to the refs by midday on Monday. We cannot guarentee to answer downtimes recieved after this time. If we request further information from you, or you request a clarification, this must be submitted by midday Thursday. Clarifications must be short requests, and they will generally receive short responses. Gossip articles should also be submitted to the refs by midday on Thursday.

Frailty and Weakness do not have extensive lists of what you can and can't do because you're Frail/Weak. We expect players to roleplay the skills appropiately, and use their own judgement on what they can and can't do. We will let you know if you are being unreasonable.

Unconscious characters are unconscious, please be accomodating to players who tell you they are doing something to your body, namely, you don't have to roleplay a full body search, and you don't actually have to physically drag a body around, the unconscious player should never say "you can't do that, I'm too heavy" unless they actually have a good reason.

You cannot use poisonned weapons unless you have an appropiate skill that allows you to use poison, doing so may well cause you to poison yourself in the process.