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    Rule Changes

    Lucid
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    Post by Lucid Sat Feb 05, 2011 7:48 am

    All the future rule changes will be noted on this thread.
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    Post by Lucid Sat Feb 05, 2011 10:35 am

    Companion [Varies] [Maximum Level 6 per Companion]
    With this perk you can create companions that help you in battle or other characters such as family members. The character has a sidekick or companion that perhaps serves as a familiar, pet, or bodyguard.

    * Companions that don't offer any advantages but are only there for role-playing purposes don't cost anything. You still need to write a detailed description of him or her. You don't need to assign any stats for them.
    * Level 1 companion costs [5] to buy which gives you 35 character points to spend on him. Further levels [3] give him 7 character points per level.


    Companion Creation Rules
    * They start on rank 1 on all stats. Ranks 2-4 cost one character point per level. Ranks 5-12 cost two character points per level.
    * Need to pick [2] worth of Defects.
    * Same limitations as player characters.
    * All derived statistics are calculated with same formulas as player characters, including skill points.
    * They can't obtain skills: Presence and Socialize.


    Last edited by Lucid on Sat Feb 05, 2011 3:53 pm; edited 1 time in total
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    Post by Lucid Sat Feb 05, 2011 1:49 pm

    Attacking
    First you need to be in range to use your offensive abilities. Then choose a target. When you initiate attack your attacks accuracy is calculated with [Combat Value + d20] and that value is checked against the defenders [Defence Combat Value + d20]. If the Combat Value is higher than the Defence Value, the attack connects. If the Combat Value is lower than the Defence Value it misses. The defender can use other means of defending as well which are noted below. In case of tie the attacker wins.
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    Post by Lucid Sat Feb 05, 2011 3:52 pm

    You can choose from two options how much circuits your character possesses.
    * [Endurance + (Spirit ÷ 2)] x 3
    No randomness involved. A solid safe choice.
    * [Endurance + (Spirit ÷ 2)] x d5
    Randomness involved. Your circuit amount can come out as very low or very high.
    If you decide to randomize your circuits, you can't change your Endurance and Spirit score anymore.



    Regeneration [3] [Maximum Level 6]
    5 Health points recovered per level in one round.
    Characters with this Attribute at automatically heal their own injuries, whether the characters are awake, asleep, or unconscious. The character’s Health Points cannot exceed their original total. At higher Healing Levels, the character’s body will revive itself if clinically dead but not actually brain-dead (Level 3+), repair massive trauma such as lost limbs or organs (Level 5+). The body cannot repair itself if it is blown to bits or disintegrated, however. Goes well with Alternate Form Perk.
    Prana requirement for this ability is [Character Point Cost] x 4.
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    Post by Lucid Mon Feb 07, 2011 5:31 am

    Regeneration [3] [Maximum Level 6]
    5 Health points recovered per level in one round.
    Characters with this Attribute at automatically heal their own injuries, whether the characters are awake, asleep, or unconscious. The character’s Health Points cannot exceed their original total. At higher Healing Levels, the character’s body will revive itself if clinically dead but not actually brain-dead (Level 3+), repair massive trauma such as lost limbs or organs (Level 5+). The body cannot repair itself if it is blown to bits or disintegrated, however. Goes well with Alternate Form Perk.
    Prana requirement for this ability is [Character Point Cost] x 4.
    You need to spend an action to activate this ability, you can heal at the same time. After which you can use this ability without using actions during your turn.
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    Post by Lucid Mon Feb 07, 2011 8:46 am

    Variables
    When constructing your spells or abilities use the table below. Not meant to be used with traditional weapons. The bolded values are the maximum you can use. All abilities and spells need to pass game-masters judgement as well.
    The duration cost isn't neccessary for all abilities. If your perk has an activation and upkeep cost you don't need the duration cost. It's for abilities that have single prana cost but are left lying around, like spell traps for example.


    Elements Perk [3] [Maximum Level 6]
    Wind, earth, water, fire, ether and unique.
    Wind, earth, water, fire are called base elements. Ether and unique are special elements.
    You can either randomize your elements or purchase them with character points. For each level on this perk you can choose one element. If you let the game-master to randomize your elements he will roll 2d6, halve that number and randomize equal number of elements to you for free. Each character can only have one unique element and they need to be accepted by the game-master.


    Element Attribute [4] [Maximum Level 3 per Attached Perk*]
    To make use of elements, you must spend points on the [Element] Feature for an attribute, and then select one of the elements in the game. This perk can be picked for every element even if your character isn't profient at using the element. This feature can be chosen up to three elements (one base element and two different special elements) and costs the points for each element. On top of any elemental bonuses you receive to specific targets, if the attribute possesses one or more elements your character does, you can choose one of the following abilities for each profient element to add onto the attribute for free.
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    Post by Lucid Tue Feb 08, 2011 10:17 am

    http://rule-breaker.wikispaces.com/Perks
    The Variables table was changed a quite bit.
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    Post by Lucid Sun Feb 13, 2011 6:24 am

    Attack Specialist [1.5] [Maximum Level 7]
    For each level you gain +1 Attack Value with a weapon class of your choice.
    For example [Attack Specialist: Spells 4] would give +4 to all Attack Rolls with spells.

    Defense Specialist [1.5] [Maximum Level 7]
    For each level you gain +1 Defense Value against a weapon class of your choice.
    For example [Defense Specialist: Archery 4] would give +4 to all Defense Checks against Archery attacks.
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    Post by Lucid Wed Feb 16, 2011 8:47 am

    Armor [1] [Maximum Level 24]
    Each Level provides an Armour Rating of 3. The Armour Attribute can represents armoured plates, or simply skin or clothing that is highly resistant to damage. It is most often found on combat vehicles, and powerful beings. The damage inflicted by a successful attack on the character is reduced by his or her Armour Rating.


    Special Armor [1] [Maximum Level 24]
    Each Level provides an Armour Rating of 5, but only against a certain type of weapon class. The armor has to fit the character concept and make some sort of sense.
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    Post by Lucid Thu Feb 17, 2011 1:46 am

    Enhanced [Stat] [3] [Maximum Level 2 per Item # Maximum Level 7 per Ability]
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    Post by Lucid Wed Feb 23, 2011 8:07 am

    Secret Power [5-40]
    You can spend maximum of 40 character points to Secret Power ability. The GM will multiply those points by 1.5 and spend them on some secret perk that your character will develop during the war. The power is guaranteed to manifest at some points, however there is a possibility that you will never get to use it if you die too early. Secret power does not necessary mean an ability, it could mean an item or something else that willl turn out to be beneficial.
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    Post by Lucid Thu Apr 07, 2011 9:10 am

    Servant covering ranges were extended. You can see a new addition in your servants Battle Abilities section.
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    Post by Lucid Wed Apr 13, 2011 2:59 am

    Area of Effect Attacks

    Using Evade isn't possible unless you have a special ability for that. Only one person may attempt to clash or defend against the spell. The left-over damage is applied to everybody on the area of the attack after that, minus their individual armors. If nobody attempts to defend or clash against the attack full damage if applied to everybody minus, minus their individual armors
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    Post by Lucid Sat Apr 16, 2011 1:27 pm

    Clash
    Try to overpower your opponent with an attack or spell. You simply react to his attack with another attack of yours and the power difference of attacks harms the losing end. For example if your attack does 15 damage and the opponent defends with his attack of 40 you lose 25 health-points. However if you use this defense form you can't take any offensive actions during your next turn. This defending option can be used on the following circumstances.
    New Rule: After every clash you deal 10% less damage on consecutive clashes. The penalty is cumulative.
    For example your first clash would be normal. Second clash would deal 10% less damage. Third clash would deal 20% less damage. The weapon or ability used on the clash does not matter.
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    Post by Lucid Tue May 03, 2011 7:48 am

    You can use command spells freely when you aren't encountering any other players. During battle you can command spells to boost your servants movement, attacks, defending and such. You could for example use a command spell to make your servant block a surprise attack made against you. However you can only use command spells meant for escaping the battle when it's the masters turn.
    The result of that command spell is determined by the game-master. You need to wait for the final judgement of the game-master before proceeding with the game.
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    Post by Lucid Fri May 13, 2011 4:18 am

    If a Human character loses all his health points he goes in to shocked state where he can't move or take actions. However if the damage the character took was too big, game-master can make a ruling that the character dies instantly. Depending on his Endurance he has still some time to receive treatment on his wounds. However if after entering shocked state he will receive a finishing blow from the enemy it's Bad End for the character. For each rank on Endurance character can survive for 10 minutes. As such a character with 4 Endurance would survive for 40 minutes before dying.
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    Post by Lucid Sat May 14, 2011 9:26 pm

    Lucid wrote:You can use command spells freely when you aren't encountering any other players. During battle you can command spells to boost your servants movement, attacks, defending and such. You could for example use a command spell to make your servant block a surprise attack made against you. However you can only use command spells meant for escaping the battle when it's the masters turn.
    The result of that command spell is determined by the game-master. You need to wait for the final judgement of the game-master before proceeding with the game.

    This rule was made so that masters can't escape from battle as easily as in previous game. But if a command spell meant for escape is used only on the servant I'll allow it even if it isn't the masters turn.

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