Play Test Rules

Fire Strikes and Void Strikes

Strikes spells do double their current damage. That is, Fire strikes does two damage per tier, and Void Strikes does ten damage per tier. This means that newbie mages should be able to do a decent amount of damage, and high level void mages don’t need tier 12 void to break shields with their strikes. Also it means that Fire Strikes doesn’t stay ahead of void strikes for something like four tiers.

Knockback

Prerequisite any weapon skill at 3. Once per combat, per purchase of this skill, you may call “knockback” after hitting with a weapon. If you connect with any part of the target, including a shield, they are knocked back ten feet.

Psychic Strike

(This will be replacing the ever popular Psychic Battle). Psychic Strike deals damage equal to your current total number of psychic states, and bypasses armor and toughness. Touch the target with a foam fist an declare “Psychic Strike X” where X is your current number of psychic states, then pull your state. This is a Mind Effect.

With Fire I Cause a Blast x Points

When cast, this spell causes a blast of flame to scorch the area, reaching a range of ten (10) feet from the caster in a circle. Once cast, all struck by this spell (all within 10 feet of the caster) must take X points of damage, where X is the number of Tiers of Fire that the caster possesses. The caster cannot choose who is and is not affected by the spell.
The caster is unaffected by the spell. Other casters lending Tiers of Power for the spell are affected by it.
This is a Body effect.
In Game Effect: The area is scorched as a radiant blast of flame centered on the caster spreads out for ten feet in all directions.

With Water I Protect my Mind x Minutes

Replacement of “With Water I Fog Your Mind”
When casting this spell, the Mage must hold their hands flat, and their fingertips pressed against their temples, with their arms bent at approximately a 45 degree angle. The character can assume/resume this position at any point during the timed spell, they are then immune to any and all other Mind effects of Psychic abilities, spells, and alchemical effects, and must declare “Protected” when struck by such an effect.
This is a timed spell. This is a Mind effect.
In-game Effect: Any Mind effects that are directed at the Mage are deflected by the concentration of liquid that surrounds their hands and temples.

Pit Trap Play test

Pit traps: 
– Halloween scream mat are used
– The size of the trap is the size of the mat 
– can only be made in game
– cannot be carried between games
– takes an hour to make with traps 3, two people at most can work on it and take 30 minutes to make, both people must have traps 3 
– When the trap is triggered the players falls in and takes the effects of the trap, 25 mauling bypass
– reset time is 30 minutes (15 with two people), both must have traps 2 to reset
– one minute to climb out, can be attacked and still climb out
– must have disarmed on the other side of the mat (when used or disarmed must be flipped over)
– this trap cannot be sudden clarity because you activated the trap

Non-Combat

Those participating in Non-Combat are required to identify themselves with blue glowsticks and an orange reflective safety sash and reflective duct-taped foam fists. These items must be worn visibly (ie: over one’s cloak), and are considered OOG. Those participating will be announced prior to game, if possible. All Non-Combatants MUST have their safety markers on and visible or you will be considered a Combatant; these are the same rules as apply to OOG headbands and hand gestures.

All swings should be pulled back to the lightest touch.

If the Non-Combatant player feels the situation may become dangerous to themselves, they should raise both hands in an “X” in front of them and call “Non-Combat”. They should then immediately drop their weapons and phys-rep and back away from the area. They must, however, remain in an OOG state within earshot of their phys-rep. If the last strike would have dropped the character’s HP to 0 or below, then they are considered in their bleed. If the character’s HP would have remained 1 or above, then they are considered unconscious as per knock-out rules.

If even the slightest touch is not appropriate for the condition, it will be announced prior to game. A described action should be called if role-play results in the Non-Combatant being attacked. The Non-Combat participant should follow the above (marking themselves appropriately, etc.).

If a situation arises where the player’s health is in danger, a “HOLD” will be called as per normal.

Those player’s operating under the Non-Combat rules are not required to declare “Non-Combat” at any time and should feel free to participate in the game normally as long as they feel comfortable doing so.

Playing Epoch Toronto remains at the person’s own risk as this is a physical game.

Fire Marshall (Both Campfire and Cigarette Smokers) are considered Non-Combat until such a time they are no longer Marshalling the fire.

Psychic Power

This rule is in effect as of the time of this posting. It will be a play test for this year with a look at the end of the year as to ways it may need to be tweaked and changed or thrown out altogether. You may purchase this skill for the May event.

O_____Psychic Power_____8_____Psychic

Psychic Power is represented the same way as a psychic state. These are raw states that can be purchased to augment a Psychic character’s abilities. Psychic states can be regained via meditate using the standard meditation rules. There is no limit on the number of Psychic Powers a character can purchase. These cannot be cursed.

Due to this being put in there are a couple clarifications for other skills. They are as follows (bold and italic are word changes to the original):

Psychic State: A (Psychic) State is represented by a purple ribbon that denotes storage of Psychic energy. Psychic States must be spent in order to power Psychic Disciplines. Each Psychic Disciplinecan only be purchased once.

Sanctum
Permits a Psychic to imbue a space with personal psychic power, essentially creating a battery that they may tap for extra energy. To create a Sanctum, a psychic must have a clearly marked area, of sufficient size for them to physically enter into. The markings do not have to be understandable, but must be obvious. For instance, a sanctum in the woods may be marked with ribbons, but may not be marked with twigs on the ground as that would not be an obvious marking.
To create a Sanctum, the psychic with a full complement of States must stay within the boundaries of their Sanctum and Meditate as long as they wish, up to the amount of time it would take to fully replenish their own States (i.e. ten minutes for every Psychic State to be imbued to the sanctum). The ribbons accrued for this ‘extra’ Meditation are not attached to the Meditating psychic, but rather to the markings of the Sanctum. Once the Sanctum has been created, the psychic may also put states into it if they posses Transfer State. A Sanctum will last until destroyed and may only contain a maximum amount of states equal to double the creator’s current discipline total as written on their character sheet. This total will increase as the creator purchases new psychic disciplines.
A psychic within their own Sanctum may draw upon the stored States as if using their regular states. If they possess Transfer State, they may also ‘refill’ their own personal States from those stored at the Sanctum. Anyone may enter a Sanctum that is not theirs and add/remove states via Transfer State. If the Sanctum has its markings removed, then the Sanctum is considered defiled and all stored States are lost. A psychic may only have one Sanctum active at a time and you must possess the Sanctum ability to maintain the Sanctum. Unlike natural States, Sanctums do not replenish States on their own between games, but must be refilled by the psychic.
If the Sanctum ability is imparted upon another psychic then they may create a Sanctum, however, the Sanctum would not last past the end of the event as the imparted state would no longer exist.
You can only maintain one Sanctum at a time. Prerequisite: Quicken State

Assassinate

Assassinate:
Assassinate affects the damage done for one weapon strike, making the damage equal to the base damage of the weapon skill and adding the same amount again for each level of assassinate skill. For example, a character with Assassinate 3 using their skill to strike with a dagger would do 8 points of damage (2+2+2+2) instead of 2. A character with Dagger 4 and Assassinate 4 would do 5 damage (2 base damage + 3 proficiency) 5+5+5+5 (once for each level of the Assassinate skill) for a total damage of 25.

Assassinate may be used once per combat per enemy. It may be used at any time during the combat. Assassinate may only be used when hitting an enemy’s back and may be used in conjunction with both backstab and bypass. Once used against an enemy it may not be used again during that combat even if you leave the area and come back.

What this means is that at any point in a fight if you have the back of your opponent facing you and you have not used your assassinate strike against them, you can. There is no need for it to be from surprise. This does also mean that even with a concealed weapon, you can not use assassinate from the front. You also may not exit a combat and rejoin it later to use your assassinates again.