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June Playtests 
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Joined: Mon Jul 02, 2012 11:33 pm
Posts: 98
Hello everyone, President Daniel here with this event's list of new playtest skills, I would like to state there is a slight change to the previous playtest skill With Fire I Cause a Blast, and a major change the the Elemental Kin disadvantage, so please at the very least take a look at those ones

Species Change:
For the duration of this playtest, the disadvantage of Elemental Kin will be changed. Instead of the regular disadvantage of Elemental Kin, they will instead receive 2 damage for every spell they are affected by from the opposing element, Air Kin will still take base damage from Earth Heals
For example:
Bubbles the Water Kin is hit with “With Fire I Strike You 5 Points” Bubbles will then take 7 points of damage (the 5 damage from the spell, and the 2 damage from the disadvantage)
Rocky the Earth Kin is hit with “The Air Will Defend You” Rocky receives the air defends enchantment, but takes 2 points of damage from the disadvantage.
This damage bypasses thresholds

Trade Skills:
Traps 5 (arcane runes) – This skill allows the trapper to link a trap to a scroll. When setting the trap, the trapper must attach the scroll, with the mana attached, to the trap. When the trap is activated, the person who triggered it immediately takes the effect of the scroll

Alchemist’s Fire (alchemy) - Can be made with traps 3 or any level of alchemy - allows an explosive to be thrown with a plaid mana upon hitting the target, you call “X damage, Explosive” and the target takes the damage as mauling. The damage type may be changed if the thrower has the appropriate level of traps (see traps). If the packet misses the target, the explosive is lost and no damage is dealt. This is not an area of effect

1st level potion: Clear Mind - Drink to remove all mind effects currently on the target
4th level potion: Iron Will - for 10 minutes you are immune to all mind effects

Scrolls no longer have a size restriction but must be able to have the mana attached, and be read
A scrollmaker with awareness 3 or higher may borrow spells while writing scrolls

The Air Will Knock You Out
Upon being hit by this spell, the target will be rendered unconscious as the knockout ability (see knockout) A character with Toughness 3 or a plate helmet is unaffected by this spell.

The Air Will Make Me Immaterial – While immaterial, the caster can no longer be seen

With Water I Thin Your Blood – Though this spell is an enchantment, the mana can no longer be reformed (See the power of void infects you) and, instead of cutting your bleed in half, the spell now sets your bleed time to 5 minutes, regardless of hardy con

With Fire I Cause a Blast 10 Points - This spell has been changed from the number of tiers of fire possessed by the caster, to a flat amount of 10 points

My Essence Will Blend With Fire – Non-natural created materials including buildings, roads, and weapons. Fire

Strong Will - is a skill that allows one to negate the immediate effects of a supernatural event occurring to your character. In most cases, this means that the effect burns itself out, and is of no further concern, a fire strikes that misses its target ceases to be dangerous once it hits the ground, so too are spells that are negated by a character’s strong will. Mana impacts the character, fails to deliver its intended result, and then is absorbed into the ground as per normal. Psychic states are expended, find no purchase, and are used up. Alchemy however is a physical thing that remains in your system, and thus, strong will allows for some amount of time gritting your teeth through an unpleasant experience before the alchemy overcomes your character’s will power. For each level of Strong Will purchased, a character may resist a supernatural (Magic, Alchemical, or Psychic) effect once per day. This resistance lasts for one minute per level purchased, so long as the number of resisted effects doesn’t exceed the number uses of Strong Will remaining. For example, a character with Strong Will 4 is hit with a “The Power of Void Kills You”, they resist this effect, and the void mana expends itself on the ground. Later in the day, this same character imbibes a drink spiked with Instant Poison. They have three uses of strong will remaining, and so can resist death for three minutes, provided that they don’t have to resist more than two other things. Each minute that the character spends trying to find help for the horrible stomach pains that the poison is causing reduces their number of uses of Strong Will for the rest of the day by one. Similarly, each additional thing that they resist while looking for help costs them a minute of resisting the poison that is still in them.

All magic damage bypasses thresholds including spells and weapon strikes

Magic items are indestructible (while magic) magic armour and shields can still be breached as normal

Sun Jun 11, 2017 10:02 pm
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