Hits and Spirit Scaling
Hits and Spirit now scale up quicker! You will now cap these much sooner than in previous systems.
- You start at 3 Hits and 3 Spirit
- You gain 1 additional Hit at level 4, 7, and 10, hitting the the maximum of 6 Hits at level 10.
- You gain 1 additional Spirit every odd level, hitting the maximum of 10 Spirit at level 15.
Delivery Methods
Gaze Delivery Method
This has been removed from the game due to issues with usability and rule clarifications.
Arc Delivery Method
You deliver Arc as you would Burst, but it is only directed in front of you instead of in a 360 degree circle. Effects delivered with the Arc modifier may not be Deflected unless another Effect grants you the ability to Deflect Arc. Anyone in the range of an Arc Effect will be hit by it, regardless if they are Flagged for PvP or not.
Burst Delivery Method
Effects delivered with the Burst modifier may no longer be Deflected unless another Effect grants you the ability to Deflect Burst. Anyone in the range of a Burst Effect will be hit by it, regardless if they are Flagged for PvP or not.
Retort Delivery Method
You activate Retort by being hit, similar to Avenging. When you deliver an Effect with Retort, the target automatically takes the Effect if they cannot counter it or are otherwise immune. It may not be Dodged, Deflected, or otherwise avoided by any means. Retort Effects must be delivered in melee range.
Snipe Delivery Method
Snipe operates like Reach, but can be done at Range. While this is similar to the old Gaze delivery method, its main difference is that the target you use it against is almost certainly already paying attention to you. The two Scout abilities that are delivered with Snipe either require Dodging an Effect first or is only usable after successfully Confining a target.
Passives
Narrative Passives
Grant the following list of Narrative Effects all at once when you hit the correct level for the Passive you choose:
Auger - Forecast, Inspect Aura, Commune Dream
Dabbler - Conjure, Inspect Magic, Dispel
Scoundrel - Tumble, Inspect Secret, Sabotage
Constable - Inspect Wound, Track, Insight
Medium - Commune Corpse, Commune Spirit, Purge
Soldier - Inspect Arms, Breach, Propel
Traveler - Explore, Adapt Climate, Translate
Stacking Naratives
If you get the same Narrative Ability from any source as well as in one the Passive abilities that grant Narratives, you gain Proficiency in that Narrative. Let the narrator know, and they will reduce the difficulty of the narrative check.
Stacking "Critted by X"
If you get two separate sources of a negative "Critted by X" Passive Effect such as "Critted by Prime", it becomes "Crushed by X" instead, i.e. "Crushed by Prime".
Convert X
If you have Combat Effect X as well as the relative Passive "Convert X", you may use "Heal 2" interchangeably with that Combat Effect without taking Heal 2 in your build. This always costs 1 Spirit, and cannot benefit from the Converted Ability being "Free" by any means.
Counter X
You may spend 1 Spirit to Counter the listed Combat Effect without having it in your Combat Effect list. This may never benefit from the Free modifier.
Incantless X
You may use listed Combat Effect with the Spell or Magic trigger instantly without an incantation.
Instant Medicine
You may use Medicine Supplies instantly without a 3-count.
Instant Poison
You may use Poison Supplies instantly without a 3-count.
Versatile Weapon
This is not generally available as a Passive you may select in your Class, but may show up in other ways.
You are able to use boffer-safe props interchangeably regardless of any Equipment tag used. A Versatile Weapon functions as a melee weapon or unarmed attack of its size, as well as an instrument, projectile weapon, or spell foci. Additionally, you may use the proficiencies for a weapon of your boffer's size interchangeably. For example: light size weapon lengths count for Light Weapon and Wand proficiencies, medium size weapon lengths count for Medium Weapon and Scepter proficiencies, and heavy/great size weapon lengths count for Heavy Weapon and Staff proficiencies.
Triggers
Magic Trigger
The Magic Trigger now has a level modifier of 0. It makes the ability uninterruptable instead of instant. You may cast abilities with the Magic Trigger as if it were a Sign or Spell, regardless of which Trigger the Magic ability was upgraded from.
Packet Trigger
The Packet Trigger now has a level modifier of 0. it makes the ability uninterruptable instead of instant.
Combat Effects
Withstand
Withstand reduces untyped damage to 0. Cannot be used to mitigate typed damage, such as Elements, Aspects, and Tox.
Disarm
Disarm operates like Ruin, but instead your weapon is unusable for 5 seconds instead of until repaired. You do not drop your weapon.
Maim
An arm which is Maimed may not be used to deliver any combat effects in Melee or to throw packets until it is renewed. Two Weapon and Two-Hander triggers may not be used if either arm is affected. You may continue to use basic melee attacks and defend with a weapon wielded in that arm as normal. Since you cannot use combat abilities with it - you cannot use counters to things delivered to that weapon. If you are dual wielding but not using the Two Weapon Trigger, you can still deliver abilities through the other arm.
A leg which is Maimed inflicts the character with the Flaw “Always Slowed” until it is Renewed. You may not use any mobility effects while under this effect (Dodge, Charge, Retreat). If you are dual wielding but not using the Two Weapon Trigger, you can still deliver abilities through the other arm.
Fatigue
Now also prevents the use of Weapon Proficiencies as well as Free abilities.
Revive
Revive is now a modifier to Heal. If you have the Revive passive, you can convert a “Heal x” into “Revive x” - which revives the target from the “Slain” state and restores “x” Hits as well.
Other Information
Uninterruptable
The action isn’t interrupted if you are hit by any attack while preparing it. You must still be able to use the ability normally (Mute stops you from verbal incantations, Weakness for Weapon delivered attacks, and Dazzle for ranged attacks will still apply)
Flaw
While under the affect of a Flaw, the character cannot prevent or end the listed Effect in any way. For example, Flaw "Always Slowed" will give the target the "Slow" Confinement, which may not be countered, negated by immunity, or ended with "Release".