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  1. page Focus edited ... There are five different Focus skill types. These skill types vary in their application. Some …
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    There are five different Focus skill types. These skill types vary in their application. Some like Armed/Ranged skills, which require a weapon, are used during your action phase, while Fist/Kick skills can be used as either an instant or an action, or even as both. Defensive skills are not used in the characters turns at all, and can be used in response to damaging attacks. The table below shows a list of skill types, when they are used, and what stipulations/bonuses exist (if any):
    Fist
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    Fist Weapon. If using a Fist Weapon, Focus Fist attacks can benefit for weapon based enchants and craftings.
    Kick
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    any weapons. Focus classes can use weapon based enchants and craftings on foot armor pieces to enhance their Focus Kick attacks.
    Armed
    May only be used while armed. Counts as an action and if scoring effects, they apply to the main hand only. If not wielding a weapon or shield in the off hand, can be combined with an fist focus attack as part of a single action.
    (view changes)
    9:40 pm
  2. msg Focus Mechanic Changes message posted Focus Mechanic Changes Bonuses to the FOcus dice roll for Fists and Kicks have been removed. The focus table has also be …
    Focus Mechanic Changes
    Bonuses to the FOcus dice roll for Fists and Kicks have been removed.
    The focus table has also be reworked to shift more probability towards connecting and solid attacks
    9:37 pm
  3. page Focus edited ... Considered an 'unarmed' attack. Can be used as an instant or action, and may be used while arm…
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    Considered an 'unarmed' attack. Can be used as an instant or action, and may be used while armed. However if a kick is used as an action the player cannot attack with weapons. Can be performed with a single Focus based Fist attack, as part of a single action, if not wielding any weapons.
    Armed
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    with an unarmedfist focus attack
    Ranged
    Counts as an action and may only be used with ranged or thrown weapons.
    (view changes)
    9:35 pm
  4. page Focus edited ... There are five different Focus skill types. These skill types vary in their application. Some …
    ...
    There are five different Focus skill types. These skill types vary in their application. Some like Armed/Ranged skills, which require a weapon, are used during your action phase, while Fist/Kick skills can be used as either an instant or an action, or even as both. Defensive skills are not used in the characters turns at all, and can be used in response to damaging attacks. The table below shows a list of skill types, when they are used, and what stipulations/bonuses exist (if any):
    Fist
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    Fist Weapon. Gain +2 to Focus dice roll.
    Kick
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    any weapons. Gain +1 to Focus dice roll
    Armed
    May only be used while armed. Counts as an action and if scoring effects, they apply to the main hand only. If not wielding a weapon or shield in the off hand, can be combined with an unarmed focus attack as part of a single action.
    (view changes)
    9:33 pm
  5. msg Changes to Blessing Specialization message posted Changes to Blessing Specialization Rank2 now has the additional benefit of +3% Critical Hit chance (which pairs well with recent chang…
    Changes to Blessing Specialization
    Rank2 now has the additional benefit of +3% Critical Hit chance (which pairs well with recent changes to Critical Hits for Blessings)
    Rank3 has been reworked as Benediction, which maintains the flavor of applying blessings to multiple targets, however nerfs its overall impact by effectively making them 'micro-buff' versions (Tier 1 versions) of the blessing
    3:46 pm
  6. page Faith Specialist edited ... Blessing Rank1 – Blessing powers award 1 extra Faith when successful and reduce Faith by 1 le…
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    Blessing
    Rank1 – Blessing powers award 1 extra Faith when successful and reduce Faith by 1 less for failures
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    effect); also eliminatesreceive +3% Critical hit chance and eliminate any chance
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    Rank3 – All blessings become "Greater" Blessings & effect upBenediction: may choose to 4 targets/cast, but cost an additionalcast any Blessing as a Benediction, placing a Tier 1 difficulty/extra target"Benediction" version of the blessing on all friendly targets within 15" (targets may choose to refuse the blessing)
    Rank4 – Requires 2 Skill Points; Perpetual Blessing: You may always have a single Perpetual Blessing on you, based on your Current Faith; at the start of each new day you can select one blessing that if you have the enough Faith to cast is automatically applied to you; if your faith is reduced below that amount the blessing is no longer active, however if your Faith goes back up it will be reactivated automatically
    Protection
    (view changes)
    3:34 pm
  7. msg Buffs to Holy Powers message posted Buffs to Holy Powers Blessing powers have a new mechanic for Critical Hits that replaces the generic "Double dispel…
    Buffs to Holy Powers
    Blessing powers have a new mechanic for Critical Hits that replaces the generic "Double dispel resistance". This was a fairly redundant benefit as Blessings are rarely dispelled, and if Specialized in Blessings they become immune to dispeling. Instead, Blessing Critical Hits now automatically place the blessing on a second target within range at no cost.
    3:34 pm
  8. page Holy Powers edited ... Blessing Single target, last for duration of battle, only one of each blessing/caster can be …
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    Blessing
    Single target, last for duration of battle, only one of each blessing/caster can be present in a party. Can never be present on demonic, undead or demonically influenced targets (i.e. those wielding equipment with demonic craftings/enchants or using demonic faith powers) unless as a 'Corrupt' blessing (see Demonic Powers: Corruption).
    Critical Hits: Blessings have twice as much resistance to being dispelledThe Blessing can be placed on a second target that is within range
    Critical Misses: The Blessing fails,
    Protection
    Single target LOS required and not dispellable in any way, unless otherwise specified.
    (view changes)
    3:32 pm
  9. page Demonic Powers edited ... Curses are single target abilities that last for the duration of the battle but can be resiste…
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    Curses are single target abilities that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect. While they generally do not inflict direct damage they can still benefit from a critical hit and therefore can also critically miss. Only one of each Curse per caster can be active at any time on the battlefield. Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) in order to curse them.
    Critical Hits: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means.
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    to the caster (except for Curse of Control which simply fails),caster, turn immediately
    Diseases
    Diseases are single target abilities, that last until cured or resisted, persisting even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka hit roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted.
    (view changes)
    3:06 pm
  10. page Demonic Powers edited ... Critical Hits: causes double damage or if non-damage has 2x as much resistance to being dispel…
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    Critical Hits: causes double damage or if non-damage has 2x as much resistance to being dispelled
    Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next turn
    CursingCurses
    Curses are single target abilities that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect. While they generally do not inflict direct damage they can still benefit from a critical hit and therefore can also critically miss. Only one of each Curse per caster can be active at any time on the battlefield. Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) in order to curse them.
    Critical Hits: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means.
    (view changes)
    2:58 pm

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