The LARGEST and FINAL system Update before the automated system comes out!Everyone gets a free respec with this release!
Rule Changes: Cover has been overhauled and certain wording has been changed for clarity.
Actions: Per Turn you get 1 Major Action, Minor/Support Action(s), and a Movement Action.
Major Actions: Actions that traditionally require you to use your entire post. This includes: Attacks, Use of healing items, attempting to flee battle, activating certain perks and skills. Any exceptions to this rule are noted in the description of specific skills or perks.
Minor/Support Actions: Actions that may be used during the same post as a major action, and are stackable. This includes: Using Chems, Activating most Attack Skills to pair with your attack, and activating most Perks. You may not, however, activate multiple minor actions of the same type. For example, you cannot initiate two skills in the same post, or two chems in the same post, unless you are utilizing a Skill or Perk allowing you extra Actions. Nor may you activate two once-per-scene perks at once, regardless of which pool they fall within.
Cover: The world is full of sturdy objects to hide behind when bullets start to fly. Taking cover behind anything is a Movement Action--You are immune to
Ranged Attacks while Line-of-Sight between you and your attacker is interrupted, though some skills ignore cover.
You may move between cover, and attack from cover so long as it is within your movement limit(5 Meters for Ranged and 10 Meters for Melee). You may leave cover, attack in melee and move back to re-enter cover so long as it was within 10 meters of movement. You may also pop out from behind cover and fire your gun at a target and re-enter cover.
A level of common sense applies to the use of objects: parts of an avatar protruding due to SL deficiencies does not constitute an individual as exposed. Furthermore, object choice dictates how cover can be broken. Heavy Cover, such as a cement barrier, cannot generally be overcome without the use of AoE explosives. On the other hand, Light Cover like wooden walls or light materials may easily be shot right through by most weapons utilizing skills for circumventing Cover. Line of sight applies to the use of cover: hiding behind a square block can easily be overcome if your opponent maneuvers to the side of it. When it comes to cover, use your best judgement.
Note: AoE Explosives can be thrown over cover, but an AoE explosive that lands in front of cover does not circumvent it. Light Cover offers protection from attacks, but cannot survive too much abuse. A well-placed Explosive can destroy Light Cover, (Roll of 75 or higher after to-hit bonuses.) but Heavy Cover can not be destroyed by anything less than a T4 Explosive.
Movement in Combat: For the purposes of this regulation alone, "in combat" is defined as "actively engaged by another foe." The presence of enemies in the area does not constitute "in combat," whereas the presence of enemies shooting in your direction or moving toward you with intent to engage in melee does. Movement in combat is limited to 10 meters per post. Movement is not considered a major action. As such, a melee character can close a 10 meter gap and attack in the same post. On the flip side, characters using ranged weapons/AoE/Spells may only move 5 meters if they opt to shoot in the same turn as they are moving. Some status effects such as "Knocked Down" and some skills like "Curb Stomp" cost you your movement action for your turn by inflicting the "Snared" status effect.
Combat Range: Battle is intended to be carried out within chat range. If by the natural progression of things (maneuvering, using skills, et cetera) you and your target exceed chat range, you shall suffer no penalty. Combat initiated outside of chat range will have a diminishing return equivalent to -5 to hit chance per 10 meters. In all instances, you or a proxy must roll attacks within the visual presence of your target OOC to prevent abuse. This is limited to PvP only--PvE combat suffers no negatives regardless of Range.
Note: Thrown Grenades and Explosives (T4 or lower) have a Range of 40 Meters. Explosives rank T5 or higher are considered "Rocket Propelled" and have no range limit as long as your target is an NPC. Thrown Explosives benefit from a trajectory arc while Higher tiered explosives require LoS.
Note: Spells share the same restriction as thrown Explosives with the exception of single-target "Bolt" spells, they share the same restrictions as Ranged combat.
Sparring Rules:Sparring between two characters is allowed, but must be agreed upon by all parties involved. The fight will not result in loss of gear or a mercy roll if one of the sparring characters is brought to 0 hp. Both characters involved are fully restored of HP and AP when the fight ends. If the sparring turns into actual combat for any reason, the characters that were sparring are fully restored of HP and AP before actual combat begins.
Character CreationReplacementYou may replace an existing character with a new one, keeping all base levels, one equipped item, all caps, and one inventory item. The character you are replacing is deleted and becomes irretrievable.
RetirementYou may retire a character to move their Base Levels. A grace period of 30 Days is allotted by which you may bring a retired character back. If you bring a Retired character back, all base levels moved off of them are returned to that character.
DeathIt happens, your character dies and you want some method of bringing them back--This is a rare circumstance, as Death is mostly up to player discretion as it is. Wishing to resurrect a Dead Character requires a Grand Adventure and will likely be a very long process.
It may also be outright refused. NPC ChangeVulnerabilities:Some NPCs will be vulnerable to certain kinds of Elemental damage, receiving an extra point of damage when struck by a magic attack of that element. This will be noted in their page on the Bestiary being worked on. Stay tuned!
General Perk ChangesBuffedFriendly Fire --Reduce unintentional damage to friendlies to 0. Allies no longer trigger your placed skills or suffer conditions of your spells, perks, or skills.
Fluttershy Apostle -- Pets now have T4 Armor and deal 1 damage base.
Party Pony -- You have built a resistance to the negative effects of chems. When using a chem, Roll a Dice, on 50+, the negative effects/addiction does not trigger.
AddedAugmented -- By taking this perk, you may replace one of your Racial Perks with a Robot Racial Perk.
AddedToo Drunk to Die -- In Addition to its usual effects, when using the Chem Alcohol, heal for 1 HP. This perk is affected by Fast Metabolism.
Master Survivalist -- You receive (3) points to spend in the Survival tree for the purposes of unlocking skills.
Strong Buck -- You receive (3) points to spend in the Unarmed tree for the purposes of unlocking skills.
Hybrid -- By taking this perk, you may replace one of your Racial Perks with a Racial of your recessive parent. You may not combine the Racials of the three base tribes, Earth Pony, Pegasus, or Unicorn, but you may combine them and others with any combination of the other sub races(Robot/Changeling/Ghoul excluded). You are susceptible to all racial damage perks for any racials you pick. You may NOT have a character that may fly and use magic at the same time. No exceptions.
Student of the Followers -- +5 to Science and Medicine Skills/Rolls
Racial PerksEarth PonyReplacedExtreme ToleranceIs Now
Shake it Off -- At any point a condition affects you, roll 50 or higher (after modifiers) to negate the Condition.
RemovedStrong BuckAddedBerserker -- For every HP missing, reduce crit threshold by 1.
RobotsRemovedFull Power To Shields
Full Power to Weapons AddedDivert Power -- Switch between two states: Full power to Shields [(+2) Armour, (-2) Damage while Active] and Full power to Weapons [(+2) Damage, (-2) Armour while Active] Condition: Minor Action to toggle states. Lasts until deactivated.
Kinetic Dynamo -- On a successful attack, regenerate 1 AP. When receiving Damage, regenerate 1 AP.
Overclock -- Sacrifice 1 HP to increase Damage output by one for the turn this Perk was activated. (Bonus damage is calculated after armor.)
ChangelingBuffedCaptain of the Guard--Summoned Drones now have T4 Armor and Deal 1 Damage Base.
Champion of the Hive--By sacrificing your turn, transfer any amount of HP or AP to an allied changeling. Allied Changeling, in turn, may sacrifice their turn to transfer HP and AP to you.
UnicornAddedConservation of Mana -- When utilizing a Magic skill that requires AP, roll d100: if you roll 50 or higher, deduct one less AP than would have normally been expended. If you roll 90 or above, half the amount of AP that would have normally been expended. If you roll a critical, expend no AP.
RemovedStudent of the FollowersGhoulBuffedGotta Shoot 'em In The Head -- Once per battle: if you are downed, you may attack a single enemy within 3M of you from the ground at any time. If this attack deals damage, revive with 1 HP and forgo your Mercy roll.
AddedMade in Canterlot -- Once per scene: Breath on a Target within 10M of you to lower their Armor by 1 for Two Turns.
Shake it Off -- At any point a condition affects you, roll 50 or higher (after modifiers) to negate the Condition.
Toxic Teeth -- On attack rolls above 75, Inflict Poison.
Play Dead -- Once per Scene: At any time, fall over as if slain. You may not be targeted by any single target abilities while in this state, as if you are "Stealthed". Any action ends this ability. Taking damage while in this state does not break it, so long as you do not move or act under your own power.
ZebraNerfedPerfect Dosage -- When crafting a consumable item, you craft an additional item one Tier lower of the crafted item for free.
BuffedPotent Poisons -- Once per battle, you may add the Poison or Sleep Effect to your next SUCCESSFUL attack.
AddedChained Blows -- On a successful Melee Attack, if there is another opponent within 3M, you may attempt an attack on them as a free action with -10 to Hit. Stacks, penalty accumulates. Cannot attack the same opponent more than once in a single round.
Staff Master -- Your Melee attacks now have a 5M range from your avatar center and you gain a (-5) to be hit in Melee thanks to your blocking ability with your staff. This new Melee Range affects the range of all Melee skills and Perks, adding 5M reach to all abilities. Stacks with Hoof to Hoof.
GryphonAddedFirst Blood -- +2 AP when Successfully Inflicting Bleed.
Pick off the Weak -- +10 to hit on those suffering a Condition
Berserker -- For every HP missing, reduce crit threshold by 1.
Keen Eye -- Once per Scene: As a free action, break any opponent out of stealth that is within 20M of you. LoS applies.
PegasusAddedSwift Rescue -- Once per Scene: Take a 10 M movement action at any time, moving another character with you.
Formation -- While within 3M of other allies, when you take damage greater than 1, your allies may elect to take damage in your place. In turn, you may take damage for your allies. You may not reduce damage to 0, and must always take at least 1 damage.
Cloud Kicker -- Once per Scene: Once per Scene: Negate the casting of one Elementalism: Air or Elementalism: Water spell.
Bat PoniesAddedTaste for Blood -- +1 HP when Inflicting Bleeding
Formation -- While within 3M of other allies, when you take damage greater than 1, your allies may elect to take damage in your place. In turn, you may take damage for your allies. You may not reduce damage to 0, and must always take at least 1 damage.
Shadow Dance -- Once per Scene: At any time, Cast Teleport Adepted (Pay the cost of the spell) to move yourself anywhere a Shadow may be within 20 M.
Draculin -- On a roll of 75 or higher with a Melee or Unarmed attack, inflict Bleed.
Added Tagged Skill--A brand new tagged skill to play with, with powerful new abilities to help you survive a little longer and make those fighting against you wish they hadn't messed with such a rugged survivalist. Turn the powers of the Wasteland's deadliest conditions against your foes by showing them all it's not just a matter of luck, but being prepared for any eventuality.
Survival
- Tourniquet---Removes Bleeding Debuff from one Ally. Double AP Cost to heal 1 HP. (Not affected by perks, can only heal 1 HP if Bleeding Debuff was removed.)
- Suck out the Poison---Removes Poison Debuff from one Ally. Double the skill cost to transfer the poison to your weapon, allowing you to inflict Poison with your next attack.
- Pyregum---Remove Burning from one ally. Double the cost to use the charged Pyregum sap to ignite an enemy and inflict Burning for 2 Rounds.
- Snap Trap---Within 10M from you, place an AoE Trap with a 3M Radius. Any character that crosses the AoE during their turn or begins their turn inside it must immediately stop movement and are Snared for one round. Double AP Cost to Inflict Bleed. May be placed on any flat surface.
- Healing Powder---Throw an explosive--This explosive Heals allies for 1 HP inside/that pass through it. Double AP Cost to also Inflict Poison to Enemies. Lasts 1 turn and shares the radius and to hit bonus of the used explosive.
- Tranquilize---Target a Living opponent within 10 M and fire a sleeping dart. If your attack is successful, it deals no damage but instead sedates your target and puts them to Sleep. Target awakens when taking damage or one round, whichever comes first.
Condition Added: Sleep: Target is unable to perform any action until damage is taken or after one round has passed.
Magic OverhaulA massive overhaul to all magic! Lordy, Lordy, so many changes.Magic: ElementalismAirChangedCleanse Air -- Cleanse a 10M area of Radiation/Poison attacks/skills/environmental hazard for two rounds.
ReplacedCalming the StormIs Now
Whirlwind -- Summon a Tremendous Gust of wind, sending any airborne opponents catapulting in a direction of your choosing 10 M. If they collide with a solid object/character, take Special/3 damage.
Haste of the Zephyr -- If successful, target gains a +5M Movement on their next turn.
Lightning Bolt -- If successful, adds +1 Electrical damage to a successful hit. Inflicts Paralysis on a roll above 75 after bonus calculation.
Thunder Clap -- If successful, the next opponent to attack you in melee is thrown back 5M and takes Ranged Damage -1. Lasts two rounds.
Chain Lightning -- If successful, hit one target for Ranged Damage +2. Bounces Special/3 rounded up times between any opponents within 5M of each other. Cannot strike the same target more than once. Inflicts Paralysis on a roll above 75 after bonus calculation.
EarthReplacedCleanse EarthIS Now
Shape Earth -- Summon a wall, 5M long and 3M high to act as cover within 10M of you. Any opponent in the way of the summoned wall takes 1 Nature Damage as it bursts from the Earth. The wall can spawn from any flat surface and is treated as Weak Cover. Double AP Cost to harden the wall into Strong Cover.
ChangedEarthquake -- If successful, causes area of effect Nature damage Ranged Damage-1. 10 meters, centered on caster. Pushes all affected opponents 5M away from caster.
Meteor Swarm--If successful, the next turn hits a 5m radius area for ranged damage (+2) as Nature damage, caster must place an indicator at target point. Flying targets are grounded for one turn and take falling damage as a result if applicable.
FireReplaced
Cleansing Fire IS NOW
Cauterize -- If Successful, Stop Bleeding. LoS Range.
ChangedCooling the Fires Within -- If Successful, Dispel Burning from one ally or extinguish a fire based spell/skill on the field.
Untempered Soul -- Immunity to Fire Damage/Spells/Burning for 1 Round.
Pilum of Flame -- Target a 5M radius area within 20M. Area takes Ranged Damage-1 Fire Damage any Character within 5M of Target is Inflicted with Burning for Special/3 Turns. Can be centered on Caster, Caster is immune to the effects.
Wall of Flame -- If successful, cast a wall of flame 5M long by 3M high. Any Character within the wall or passing through it take Ranged Damage +1 and are inflicted with Burning for Special/3 Turns. Lasts one turn.
WaterChangedCleanse Water -- Purifies a portion of a body of water for drinking, allowing Allies and the caster to drink, regaining 2 AP. Limit: Once per Scene/Combat.
Maelstrom -- Target a 10M radius area within 20M. Deals Frost Damage (ranged damage -1) to all in the AoE. Snares Flying Opponents. Inflicts Blindness on rolls above 75 after bonus calculation.
Ice Storm -- If successful, place a radius marker with a 5M Diameter within 20 M of you. Next turn, all Characters in the affected 5M area are Snared and take Ranged Damage-1 as Frost damage.
Magic: ThaumaturgyCantripsRemovedDarkness -- Removed. Spell should be special to Bat-ponies given its nature.
Counter-Spell -- Replaced
Dispel Magic -- If successful, cancels a spell-cast or Dispels an Active Spell. +1 AP per AP cost of placed spell (To dispel a 4 point spell would cost 4AP, plus casting cost). [Can be cast at any time]
ChangedLocate -- If successful, locate a Target using one of their belongings/part of Target/Clothing.
Scry--You may attach your senses to an object and throw said object anywhere said object will fit within 40 M. By Doubling the AP Cost, you may attach Scry to allies, as well, such as a Spritebot or Animal, Player or NPC. The range of Scry attached to an object is 100 M. If using a map, you may scry a location for a brief time, as if you are standing on said location you are concentrating on. If you take any damage, Scrying ends.
Meditate--If successful, recover 4AP for every round after this that you skip. May be interrupted by enemy attack. Cannot move, attack, dodge, or take any other action. Useable once every 10 minutes outside combat.
Mage Lock -- If successful, magically seals a door or similar object with your Special Stat + Level as hit points. This item can now no longer be opened by any normal means and is only vulnerable to Magic Damage.
Knock -- If successful, forces open a magically locked object using your Special Stat + Level as damage. Double AP Cost in order to locate any hidden doors within 20M of Caster.
Changed
Armor of Will -- Create a Magical Shield against damage with HP equal to Special/3 that lasts 1 Turn.
Protection -- +1 Armor for Two Rounds.
Invisibility -- If successful, allows the caster to become stealthed and undetectable by any means save physical contact. Cannot move. Attacking/taking Damage breaks Invisibility.
ArcaneChangedTeleport -- If successful, instantly translocate to a point within line of sight(20M Limit in combat). Can take one PC/NPC with you for double the AP cost. If put upon an item with 'Delay' spell, return to location of item.
Tempus Fugit -- If successful, allows the caster a combat action immediately after casting, and an additional action (Attack, Movement, Skill, ect) they may take at any time during the next round.
Advanced Telekinetics -- If successful, allows the caster to hurl up to two characters or objects in any direction 10M. If characters collide with anything, all affected take Special/3 damage. Can be used to 'fly'. 2 AP per turn to Maintain.
Arcane Weapon -- If successful, you summon an arcane weapon that you wield telekinetically and that you can use next round. Said weapon hits for your Special/3 rounded up as Magic Damage, ignoring all Armor. All applicable damage bonuses further augments the weapon’s damage and cost. Costs 1AP per point of damage dealt to maintain. If you do not have the adequate AP when dealing damage, the weapon is dispelled and the weapon deals damage equal to however many AP you have remaining.
Magic: HealingRemovedCircle of ProtectionReplaced with
Warding Circle In a 5m area effect centered on caster, Hostile spells cannot be cast or placed. Last one Round.
Nerfed
Flesh Ward -- If successful, add Special/3 Temporary HP to target for two turns.
ChangedCircle of Protection -- 5m area effect centered on caster, Hostile spells cannot be cast or placed. Lasts one Turn.
Lazarus Heart -- Allows the revival of downed allies on the battlefield, restoring them with 3 HP. [Mercy roll still applies, but they cannot be forced to roll Mercy more than once in the same battle.]
Word of the Phoenix, Delay, Facility -- Applies to all spells from any Magic Tree. Why? Because creativity.