Post by Colin Arascain on Mar 17, 2014 19:38:44 GMT -5
THE WHO NEEDS A PATCH NAME PATCH
Patch 1.2c
BASIC MECHANICS
-Area of Effects now cost a base of 3 Stamina at Melee Range, and 2 Stamina is added for each range beyond it.
-Skill Boosts and Skill Buffs are no longer available. Any techniques, skills, releases or powers containing Skill Boosts and Skill Buffs will need to be changed immediately.
-Skill Swaps, featured below, have been added as a Taboo Effect.
-Wound Severity Modifiers have been altered, as below. Any techniques, skills, releases or powers containing Wound Severity Modifiers will need to be checked over by a mechanical liaison immediately and potentially changed.
-The rule regarding how Wound Severity Modifiers (such as Hierro) and Regeneration/Kaido/etc. interact has been repealed. They now act as one would expect, without any special caveats.
Wound Severity Modifiers
Increasing or decreasing the severity of a wound as it is being inflicted.
Costs 8 Stamina per rank modified in either direction.
Does not affect the stat check; only modifies the resulting wound, if any. Has no effect if check is Dominant.
Increases require a successful hit. Cost is paid even if no damage is dealt.
Decreases require activation in advance. Cost is paid even if no damage is taken.
Techniques are limited to a single wound modifier apiece. Only two passive wound modifiers may be active at any given time, all others must be paid for.
James twists his blade as it hits his opponent, raising the wound severity by a single rank, costing him 8 Stamina.
Skill Swaps
Using a different skill than what normally be used for a specific check.
Costs 4 stamina for each rank difference between the two skills.
May not completely substitute one skill for another, should only swap part of what any given skill can do.
James uses Hollow Evolution instead of Reiatsu Perception to pierce an opponent's illusion, costing him 4 Stamina in addition to the normal cost of Illusion Pierce.
ASCENDANTS
-The Ascendant class has been renamed Post-Prestige, and is split into Ascendant and Broken Transcendental, which are meant to function differently but be roughly equivalent in mechanical power.
-In terms of mechanical power, this is an intermediary step between Prestige and Transcendental, and it is possible to go directly from Prestige to Transcendental without ever passing through it.
-Ascendants retain their previous skill loadout and gain the skill Domain of Reality, which governs their power but offers no other bonuses.
-Broken Transcendentals have the skill loadout of a Transcendental, but are only granted one additional concept through Transcendent Compendium and may not combine it with their main concept.
-As both Ascendants and Broken Transcendentals are Post-Prestige rather than Transcendental class, they are subject to Skill and Absolute caps at all times and may not purchase Transcendental skill ranks.
-This information will be presented more clearly in the rules thread at a later date.
TRANSCENDENTALS
-Transcendentals (and Broken Transcendentals) now retain two custom skill slots from their previous skill loadouts.