Rules Changelog: Difference between revisions
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'''This is where all rules edits are tracked''' | '''This is where all rules edits are tracked''' | ||
'''29/04/2020 - Poison Removed from Alchemistry, Toxic removed from calls''' | |||
In anticipation of updates to '''Adept Mortis''' (coming soon) Poison has been removed from the general Alchemistry list available to medicae and chirugeons. | |||
'''29/04/2020 - Get it Together Alchemistry Clarification''' | |||
Following the update to Get it Together in S2 we failed to update the chems, to reflect Stimms and Biosealants do the same thing. To this end Stimms have been removed from the rules entirely - given that Alchemisty effects are based on 'spend a chem to get an effect' - the Alchemistry effect '''Biosealants''' now read; | |||
'''Biosealants''' | |||
Biosealants are not actually chems, but a collection of adhesives known colloquially by names such as ‘bone weld’ and ‘wound sealant’; they are used to rapidly close wounds and get people back into a fight. | |||
'''Suggested Physrep:''' Canister/Injector, Yellow | |||
'''Effect:''' By applying this to the wounds of a character you may use the call '''[[Calls#GET_IT_TOGETHER|Get it Together]]''' on them. | |||
'''Repeat Use:''' This Chem cannot be used more than once on the same character in a scene, at a point you simply cannot patch up any more holes in them. | |||
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Revision as of 10:11, 29 April 2020
This is where all rules edits are tracked
29/04/2020 - Poison Removed from Alchemistry, Toxic removed from calls
In anticipation of updates to Adept Mortis (coming soon) Poison has been removed from the general Alchemistry list available to medicae and chirugeons.
29/04/2020 - Get it Together Alchemistry Clarification
Following the update to Get it Together in S2 we failed to update the chems, to reflect Stimms and Biosealants do the same thing. To this end Stimms have been removed from the rules entirely - given that Alchemisty effects are based on 'spend a chem to get an effect' - the Alchemistry effect Biosealants now read;
Biosealants Biosealants are not actually chems, but a collection of adhesives known colloquially by names such as ‘bone weld’ and ‘wound sealant’; they are used to rapidly close wounds and get people back into a fight.
Suggested Physrep: Canister/Injector, Yellow
Effect: By applying this to the wounds of a character you may use the call Get it Together on them.
Repeat Use: This Chem cannot be used more than once on the same character in a scene, at a point you simply cannot patch up any more holes in them.
28/04/2020 - Aegis Training Clarification
Two changes:
This first covers the fact that people can use people with shields as cover;
- One individual able to hide wholy behind you and your shield may use you as Cover but they must move away from you to new cover to reset their cover benefits, rather than their cover resetting when you move five long steps.
The Second are clarifications regarding Shields vs Sunder largely to improve the language used;
- The call Sunder will destroy a non-relic shield, but protect the bearer from the call that destroyed it if they take the blow on the shield, or they would have received cover from a ranged Sunder and were aware of the individual making the call.
- You may use smaller shields to defend yourself in melee as well, but these confer none of the above benefits and are not only destroyed by Sunder but you will take the call as if it hit you.
28/04/2020 - Adamantium Will Clarification
We have added a line to clarify that Adamantium Will does not allow you to bounce Warp Sunder as per the Sunder rules that specify that it can only be defended against by a trait that specifically says it can be defended against..
28/04/2020 - There's no Need for All this Bleeding and Get it Together Clarification
We have added a line to clarify that you cannot use Get it Together calls on yourself if they come from this subtrait of Get it Together Trooper - Get it Together can be used on yourself via Chems or via Biomancy.
There was some question about whether you could use it on yourself while Wounded or Greviously Wounded but as both these states state you cannot use traits while you are in them unless they say otherwise, the answer should be clear.
24/04/2020 - Haywire Clarification
Clarity has been added to Haywire to confirm that:
All weapons that make calls are considered to be technological items, but strike safe weapons may continue to be used to perform uncalled melee attacks while disabled, unless those calls are sourced through supernatural means.
05/04/2020 - Telepathy Changes
The rote 'Pre-empt' has been removed from Telepathy.
Divert has had the restriction 'outside of combat' removed
05/04/2020 - Enginseer Changes
The canticle Omnissiah Blessing has been added.
04/04/2020 - Flagellant Change
Flagellant has been reworked to make it less restrictive then it's previous iteration, this is a complete re-work.
04/04/2020 - Biomancy Changes
Each of the healing powers in the Biomancy list now requires you to make draws from the Biomantic Healing Perils deck depending on how potent it is.
04/04/2020 - Telekinesis Changes
Smite has had its wording altered to track better with the past versions. Many other powers have had cooldowns added to represent how often they can be used.