2017 Rules Changes

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2017 Rules Changes

Postby Tim-Director » Thu Mar 23, 2017 3:26 pm

Hello Everyone!
We are pleased to announce that with painstaking scrutiny, Terres Rising has some Rules Changes, which are effective immediately. Some are more sweeping than others. They will all be reflected in the same Google Doc: https://docs.google.com/document/d/1-MD ... sp=sharing

The following are the changes!

Experience Points (XP) will no longer be converted at a rate of 50 XP = 1 SP. 1 SP = Your current SP total +1. This will NOT be applied retroactively. The revised rule is as follows:

Experience Points (XP)
Skill Points can be earned by converting Experience Points. A PC is awarded XP by a Staff member for exceptional Role-Play, other exemplary IG actions, or an exceptional Event Evaluation. 1 SP is earned for a total XP equal to your current total SP, plus 1. For example, a character with 30 SP needs 31 XP to earn an additional SP.



Armor Points
The maximum base Armor Points that a character can have, is now doubled. However, we will be enforcing the concept of “50% coverage”. The revised rule is as follows:


Armor Points
Armor allows you to take additional points of damage before it affects your body points. Once armor has been reduced to zero points, it is considered “Breached”, and offers no protection. Completely breached armor must be repaired IG, before it can used again. Armor does not need to be completely breached to be repaired.

Armor Points are awarded for Armor on the following three locations: torso, arms, and/or legs. You may have Armor on one, two, or three of these locations.

When Staff is evaluating how many Armor Points character has, there are two criteria: coverage and weight. A character may be awarded Armor Points where one has a minimum of 50% coverage of the given location. For example, leg guards that only cover a small part of the front of the shin, is not 50% coverage, and will not be awarded any Armor Points. Partial coverage of one location will not entitle a character to partial armor points.

Light Armor (such as heavy leather, studded leather, or quilted armor) grants two points of armor per location covered. Heavy Armor (such as chain mail, plate mail, scale mail) grants four points of armor per location covered. Clothing, tabards, thin leather, or decorative pieces are not considered to be armor. The heaviest weight applies per location, and does not stack. As such, a character whose torso, arms, and legs are covered by plate mail on over 50% of each location, will be awarded a total of twelve Armor Points. There are many In-Game ways to increase Armor Points.



Safer Combat.
Only “Clean Hits” count as hits. That way, attackers are discouraged from swinging harder, in order to muscle past a block, and hit the target. Additionally, we are clarifying and enforcing the rule that Weapon strikes must be separated by a one second pause between strikes, (which is SLOWER than one strike per second) and all weapons must be withdrawn at least a full ninety degrees.


Weapon Attacks
The most common attack in Terres Rising is with a weapon. Physical combat at Terres Rising uses a “lightest touch” method. All physical strikes, whether from melee or projectile weapons, must only use the amount of force necessary for the defender to acknowledge the strike. Glancing blows or blows that are partially blocked do not count as valid hits. If your swing only makes contact with the target after striking their weapon or shield, contact relies on force beyond “lightest touch” to connect and is not a valid hit.

In order to strike a person, the attack must hit the opponent’s body and not a weapon, shield or piece of costuming. If a skill specifies that a weapon or shield be struck, the attack must hit that object. Unless otherwise noted, all physical attacks deal one point of damage. If a special ability is used, additional damage or an effect may be called upon a successful strike. If you are hit by a weapon and an effect is called, you take 1 point of damage as well as the effect.

Weapon strikes must be separated by a one second pause between strikes, and all weapons must be withdrawn at least a full ninety degrees. Striking more frequently is considered “machine-gunning.” These are not valid strikes and should not be counted. The sole exception to this rule is if you are wielding two weapons, you may swing with both weapons in a combination attack before the mandatory one second pause.




Combat

Combat in the world of Terres Rising may seem complicated at first, but after a little bit of practice, it is actually fairly easy. All you have do is keep mental track of a few numbers and understand that any action you take requires you to pause a full second before making an additional attack. An attack is defined as a detrimental action that targets another character.

Callbacks
Combat is an interactive back and forth between the attacker and defender. Callbacks are used to respond to every successful game action and notify the attacker whether an action was successful or resisted.

All callbacks should be spoken loudly and clearly, so the attacker will know the result of their action. A successful action requires a simple "Got it" or role-playing a cry of pain, like a scream or growl. If you are struck with a powerful strike, you should react differently than if you were hit with a normal strike. The only time you should be silent is when the attack missed you entirely.

In the event you are struck by attacks more frequently than one strike per second, you should inform the attacker. For example, a person with two weapons strikes you four times in one second. You should callback “Got two of those."




Ability Points and Body Points are being increased by 2 (two) for all starting characters. Existing characters will retroactively receive the increase. We have changed the threshold where additional points cost more. In the event the change causes an SP deficit for a character, you will be contacted directly to discuss an accommodation. The revised rules are as follows:


Ability Points
Cost: 3 SP*†
The Ability Point skill increases a character’s AP total by one. The SP cost changes based on the total number of AP you currently have. Purchases that bring the total AP up to 12 AP cost 3SP each. Purchases bringing the total to 13-20 AP cost 6SP each. Each purchase above a total of 20 AP costs 9 SP.

Body Points
Cost 5 SP*
The Body Point skill increases a character’s BP total by one. The SP cost changes based on the total number of BP you currently have. Purchases that bring the total BP up to 12 BP cost 5 SP each. Purchases bringing the total BP to 13-20 BP cost 10 SP each. All purchases above a total of 20 BP cost 15 SP each.





Adrenaline Surge penalty is reduced from no IG skills, to no AP. The Slow effect remains.

Adrenaline Surge
Cost: 7 SP / 3 AP
Adrenaline Surge allows a character to focus all of the strength in their body. After activating this skill, the character can perform ten consecutive Power Strikes within one minute. They must scream loudly at the beginning of this attack. At the end of this minute, they are subject to the Slow effect, and an incurable exhaustion that inhibits the character from using any AP, for five minutes.



Battle Mind/Forestall are specifically prohibited to be stacked with Adrenaline Surge.



Professions
Professions are still in the process of being revised, and those with Professions will be contacted directly. However, all Professions will be revised and streamlined to a strict “Three Purchase” structure, with no additional purchaseable skills.



Each purchase of a Profession costs 5 SP, for a total of 3 purchases. When your character chooses a Profession, you will be provided with a packet with detailed information specific to the Profession.


Vocations
Astrology, Ritualist, and Physician are no longer considered Professions, and will be considered “Vocations.” Any Racial Trait that may refer to selecting Professions is expanded to include Vocations.


Vocations are specialized skill header that any character can learn. The purchase of a Vocation costs 5 SP. When your character chooses a Vocation, you will be provided with a packet with detailed information specific to the Vocation, and will be eligible to purchase additional skills specific to that Vocation.

We are optimistically confident that these changes will make the game more enjoyable for everyone!
If there are questions, we welcome you to ask here:
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Re: 2017 Rules Changes

Postby Tim-Director » Tue Mar 28, 2017 2:30 pm

One more change. As the base armor rules have increased so has Flesh Armor, and will be applied retroactively to any players with Flesh Armor. The revised rules are:


Flesh Armor, Basic
Cost: 3 SP, 1 AP
Flesh Armor, Basic allows the character to create 2 points of natural armor. This armor can be reset through Psionic Meditation or by using 1 AP. Flesh Armor does not stack with other types of physical armor (such as wearing an armor phys rep).

Flesh Armor, Advanced
Cost: 3 SP*
Flesh Armor, Advanced allows the character to create 1 point of natural armor for each purchase of this Skill. This armor can be reset through Psionic Meditation or by using 1 AP. Flesh Armor does not stack with other types of physical armor (such as wearing an armor phys rep). This skill requires IG training for additional purchases beyond the first, and can be purchased up to 6 times.
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