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Postby Tim-Director » Fri Mar 30, 2018 2:03 pm

After a long Winter, the Staff of Terres Rising, with recommendations from the Rules Committee, and extensive research, are implementing the following Rules changes, all effective immediately.


Pursuant to our Winter Survey results, we are implementing a “Hard Start”.

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You can check our website for details on dates, locations and costs. When you arrive, there will be signs or Staff members who will direct you to where you can set up your cabin and where you will check-in. Check-in typically begins at the tavern no later than 8:00pm.6:00 pm, and game begins at 10:00 pm.New Player Orientation occurs in the tavern at 9:30pm. Check-In is cut off at 9:30pm and moved to Monster Camp, where a Staff Member will wait outside the Nurse’s Cabin for any players to arrive. That Staff Member will check in any late players and tell them to go directly to their cabin and unload their car as unobtrusively as possible. That way, we can adhere to a 10:00pm “Hard Start” for Opening Ceremonies. Don't be late, or you might miss something!


After reviewing our survey results, player discussions, and much deliberation, we have decided to switch to a three hour reset system at Terres Rising. At this time we will not be making any other changes related to this, but as we go forward we may find we need to make changes to per reset items, skills, and abilities to improve game balance and maintain the original intent of the power level of such items and abilities that may be affected.

We believe, as some players have pointed out, that using a three hour reset system will allow both players and staff more flexibility on what can be done and when it can occur. Players will reset their ability points twice as often as they have in the past allowing them to take more actions and feel more able to participate in mods and fights. Staff will face less of a challenge when it comes to scheduling plot and running into those times where it is hard to run plot because players are out of ability points.

Please keep in mind that this change does not mean the quantity of encounters will change. There will very likely be resets where a player does not have an active reason to use any of their ability points (e.g. 3am to 6am). This change is being made to give players more agency within the context of traditional Terres Rising game play and will be effective immediately.

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Skills allow you to have certain abilities which reset every three hours.

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Ability Points are reset every three hours. Standard reset times are 12:00 am Saturday (late night Friday), 3:00 am Saturday (early morning), 6:00 am Saturday, 9:00 am Saturday, 12:00pm Saturday (Noon), 3:00 pm Saturday, 6:00 pm Saturday, 9:00 pm Saturday, 12:00 am Sunday (late Saturday night), 3:00 am Sunday, 6:00 am Sunday, and 9am Sunday. If game has not ended, there is also a reset at 12:00 pm Sunday.


The main challenge with Callbacks as they exist in the rulebook is they cause confusion and can obfuscate unintentional cheating or misunderstanding of rules. Additionally, the current rule is not conducive to illustrating how effects occur in the game world, which limits both flavor and strategy.

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The following rule is being replaced.

“There are a handful of specific callbacks that are used to denote that skills were used to resist an effect or that an effect did not otherwise affect the target, they are as follows:
Resist: target used an active skill, ability or effect to stop the effects of an otherwise successful attack
Avoid: target used a skill to avoid an attack entirely.
Parry: target used a skill to physically deflect attack.
Reflect: target used a skill to turn the effect back upon the attacker who instead takes the effect.
Reduced: target used a skill to reduce, alter, or modify the effects of an otherwise successful attack.
No Effect: target used no skill to stop the stated effect.”

Following is the revised rule, effective immediately.

“When a target is struck by an effect that does not affect the target, the target must loudly and clearly state to the attacker the name of the skill they are using. For example, if a target is struck by a toxin, the character resisting the toxin by using Resist Toxin, Absorption, Dodge, or Phase should state the name of the skill. If a character is using a spell effect to resist an attack, then the name of the spell should be the callback. If a character is using an item to resist an attack, then the ability should be the callback, as opposed to the name of the item.

Some defensive callbacks do not require stating the name of the skill, but the responsive effect. These callbacks are:
Reflect [Effect]: target used a skill to turn the effect back upon the attacker who instead takes the effect.
Reduce: target used a skill to reduce, alter, or modify the effects of an otherwise successful attack.
No Effect: target used no skill to stop the stated effect.”

Additionally, some abilities will be affected by this change, as “Avoid” is no longer a valid callback, for example: Acrobatics, Dodge, Force Barrier, Displacement, Phase Shift, Slumber Sanctuary.


At Terres Rising, part of our game philosophy is to provide a challenging environment and create a feeling that there is a threat of constant danger.

Last year, we had a record low regarding player character deaths. The primary reason for the low death rate can be attributed to the Surgery skill. Simply put, too many people are successfully saved from death through Surgery.

As such, we will be implementing the following change:

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“The Killing Blow: “Delivery to Death”
Delivery to Death is an attack that does not require the purchase of a special skill or the expenditure of AP. When a target is incapacitated (unconscious, bound, controlled, or otherwise unable to resist, the attacker may place a weapon or packet against the target’s torso and say, "I deliver you to Death 1, I deliver you to Death 2, I deliver you to Death 3!” and then role-play the final blow. This must be said clearly (i.e. not mumbled quickly) and loudly enough that the person being killed can hear it. Variations on this may be acceptable for RP reasons. The act of a successful Delivery to Death is not a “Death” effect. It is a willful action to destroy the corpse beyond the capacity of any conventional healing. Striking the weapon or causing damage to the attacker delivering the blow will disrupt the killing blow. No surgical procedures can be performed on a character who has been Delivered to Death.”

This will be cross-referenced in the Physician Appendix.

“Surgery allows a character to attempt to revive a character that has died. During the ten minute window after a character has died, but before their spirit has left their body, a Surgeon may role-play a surgical procedure on the dead character to attempt to revive them. However, no surgical procedures can be performed on a character who has been Delivered to Death.”

With this change, we will also have player physicians collecting data on death and surgery statistics. If during the next two events we realize that the pendulum has swung too far in the opposite direction, we will revisit this rule in the Summer.


Two issues have arisen with the Surprise mechanic.

Calls not being descriptive enough for somebody to differentiate between Surprise and non-Surprise skills. For example, when a person is attacked in the back with the Fatal effect, the victim has no way of knowing if the attack was via Fatal Strike or Backstab (the difference being which defenses a person is allowed to use to negate the attack).

A handful of players have been misinterpreting the Surprise mechanic description. Some people seem to be under the false impression that any of their skills can utilize the Surprise mechanic. This is definitely not the intention of Surprise. Players should only be able to utilize skills that explicitly state they use/require Surprise.

We are now adding “Ambush” as a carrier to indicate that an attack is utilizing the Surprise mechanic. This carrier would be added to existing Surprise-based skills and may be added for other non-Rulebook Surprise-based skills.

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Surprise and “Ambush”
Certain skills can be used when an attacker genuinely surprises a target. For these skills, the attacker must use the carrier “Ambush”. A target is considered genuinely surprised if they are generally unaware of the attack. A character who is surprised cannot use Dodge or Parry to avoid an attack with the Ambush carrier. A character is not surprised if they are engaged in combat with the attacker, trying to avoid the attacker, or actively dodging out of the way of the attack. For example, if a target is actively engaged in combat with three attackers and one attacker circles around to flank the target, the target is not surprised, as the target is aware of the attacker who is flanker. If a character who was not surprised is struck with the Ambush carrier, the callback is “Reduce”, and the target takes one point of damage. Skills must explicitly allow or require Ambush in order for the Ambush carrier to be used.

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Cost: 5 SP / 2 AP
Backstab allows a character to cause the “Ambush Fatal” effect when striking someone in the back with surprise. This skill can only be used with short weapons and cannot be Parried.
Prerequisite: Precision Strike

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Waylay, Basic
Cost: 5 SP, 1 AP
Waylay allows a character to deliver the "Ambush Waylay" effect with an attack from behind by striking the target on the back with surprise between the shoulder blades with a short weapon.

Waylay, Advanced
Cost: 7 SP, 1 AP
Advanced Waylay allows a character to deliver the "Ambush Waylay" effect, up to five consecutive times within ten seconds, with a surprise attack from behind by striking the targets between the shoulder blades with a short weapon. The attacker does not need to call “Ambush Waylay” until after the consecutive attacks are done. Each use of this skill may not be performed on the same target more than once. Prerequisite: Waylay, Basic

The Basic and Advanced Willpower skills are now separated into three skills. In addition, Mental and Necromancy Charm spells will no longer be leveled spells, though additional spells will have a higher level Charm effect. Finally, the Mental spell increasing Willpower is adjusted. These changes will balance leveled effects that currently cost 1 AP to cast while costing 3 AP to defend against, while also increasing the SP cost to defend against skills that can cost between 8 and 22 SP to acquire.

Players who are affected by these rules changes will have the option to “forget” the skills and have the SP refunded. Alternatively, any player who currently has “Willpower, Advanced” can choose to learn “Willpower, Master” immediately without a teacher. If the player choosing to learn “Willpower, Master” does not have sufficient SP to do so, they may opt to take the skill and have a deficit of SP which will automatically be paid with their next earned SP.

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Willpower, Basic
Cost: 1SP / 1AP†
Allows a character to resist Charm and RP [Emotion]. The AP spent in order to resist the attack is equal to the Level. For example, a Level 2 Charm requires 2 AP to resist.

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Willpower, Advanced
Cost: 3 SP / 1 AP†
Willpower, Advanced allows a character to resist Berserk and Sleep. The AP spent in order to resist the attack is equal to the Level. For example, a Level 2 Berserk requires 2 AP to resist. Prerequisite: Willpower, Basic.

Willpower, Master
Cost: 5 SP / 1 AP†
Willpower, Advanced allows a character to resist Dominate and Control. The AP spent in order to resist the attack is equal to the Level. For example, a Level 2 Dominate requires 2 AP to resist. Prerequisite: Willpower, Advanced

The affected spells are:
Mental - Allure, Charm, Greater Charm, Create Will, Befriend
Necromancy - Charm Undead, Greater Charm Undead, Befriend Undead


We have revised one Endurance Skill to reflect the above.

Increased Fortitude
Cost: 9 5 SP / 13 AP
Increased Fortitude allows a character to Resist the a single Waylay or Stun effect caused by a physical attack as stated in the Fortitude skill, for one minute.and then is immune to any Waylay or Stun effect for a duration of ten minutes using a callback of “No Effect”. Prerequisite: Fortitude

We are adding new Advanced Endurance Skills to the Rulebook.
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Reduce Mortal
Cost: 3 SP / 1 AP
Reduce Mortal allows a character to Reduce the Mortal effect to having only one BP and taking the Weakness effect. This skill may be used in conjunction with “Last Breath” to reduce a Fatal to having only one BP and taking the Weakness effect. Using both skills together would cost 2AP (one for each skill) and both skill names must be used in the callback.

Stimulate Rush
Cost: 3 SP / 2 AP
Stimulate Rush allows a character to Reduce the Paralysis effect to taking the Curse and Slow effects. Pre-Requisite: Fortitude and at least three additional General Endurance skills.

True Grit
Cost: 5 SP / 3 AP
True Grit allows a character to Reduce the Death effect to having only one BP and taking the Weakness effect. Pre-requisite: Resist Pain and at least four additional General Endurance skills.

We are significantly changing the durations of Charisma skills and re-balancing durations and delivery methods of effects. As this changes the majority of the skills, we are not posting them all here. If you have any Charisma skills, please visit the rulebook and re-read the skill descriptions for skills your character knows.

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Charisma Skills represent a character’s ability to use role-playing skills to impact, effect, augment, and support others. Charisma skills are powered by AP, but require time to use. The AP is not expended until the time component has been satisfied. For example, if a skill requires you to speak for 30 Seconds 1 minute, you must actually speak for that time [del]minute[/del]. Being struck, interrupted in any way, or having an extended pause to try to remember the words, requires you to start over, but does not expend AP.


Clarification is being made to Contact. The rule was listed in the Effects section, but not under Psionic Skills. In addition, some skills were increased in power.

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Once contact is established, the Psionicist can cause an effect to the contacted target by Vocal attack. Once an effect is activated, contact is broken. Only a single link can be maintained at a time. Contact does not cause any numerical damage.

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Deflection Aura, Basic
Cost: 3 SP / 2 AP
Basic Deflection Aura allows a character to control kinetic energy around their body to help deflect blows, bestowing three points of armor for ten minutes.until used or the end of the Reset.

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Deflection Aura, Advanced
Cost: 3 SP
Advanced Deflection Aura increases the amount of armor provided by Deflection Aura to three six points.

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Redirect Damage
Cost: 7 SP / 2 AP
Redirect Damage allows a character to redirect kinetic energy and Reflect numerical damage caused by a physical attack back to the attacker. If there is an effect with the numerical physical attack, it is also reflected.

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Inflict Pain
Cost: 5 SP / 12 AP†
Inflict Pain allows a character to inflict excruciating pain to a chosen target, causing onethree points of body damage per two ability points spentto a max of three ability points. To use this skill, the player may call outyou may say “Psionic [X] Body” and then throw a packet. AP is consumed whether you hit or not. This skill may also be used through Contact.

Miscellaneous Changes and Clarifications

We are encouraging the use of Helmets in costuming.
Inserted on Page 7, after Armor Points:
Helmets do not provide armor points to a character, but provide protection from Waylay. If a character is struck with Waylay while wearing a helmet, they may call "Resist" to the effect. The helmet should then be considered breached and offers no protection. The breached helmet must be repaired IG before it can be used again to prevent Waylay.

A clarification is added into Pugilism to indicate that if a combat skill requires delivery via a short weapon, the Pugilist must deliver the attack via a short (24” max length) phys rep.
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Cost: 3 SP
Pugilism allows a character to use combat skills with unarmed combat. If a combat skill indicates that it must be used with a short weapon, the character must use a short claw in order to use the skill with unarmed combat. Prerequisite: Unarmed Combat, Advanced.

Sleep and Waylay Cures
We are clarifying spells that remove the Sleep effect to also remove the Waylay effect.

Healing - Awaken
Protection - Magical Alertness

Bandages (Physician Appendix)
Clarification is needed to indicate that functionally, a Bandage is applying Body Stabilization to a Bleeding Out target.

Bandages allow a character who does not have the First Aid skill to stop a character from bleeding out by using a bandage phys rep and a three second count, “I apply a bandage 1, I apply a bandage 2, I apply a bandage 3.” A Bandage can only be applied once and cannot be reused. During the ten minutes a character would use the call back “Stabilized” if First Aid diagnosis was attempted. After ten minutes the Bandage may be removed and the character is conscious with 1 BP. (The phys rep may be re-used, but not the IG Bandages.)

Finally, please note that some of the page numbers referenced above may have shifted, as edits were applied to the Rulebook located here:
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