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ARB 2.0 Playtest Packet version 0.11a (7/10/18) Bryan Gregory Table of Contents 1. Introduction.................................................................2 1.1 Preparing to Playtest.....................................................2 1.2 Playtest Events...........................................................4 1.3 After the Playtest........................................................4 2. Effects and Delivery Changes.................................................4 2.1 Qualifier Changes.........................................................5 2.2 Defenses..................................................................6 2.3 Effect Changes............................................................7 3. Weapon, Armor, and Combat Changes...........................................11 3.1 Weapons, Shields and Armor...............................................11 3.2 Monster Abilities........................................................12 3.3 Combat Changes...........................................................12 4. Spell Changes...............................................................14 4.1 Signature Spells.........................................................14 4.2 Storm Spells.............................................................14 4.3 Spell Lists..............................................................15 4.4 Additional Spell Changes.................................................16 4.5 Spell Incants............................................................16 5. Skill and Character Changes.................................................17 5.1 Base Character Changes...................................................17 5.2 Racial Updates...........................................................18 5.3 Skill Updates............................................................21 5.3.1 Changed Skills........................................................21 5.3.2 New Martial Skills....................................................22 5.3.3 New Stealth Skills....................................................24 5.3.4 New Scholarly Skills..................................................25 5.3.5 New Trades and Crafts Skills..........................................26 Page 1 of 65
Transcript

ARB 2.0 Playtest Packet version 0.11a (7/10/18) Bryan Gregory

Table of Contents1. Introduction..................................................................................................................................................................2

1.1 Preparing to Playtest.............................................................................................................................................2

1.2 Playtest Events......................................................................................................................................................4

1.3 After the Playtest...................................................................................................................................................4

2. Effects and Delivery Changes........................................................................................................................................4

2.1 Qualifier Changes..................................................................................................................................................5

2.2 Defenses................................................................................................................................................................6

2.3 Effect Changes.......................................................................................................................................................7

3. Weapon, Armor, and Combat Changes.......................................................................................................................11

3.1 Weapons, Shields and Armor..............................................................................................................................11

3.2 Monster Abilities.................................................................................................................................................12

3.3 Combat Changes..................................................................................................................................................12

4. Spell Changes..............................................................................................................................................................14

4.1 Signature Spells...................................................................................................................................................14

4.2 Storm Spells.........................................................................................................................................................14

4.3 Spell Lists.............................................................................................................................................................15

4.4 Additional Spell Changes.....................................................................................................................................16

4.5 Spell Incants........................................................................................................................................................16

5. Skill and Character Changes........................................................................................................................................17

5.1 Base Character Changes......................................................................................................................................17

5.2 Racial Updates.....................................................................................................................................................18

5.3 Skill Updates........................................................................................................................................................21

5.3.1 Changed Skills.....................................................................................................................................................21

5.3.2 New Martial Skills...............................................................................................................................................22

5.3.3 New Stealth Skills...............................................................................................................................................24

5.3.4 New Scholarly Skills............................................................................................................................................25

5.3.5 New Trades and Crafts Skills...............................................................................................................................26

5.4 Purchasing Skills..................................................................................................................................................27

6. Crafting........................................................................................................................................................................27

6.1 Alchemy Changes................................................................................................................................................28

6.2 Trap changes.......................................................................................................................................................29

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7. High Magic...................................................................................................................................................................30

8. Magic Items.................................................................................................................................................................31

8.1 Additional Ritual System changes........................................................................................................................39

Appendix 1 – Charts............................................................................................................................................................39

Appendix 2 – Changes from Prior Version...........................................................................................................................43

1. IntroductionWelcome to the official Alliance 2.0 Playtests!

While we've been running playtests for a while, this round will include event weekend playtests to allow for full scale evaluation of how well the 2.0 rules work over a full 2 or 3 day weekend. There are a lot of changes, but we’ve tried to summarize them to help make them easier to pick up. Not all rules changes which were voted in have been included here, only those which might affect the mechanics of the game as played. Some specific passages are in bold, to help players zero in on key changes or reminders. It is entirely possible that proposed rules may change in minor ways from what is outlined here, but we intend that this Playtest round represent the majority of 2.0 changes. Even so, playtesters should not assume that anything in this packet is final.

In many places we’ll go over the differences from the current (version 1.3) Alliance rulebook, so keep it open while you read this document!

To assist participants who have already gone through a previous round of playtesting, changes can be found in red throughout this document. These will highlight differences from the playtest documents of the prior round.

1.1Preparing to PlaytestThe following sections describe how the Playtest weekends will work. Each playtest location will have one specific person in charge of running the playtest (the Playtest Coordinator). This person is expected to thoroughly read over this packet and communicate questions (whether their own or from other people in their playtest group) back and forth with ARC and the Alliance GM so they can help explain the Playtest changes.

Before the Playtest weekend occurs: Players should read and understand the 2.0 rules changes in this packet. We encourage Playtest Coordinators and other Chapter staff to organize 2.0 introductory sessions before the event to help players update their characters and items for the playtest event. These might be in person or online; either way, we highly encourage players to attend and ask questions ahead of time as much as possible so the event itself flows smoothly.

Players will need to rebuild their characters via an online Character Management Application (CMA). Once 2.0 officially launches, this will become the primary way by which players interact with their Logistics teams for character updates; it will allow players to proactively check character progression and pick skills and changes on their own. For the Playtests, players will be able to change one specific character's skills around completely, using the same Experience Point total they have currently. Note that a character's race may not be changed, except in the following cases:

Sarr must change to either Human or Wylderkin.Barbarian must change to either Human or Oathsworn.

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Dark Elf may stay Dark Elf or choose to change to any other race (as per the makeup color change already announced).

Details for accessing the CMA will be posted on the Alliance Forums at least 4 weeks before the first Playtest weekend, so check back there for the announcement.

Once they've updated their characters via the CMA, players will need to update the character's Magic Items. Each item's duration and form stays intact, but all Rituals that are going away (or changing significantly; see the Rituals section for details) must be swapped for a different non-Catalyst Ritual (new or existing) on a one for one basis on the same item. Rituals may not be swapped between Items, and Items cannot change, except as follows:

Controlled Spirit Store rituals must be converted either to a different (non-catalyst) Ritual or changed to a Regeneration ritual. All other Rituals on the bottle are swapped for Spirit targetable Rituals (existing or new in 2.0) on a 1 for 1 basis.

Enchanted weapons and Wands may change their type if the character becomes unable to use a specific existing item or changes the type of weapon/item they specialize in. For example, an enchanted Sword can change to a Mace, a Relic, or a Polearm so the player may try out different concepts.

Any number of Rituals can be swapped to one or more new targets, so long as (a) the new Rituals are from the 2.0 newly added rituals and (b) the new Rituals have a specific Item <target> type (such as "Item <Spellbook>" or "Item <Armor>"). These new items are considered to have a duration of the Playtest weekend the player is attending. This is to promote playtesting of the new Rituals for which a player may not have a suitable Magic Item already.

True Empowerment flaws and "Half Damage from X / Double Damage from X" flaws created via the Ritual Manipulation High Magic are removed from all items; if it is unclear whether such a flaw was due to this High Magic, the flaw should be removed by default.

Please note that the actual 2.0 conversion process will be a little more complicated, but will generally be more generous to the players than the simple one-to-one conversion that we're doing for the Playtest weekend.

When memorizing spells, players may choose to memorize and Meditate ARB 2.0 spells that are not currently in their spellbooks. They must still have a valid spellbook to memorize or Meditate from. Similarly, new Production items can be made for which the character does not have an appropriate recipe (such as a Berserk globe).

Players will need to determine what Production they wish to use at the Playtest. Most 1.3 Production items can be used as-is with help of a “cheat sheet” each Chapter will have available. For example, a 1.3 Nausea Gas Potion can be used at the Playtest as an Enfeeble Poison globe; similarly, a 1.3 Remove Weakness Potion can be used at the Playtest as a Cleanse Potion. The full list will be posted and copies should be made available so players can have them with them. Some items that go away without replacement will not be usable at the Playtest, such as Web and Destroy scrolls, though these will be converted in the actual 2.0 changeover. Chapters may, at their discretion, allow players to utilize Armor tags higher than their current physreps; they must have a local visual representation of this effect (such as a red headband) so others can understand that this character is testing out a higher Armor value than they are currently representing. The character must still have an appropriate Armor tag for the amount they are using.

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Finally, players may choose to purchase (using either Goblin Stamps or coin at Production rates) new Production Point items (such as Trap Globes or larger Armor tags) worth a total of up to 500 Production Points.

1.2Playtest EventsThe Playtest event itself may be set up to run in a campaign setting different from your chapter’s normal setting, to help explain why your characters are experiencing strange and unusual effects they haven’t seen before. Everything that happens within the event is “canon” and will stay as a long-term part of your character’s experience, even their changed skills and abilities. However, character deaths will not apply to your card after the event; this is not something that your characters will know out-of-game, and they should not be played thinking that deaths don’t matter.

During this playtest, coordinators will use an entirely new set of monsters built to use the 2.0 rules. While most of these creatures are inherited from the current Alliance rules and keep the same flavor and appearance, their Monster Cards have been substantially altered. Monster Body Points have been reduced significantly and most monsters have fewer take-out effects to send at PCs. Additionally, new 2.0 Monster abilities and skills have been added to many cards.

When checking in for the event, be prepared with your character and Magic Item information. Your Logistics staff will double check to make sure everything matches up, as well as help you through the normal Logistics checkin process including Production, Spellcrafting, and the like. Preparation will help everyone get through this phase faster, and we encourage all players to be ready to go at checkin.

1.3After the PlaytestAt the end of the Playtest, characters will likely have accrued some new items which are specific for 2.0. These should be printed on pink paper in most chapters. These items will need to be set aside after the Playtest and will not be able to be brought back into ARB 1.3 games, but once the 2.0 rules are officially started, these items can be brought back in. This includes any 2.0-specific Rituals and any 2.0-specific Magic Items.

In all cases, any items that a character uses during the Playtest – including times-ever rituals, Production items, Reagents, coin, and so forth – are permanently consumed as they would be in a normal event.

All of the character’s preexisting Magic Items and Rituals (that don’t get otherwise used up during the Playtest) will return to normal after the Playtest weekend is completed. Similarly, characters will return to their 1.3 builds after the Playtest concludes.

Following each playtest, every participant should fill out a feedback form. This will be sent out by the Alliance GM and/or ARC to the Playtest Coordinators. Turning in feedback is an essential part of playtesting. The feedback form will be opened up after the first Playtest event closes; it can be found here: v0.11 Playtest Feedback Form

Additional updates to this Playtest Packet may be sent out at later dates to the Playtest Coordinators. Playtesters and Playtest Coordinators should regularly check their respective forums on the National website.

2. Effects and Delivery ChangesMany of the core ARB 2.0 changes come down to how various effects, deliveries, and qualifiers work. We recommend that you first take a quick review over pages 96, 97, and 98 of the current ARB to remind yourself what effects, deliveries, and qualifiers are. The basic idea is that any call you make against another player is given via a delivery (the physical mechanism for the attack – a swing of a weapon, a packet, drinking a potion, etc.) and should include an

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amount (if applicable), a qualifier (how the attack is being delivered, i.e. “Spell” or “Elemental” or “Weapon”) and an effect (what exactly is being done, for example “Flame” or “Prison” or “Normal”).

Weapon swings still use an implied qualifier. When swinging a longsword for a normal swing, for example, a character will call “2 Normal”, not “2 Weapon Normal”. If you are struck by a weapon with no other qualifier, the Weapon qualifier should be assumed.

Carrier attacks have not changed. If a Weapon qualifier attack uses a number, you will only take a specified effect if it goes through your Armor Points. If an attack does not use a number, you will take the specified effect even if you have Armor Points remaining. Carrier attacks can never give a beneficial effect to the recipient.

For example: A character with a flaming sword might swing for “5 Flame”. A character throwing a magical blast of energy might throw a packet with the call “5 Elemental Flame” or “5 Spell Flame”. An alchemist tossing a globe of sleeping gas might throw a packet with the call “Poison Sleep”, while an archer with poisoned arrows might shoot for “10 Poison Sleep”. The arrows will only cause the target to fall asleep if they penetrate their armor, while the gas globe will work whether or not the target has armor since it is called without a number. If someone is healed by Flame, they will not be healed by the “5 Flame” weapon swing, but they will be healed by the Elemental or Spell Flame packets.

2.1Qualifier ChangesNone of the Alliance deliveries have changed, but the qualifiers and effects have. First off, the “Magic” qualifier is removed and replaced entirely with “Spell”. This was to eliminate the confusion between having “Magic” both as a qualifier and an effect (from a Damage Aura sword or some monsters). Any time you hear “Spell”, it means something’s being delivered via a magic spell or some other similar magical source like a monster’s innate pyramid or a Ritual effect. Applicable defenses (Magic Armor, Spell Shield, Resist Magic, etc.) have all been reworked to trigger based completely on the qualifier of the attack.

Valid attack zones depend entirely upon the delivery. If an attack is swung by a weapon (i.e. the Physical delivery, which includes arrows and bolts), it only works if it is not blocked by the target. If an attack is thrown with a (non-arrow/bolt) packet, it works so long as it lands on the target or their direct possessions, including weapons and shields.

An explicit keyword has been added, Strike, which allows a Physical delivery to use the packet targeting rules for that attack only. This will be familiar for players who used “Spellstrikes” before and works exactly the same way. The Strike keyword can be added to any qualifier attack now, not just Spell qualifier, and is announced directly after the qualifier in an attack verbal. For example, a character may swing “Spell Strike Prison” and affect the target with a Spell Prison even if they hit the target’s shield; the target may of course call any applicable defenses. For clarity, if a Strike attack uses the Weapon qualifier, it must explicitly announce the Weapon qualifier with the attack.

For Example: Sarah has several interesting skills and rituals. She comes up to Beatrice and swings for “10 Normal”. Beatrice blocks, taking no damage. Sarah then activates a skill and swings again with her poisoned dagger for “10 Poison Strike Sleep”, hitting Beatrice’s shield again. This time Beatrice takes the damage since the Strike keyword was included. If the attack goes through her armor, she will have to contend with the Poison Sleep effect.

For Example: Targa has purchased “Shatter/Disarm Strike”, a Martial Skill that allows them to try to Shatter or Disarm an enemy once per Logistics period. Targa comes up on Beatrice, who’s now using a two-handed sword, and uses the skill to swing with the call “Weapon Strike Shatter Sword”, striking Beatrice’s weapon. Beatrice must call a defense against the attack or her sword will be shattered; even though she blocked the attack it came with the Strike keyword attached meaning she must resolve it as though it had struck her. Note that Targa must call the “Weapon” qualifier even though it’s normally implied since this attack does not have a number attached to it; i.e. it is not a Carrier attack.

The “Skill” qualifier has been completely removed – you no longer need to say “Prepare to Die” before using a Slay, Eviscerate, or any other skill which previously required it. Slays and Assassinates are changed to simply be swings with a bigger damage amount, while other abilities which were previously Prepare to Die are simply swings with a different effect.

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The “Damage” qualifier has been replaced by a “Weapon” qualifier, which is the default for any weapon swing (or bow shot) unless it is explicitly changed to some other qualifier (like “Spell” for a Spell Strike). This means that most weapon swings will just have a number and effect (just like today) – for example, “3 Normal” or “20 Silver”. Some defenses – like Parry and Riposte or other weapon-specific defenses – have changed to specify that they work against any attack with either the “Weapon” qualifier or the “Poison” qualifier (only if the attack is made with the physical delivery). This helps eliminate some exceptions.

The verbals for thrown Alchemy have changed slightly. There’s no more “Gas” keyword – if a poison is delivered via a packet (for example, through a Monster ability or use of a gas globe) the user should simply call "Poison <effect>" and the attack need only hit one of the target's personal possessions just like a Spell or Elemental qualifier attack. Note that Poison qualifier packet attacks should still be made via orange packets just like today, while Poison qualifier weapon attacks made from a bow or crossbow should still be made via a blue packet just like today.

In pretty much every case, it’s safe to assume that you can deliver any attack by clearly stating its amount (if applicable), qualifier, and effect. This has been clarified for many things, including magic items where you now need to clearly identify the delivery along with the “Activate” keyword. All other existing rules for activating a magic item remain – you need to be able to speak, activating a spell still requires the incant if you couldn’t memorize it, etc. For example, a player with an activatable Silence (with a 5th level Earth spell slot on their character card, so they don’t need to use the spell incant) would now need to call “Activate Spell Silence!” when throwing the packet. This clearly identifies to the target that they can use any defense which works against the “Spell” qualifier.

2.2DefensesDefensive calls have been significantly streamlined throughout the system. Each defense is classified as one of the following standard four categories:

Guard: This type of defense is used to completely block a single attack. In general, these denote expendable skills, spells, or abilities.Return: A specific defense was used against the attack, and the attacker will automatically be struck by whatever the original attack was. They may use any applicable defenses they have against this Returned attack. Keep in mind that any single source of a Return (such as a Bane or Riposte) may be only be used once by any single combatant on any single attack.Reduced: The effect of the attack was reduced by some partial amount.No Effect: The attack was completely ineffective.

When calling a Defense, you only call the name of the specific ability that you’re using (just like in the ARB 1.3). For example, if you use a Dodge, the appropriate call is “Dodge”. At any point, a player may make the quick OOG question “What does that defense do?” to which the person calling the defense should reply with the appropriate category above (e.g. “Guard”, “Return”, etc.)

Defenses are classified as either Smart or Dumb in their description. Smart defenses may be used at the discretion of the player against a specific attack, but may only be used when the character is conscious. Examples of Smart defenses are abilities such as Cloak and Resist Binding. Dumb defenses will go off against the first attack which they would activate against, even if the character is unconscious. Examples of Dumb defenses are Spell Shield and Elemental Shield.

Resist abilities are special. These defenses represent innate abilities of a creature's body, not the layered defenses of martial skill, magic, and rituals. Unlike other Smart defenses, Resists may not be used until all applicable Dumb defenses are expended.

You can find a list of how existing defenses are reclassified in Appendix 1.

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Finally, characters may now find out if some unexpected effect healed their target to represent the fact that in-game this should be apparent upon careful inspection. A player may challenge another player, after striking them with some offensive effect, and ask the out of game question “Are you healed?” to which the challenged player must reply truthfully (out of game, of course).

2.3Effect ChangesThe 2.0 rulebook will have a significantly smaller set of effects and effect groups. The intent was to streamline the system by reducing effects which were very similar to other effects without losing the flavor of the system long-term players know and enjoy. While not all players need to memorize all the changes, we strongly recommend that those who memorize spells look over the sections below which are pertinent to their characters.

Most 10 minute “debuff” and “takeout” type effects have had their duration reduced to 5 minutes. “Control” type effects still last 10 minutes; these include Charm, Subjugate, Prison, Create Undead, and Corrupt. This does not change any effects which were not 10 minute durations to begin with, nor does it affect the “fix” timeline of Amnesia.

- Alteration: This effect group had four nearly-identical effects: Feeblemind, Laugh, Nausea, and Vertigo. They were different only in how exactly they took a character out of a fight. These were consolidated down into one effect, Enfeeble, that can be RP'd with any of the four old effects at the target’s choice. To maintain flavor, specific RP can be instructed with the effect for some monsters. In addition, Antidote was moved from Healing to Alteration to maintain consistency with other "fix this effect group" type effects (Release, Awaken, etc.). The game mechanic for the new effect is basically “Cannot use Game Skills, may not Run”.

- Binding: Web was removed as an effect since it entirely duplicated Confine. Slow was added as what used to be the Disease effect (see the Necromancy changes below). Entangle was removed as duplicative; we recommend that creatures which previously used it (e.g. Spiders) instead throw packets with "Weapon Strike Pin” or “Weapon Strike Bind”.

- Coating: Vorpal Coating was changed to something that comes with a number (so Serious Vorpal Coating would now be “10 Vorpal Coating”). Quicksilver was removed.

- Command: After several years of text updates and clarifications to make the intent clear and remove loopholes, Charm is updated to state that the specific commands which the ARB 1.2 Dominate can be used for may not be refused by the subject of a Charm. This makes Dominate duplicative and results in its removal. Vampire Charm is completely removed as well. Finally, Command effects no longer override each other. This restores the original intent of spells like Shun (which are currently used as a substitute for Awaken).

- Curse: Curse was changed from a "each spell has its reverse as a specific removal" paradigm to a "one spell cleans up everything from this Effect Group" paradigm (similar to Binding with Release, Command with Awaken, Alteration with Antidote, etc.). Cleanse was added as a new effect to fix all Curses on a target (and is a new spell at Earth 4). This eliminates the Remove Curse effect group entirely. In addition, Death was moved from Gift to Curse (see the Healing and Necromancy comments below for more on the intent behind this change) and its name changed to Doom. Note that this means Death will affect many more creature types than it affects today, expanding its use and desirability (to balance out the change in utility from Life/Death reversability).

- Damage: Removed entirely due to common confusion with Necromancy and severe underutilization.

- Eldritch Force: Some of the Summoned Force group (Disarm, Shatter) was moved into this Effect Group and Enflame and Destroy were removed entirely. This allows us to remove the Summoned Force effect group as a separate entity. A new effect, Mend Armor, has been added to this school, replacing the old Shield spell (and changing what it does). Stun Limb was moved to this effect group (and added as an 8th level Celestial spell).

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- Evocation: Existing Evocation effects and spells were consolidated down into a single spell at every Celestial spell level which will allow the caster to manifest the chosen element at an amount appropriate to the spell level. Flame, Ice, Stone, and Lightning were moved into the Evocation Effect Group to better track their intent. Evocation now covers all Flame, Ice, Stone, and Lightning effects, eliminating a lot of player confusion in questions like "wait, Flame Bolt is Evocation but 20 Spell Flame isn't?". Finally, the Magic damage type (used by Magic Storm and Damage Aura weapons or effects like Magic Blade, Race Reaver, Monster Slayer, etc.) moved to Evocation.

- Gift: Removed entirely (see Curse, Healing, and Necromancy comments for details).

- Greater Command: Remove Greater Command effects were moved into this Effect Group for simplicity. Love Potion #9 was removed as a duplicative effect. Terror was removed.

- Earth: The “Healing” Effect Group has been renamed to the “Earth” Effect Group. Existing effects and spells were consolidated down into a simple spell at every Earth spell level which will allow the caster to manifest the chosen type (Healing or Chaos) at an amount appropriate to the spell level. Earth was removed as a separate damage effect, replaced in all cases by Healing. Life was added to this school with its reverse changed to the new effect Corrupt (see Necromancy below); Life also now inflicts a Destroy Undead effect on any Undead it hits. This brings Life more in line with its in-game expectations of a Healing spell of great power and allows us to eliminate the tiny Gift effect group. Finally, with the addition of a Cure / Cause Wounds spell at every level, the Help / Harm Undead spells were removed.

- Necromancy: Existing Necromancy effects and spells were consolidated down into a simple spell at every Earth spell level which will allow the caster to manifest the chosen type (Healing or Chaos) at an amount appropriate to the spell level. Disease was updated to prevent all healing for 10 minutes as an Earth 4 spell (and Slow was added to Binding). Corrupt was added as an effect which instantly kills a living target and raises them as a Greater Undead under control of the caster as the new reverse of the Life spell. Wither was updated to dramatically impact a target’s ability to defend or attack. Finally, with the addition of a Cure / Cause Wounds spell at every level, the Help / Harm Undead spells were removed.

- Protection/Enhancement: Endow is simplified down to simply a set of defined roleplay benefits (running with a body in hand, etc.). Shield and Bless are removed (though Shield was replaced by a different effect in Eldritch Force). Magic Blade and Elemental Blade are combined into a single effect, Enhanced Blade, which allows choosing any Evocation element.

- Remove Curse: Eliminated completely (see the Curse comments above).

- Remove Greater Command: Eliminated completely (see the Greater Command comments above).

- Summoned Force: Enflame is removed as both a very confusing effect (two separate and distinct effects combined into one) and an underutilized one. The other effects are moved into Eldritch Force.

- Other: Slay and Assassinate are removed, due to the Deliveries and Evade Core Proposals making the calls redundant. Magic is moved to Evocation. Last but not least, Shatter and Disarm are changed so that when weapon-delivered they automatically target whatever they happen to hit - no specific target is required in this case (or allowed). The skill versions are changed to only work for one single swing, not "until landed", due to this change.

The resulting (fewer) Effect Groups are summarized below; this replaces the existing entries on page 98 of the 1.2 ARB:

Alteration (Antidote, Enfeeble, Hallucinate, Intoxicate, Paranoia)Binding (Slow, Pin, Bind, Release, Repel, Confine)Coating (Alchemical Solvent, Liquid Light, Vorpal Coating, Oil of Slipperiness, Paste of Stickiness)Command (Awaken, Berserk, Charm, Fear, Love, Shun, Sleep)Page 8 of 46

Curse (Destruction, Paralysis, Silence, Weakness, Cleanse, Doom)Eldritch Force (Banish, Circle of Power, Fortress, Lesser Investment, Light, Prison, Solidify, Subjugate, Wall of Force, Ward, Wizard Lock, Disarm, Shatter, Mend Armor, Stun Limb)Evocation (Flame, Ice, Stone, Lightning, Magic, Magic Storm, Lesser Magic Storm)Greater Command (Amnesia, Enslavement, Euphoria, Enslavement Antidote, Euphoria Antidote)Earth (Cure Disease, Earth Blade, Healing, Life, Purify, Restore, Sanctuary, Turn Undead, Destroy Undead, Earth Storm, Lesser Earth Storm)Necromancy (Corrupt, Chaos, Chaos Blade, Control Undead, Create Undead, Desecrate, Disease, Drain, Wither, Chaos Storm, Lesser Chaos Storm)Protection/Enhancement (Dispel, Elemental Shield, Enhanced Blade, Endow, Weapon Shield, Poison Shield, Reflect Spell, Spell Shield)Other (Body, Explosive, Massive, Mechanical, Normal, Silver)

Some notes on specific effects:

Berserk: Berserk has been updated to allow players to choose whether to use expendable abilities to enhance their Berserk experience. As before, the victim must use basic weapon skills if they have them available (including shields, claws, and constant abilities such as Weapon Proficiency and Backstab). The player of a Berserked character may make an out-of-game choice whether they want their character to utilize and expend per-day abilities and equipment such as spells, Resists, Banes, alchemy globes, etc. etc. Please note that this is an out-of-game choice for the player based on how they wish to utilize their character's abilities and equipment; the character has no in-game options as to what they utilize. Characters are never forced to utilize Necromancy spells or items unless the player chooses to have them to do, with full understanding that this may impact their character in-game.

Charm: Under Charm, remove the third paragraph and replace the fifth paragraph with the following:While Charmed, the victim must perform actions to the best of his or her ability and knowledge, including the use of spells and skills. The victim does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or race. For example, if the victim knows that the person who Charmed them is undead, and that person commands the victim to heal them, they will not only cast necromancy on that person but will not be able to choose to use less powerful spells if they have more powerful ones available that are needed. Similarly, if a Flame Elemental Charmed someone, and that character knew that Flame Elementals are healed by Flame, they would do their best to use Flame to heal the Elemental if commanded.The caster may attempt to convince the victim via roleplay of a variety of things. No matter what, the victim of a Charm cannot refuse any of the following commands:Defend me: The target must protect the caster from all attacks to the best of their ability, even if it requires using spells and magic items.Follow me: The target must follow the caster.Give your <item> to me: The target must give the named item to the caster.Heal me: The target must make every attempt to heal or Life the caster. During this time the target will not attack anyone and will do everything possible, including fighting their allies, to prevent the healing from being stopped.Return to normal: This command ends the Charm effect.If a character is Charmed to multiple people, the latest person Charming them will take precedence if their roleplay/commands conflict with those from others who have Charmed the victim.

Corrupt: This spell will slay a living target and cause them to immediately become a Greater Undead under absolute control of the caster. They retain the same intelligence and knowledge as the original creature, but operate without any memory of their living state. They have an innate understanding of their own abilities and items and may utilize any weapons or armor available to the creature as well as claws. The creature's visual appearance does not immediately change on receipt of this spell, but careful inspection can reveal the spreading corruption. A character can examine another character from within approximately 10 feet distance and ask the OOG question "Do you appear Corrupted?". The character must be able to see their target clearly. The subject of the question must reply truthfully; their answer is an OOG statement. This represents the examiner taking the time to closely examine the target's skin and body as corruption begins to seep through their flesh.Page 9 of 46

The character gains all Undead immunities and vulnerabilities and is returned to full Body Points. The player (not the character) has the choice to use or not use per-day skills and spells while under the effect of Corrupt, and will use magic items based on the orders they are given.If cast upon a Dead body which contains a spirit, the target will immediately arise as Undead as per above. Note that this spell will not work on a corpse which has been previously animated or is permanently dead.If the creature is struck by a Life spell, the Corrupt effect ends immediately and the target is returned to life at 1 Body Point with no further effects from the Corrupt. If they are reduced to zero Body Points, or the spell duration expires, then the creature falls dead and begins a new 5 minute Death Countdown. In either case or after resurrection, if returned to Life, the creature will have no knowledge of their time spent as Undead.The ten minute spell duration may not be extended by any means, even by Formal Magic.

Cleanse: This spell will remove all Curse effects currently active upon the target. It does not matter how those effects were caused. Note that it will not cure a Doom spell.

Create Undead: There were some minor updates to this spell made for consistency. First, Create Undead is now removed by Life just like Corrupt (Life against a target of Create Undead will return them to life at 1 Body Point). A character under Create Undead will also have a new 5 minute Death Countdown started if they are taken back to 0 Body Points. Finally, the created Undead will swing for base weapon damage, not a set value of 2 (which didn’t make sense if, for example, they had a two-handed weapon or a dagger).

Cure Disease / Disease: This effect renders the target unable to be healed from any source. When affected by any effect which would heal them the target must call No Effect. Like most Earth/Chaos spells, Cure Disease will remove a Disease on a living target or inflict one upon an Undead, while Disease will remove a Disease effect on an Undead. First Aid may still be used to stabilize someone under the effect of a Disease (and bring them from -1 to 0 Body Points as normal), though it will not remove the Disease itself.

Destroy: Destroy has been completely removed (note that Shatter now does what Destroy used to).

Disarm: Note that if this effect is delivered via the Weapon qualifier, no target may be called and only the target which is struck will be affected. If it is an invalid target for a Disarm (such as an item which is not held in the hand) the object will remain unaffected.

Endow: You may no longer swing +2 damage with Endow, nor may you break an Entangle (as that effect no longer exists).

Enfeeble: When an Enfeeble effect is delivered without any further type, the target may choose how to roleplay the effect. Some creatures might be able to specify a type of roleplay – for example, a Ghoul might swing “2 Enfeeble (Nausea)” to specify that the target must roleplay a severe nausea. PC delivered Enfeeble effects generally do not allow the caster to specify a specific type of roleplay.

Fear: The Fear effect has changed to Line of Sight duration, so it goes away automatically if Line of Sight is broken for 5 seconds. An affected target can always try to escape Line of Sight, even if it means temporarily moving closer to the caster of the effect.

Evocation Bolt: See the “Signature Spells” section under Spell List Changes below.

Enhanced Blade: This allows the recipient to choose any of the following carriers: Magic, Flame, Ice, Lightning, or Stone. It effectively combines the old Magic Blade and Elemental Blade effects together.

Mend Armor: This will instantly refit up to the specified amount of lost Armor Points on the recipient as per the Blacksmith refit ability. It will not take a suit of armor over its maximum allowed value under any circumstances, nor will it work on a Shattered suit of armor. The second level Celestial spell of the same name will mend 10 Armor Points.

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Purify: Purify now explicitly cures Stun Limb in addition to the existing list of Effect Groups, so it can be used to cure any lingering negative (non-Greater Command) effect on the target. Note that it still doesn’t work on Prison, as that’s around a target, not on a target.

Restore: As before, restore fixes an ongoing Wither when cast on a living target, but acts differently against Undead (see Wither below).

Shatter: Note that a target must be called even if this effect is delivered via the Weapon qualifier. The Fighter skill that can deliver a Shatter is now delivered with the Strike keyword. Shatter will now work on any suit of armor, even if it is over 20 points. Shatter now affects any single item up to a Door-sized item (instead of Shield-sized). If it is an invalid target for a Shatter (such as an object greater than door-sized) the object will remain unaffected. If Shatter is used on an indestructible suit of armor, the armor will still be reduced to 0 points (and thus require a refit before its Armor Points are restored) but the tag will not be destroyed. This damage also occurs on magical armor sources such as Arcane Armor.

Slow: The target will be magically slowed such that they are unable to run for 10 minutes. They may move at walking speed, even brisk walking speed, but attempting to jog or run is completely impossible for them.

Wither: When struck by a Wither, the character must immediately choose to be offensively Withered or defensively Withered. If struck again by Wither while under a Wither effect, the character must make this choice again, overwriting the prior Wither choice. While offensively Withered, the target may not make any offensive weapon calls or throw packets, but may block, use defensive calls, and touchcast spells. While defensively Withered, the target will take damage when blocking attacks with a weapon or shield as if they did not have the appropriate weapon skill(s) to wield them, and may not use Smart Defenses, but may still make offensive strikes and throw packets. Note that this same effect will occur against an Undead target if Restore is cast upon them.

3. Weapon, Armor, and Combat Changes

3.1Weapons, Shields and ArmorShields are now much easier to measure. Any size shield may be used in Alliance combat, so long as it is safe and reasonably considered a “shield” by a Rules Marshal – no trying to pick up a picnic table and using it as a “shield”! With this change, the Turtling rules are removed from the game (head and other unsafe shots are of course still illegal!).

When working with these new Shield rules, please remind your playerbase that there are many ways to get around players using Shields:

- The Shatter and Disarm Strike type weapon skills can now Shatter or Disarm a shield by striking it and calling it as the target

- The Shatter and Disarm spells can be also used to remove Shields from usability- Teamwork is always the most effective way around a shield; two people working together can always flank

around a shield, or a spellcaster and a fighter working together to force their target to choose between taking packets and taking weapon blows, and so forth.

Armor is now evaluated based on its appearance, not on its materials – though material still plays a part. When a suit of armor is evaluated, the evaluation takes into account what the base material (whatever it is) looks to be. Note that this does not mean shoddy craftsmanship will be accepted! A coarsely knitted silver shirt is unlikely to count as chain mail, but a well-made latex breastplate may now be counted as plate mail. Remember also that costuming does *not* provide armor points – the 1 point per location level is intended for thick gambeseons or protective leather that doesn’t meet the 2 point level.

Appears to be leather or thick cloth: 1 point per location

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Appears to be thick leather: 2 points per locationAppears to be chain, scale, or brigandine: 3 points per locationAppears to be solid plate: 4 points per location

Multiple types of armor may now be layered, though even with layering no location may surpass the 4 point per location maximum and no location may get multiple bonuses for the different layers. There is no longer a 40 point maximum, though the base class limits have not changed.

Most other parts of the system remain as they are today – head and torso locations are still doubled in value, bonuses may be given for Master Crafted and In Genre, the same 8 locations exist as before, etc. Note that there is one further bonus which can be given: Actual material (such as metal for 3 or 4 point location armor or real leather for 1 or 2 point per location armor) gives an additional bonus of +1 point per location. Note that all bonus points are applied after the rest of the evaluation is done, meaning it does not double for head and torso locations.

The new Armor Cost table can be found in Appendix 1.

Polearms and Staves have had their lengths adjusted. To allow for a wider variety of commercial latex weapons, Polearm and Staff maximum length is increased to 75” (instead of the current 72” limit).

3.2Monster AbilitiesA new Monster Ability has been added to help NPCs who get surrounded by multiple PCs and are unable to engage them properly due to flurries of blows. The Swarmed ability may be used by Plot teams as a standard rulebook ability, and works as follows:

Swarmed by <number>: <ability>. Any card with this ability allows an NPC to use the named ability without limit when they are actively engaged (meaning approximately 10 foot range unless otherwise defined locally) by <number> or more foes. For example, "Swarmed by 4: Spell Doom by Weapon" would allow the NPC to swing for "Spell Doom" with their weapons so long as 4 or more enemies are within approximately 10 feet. The named ability may alternately be called by OOG Marshals in the fight.

Note that when this ability is used, only the bonus effect needs to be called – “Swarmed by <number>” is just the name of the ability, it does not need to be announced.

Undead interactions with Healing and Chaos have changed slightly. Undead no longer take double damage from Healing and are no longer healed double by Chaos. Instead, all Undead are having significantly lowered Body Points but are gaining a very significant amount of Natural Armor. As Healing and Chaos still go directly to Body Points, Earth casters will still need about the same amount of Healing to take down a given Undead, but others (including Celestialists and weapon users without the Healing carrier) will need to do somewhat more damage than before. For example, what was previously a 10 Body Skeleton might now have 5 Body and 10 Natural Armor. This means NPCs don’t need to mentally double Healing and Chaos on the fly, and Earth casters become somewhat more effective against Undead compared to other classes.

Additionally, most Lesser Undead will not be able to use Smart Defenses against Healing, and Greater Undead will be limited in how they can use defenses against Healing.

3.3Combat ChangesThe Head is now an illegal target no matter what type of delivery is used. This means that if a packet hits someone in the head, they should not take it (and should let their opponent know, just like if they’re hit by a weapon in the head

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today). As always, this is not intended for people to “abuse the system” by actively blocking with their head, and players should always have been actively trying to avoid hitting their opponents in the head.

Unconsciousness duration has been lowered. Currently, if a character goes to 0 Body Points (almost always from First Aid) they are basically removed from play for 10 minutes. This is one of the more annoying parts of the game, especially in lower-level campaigns where First Aid is a common healing mechanism. In higher-level campaigns, First Aid is often avoided simply because of the long 10 minute wait time for consciousness. While there are other 10 minute effects, none come from a supposedly "helpful" effect that gets very little play once healing becomes more common.

To promote overall usage of First Aid, and as a customer service change, we’ve changed the time that a character spends while at 0 Body Points to 1 minute instead of 10 minutes.

Reduction has been tweaked. If a character has the Reduction ability, it may never be used to reduce the damage of an attack below 1 point of damage. The ‘Reduced’ call must still be used (even on an attack of 1 damage) to indicate that the attack isn’t doing as much as the wielder might expect.

The Dying phase has been renamed to Bleeding Out. This is to help remove confusion between “Dying” and “Dead”, and make the commonly-used Healing Arts question “Are you Bleeding Out?” the official wording.

The book now defines a new Focus mechanic. Some abilities require Focus for a specified amount of time. You must roleplay appropriately for the ability; for example, refitting another player's armor might involve inspecting the armor and roleplaying adjusting its fit, while roleplaying Meditation might involve studying a spell book and conversing with other players about the mechanics of certain magics. During this time you may move as is reasonable for the roleplay, but no further. This means that while Ritual Casting you should stay within the Circle of Power you're casting in; similarly, while performing First Aid, you can walk around the body of your target but may not leave it. A character may not move faster than a walk during their Focus period. Please keep good sportsmanship in mind while selecting how to roleplay your Focusing.

There are several ways that a character's Focus may be interrupted. These include:

- The character uses a Skill or Game Ability (other than Educated or Teacher) which is not required for the ability they're Focusing on

- The character breaks a physical requirement of the ability (such as lowering one's arms during a Sanctuary spell or moving away from a First Aid target)

- The character moves faster than walking speed

- The character loses the ability to use Game Abilities (for example, they are hit by a Drain spell)

Note that individual abilities may have additional requirements, while some may have exemptions to the above conditions (for example you can self-cast while under a Sanctuary).

The following all use this Focus mechanic (note that there are other abilities like Rituals as well):

Skills/AbilitiesBlacksmith (refitting)Break CommandArming or Disarming a TrapFirst Aid

Healing ArtsIdentifying a Production itemMeditateMental AbilitiesRefitting Arcane Armor

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Concentration spells and/or spells requiring specific physical posing, such as-FortressRepelSanctuaryDesecrateStorms

Most Monster Abilities that require a counted action, such as-

EngulfEscape BindingGaseous FormNatural Armor (refitting)

RegenerationRenew SkillsRift

4. Spell ChangesWith all of the effect group changes, the Earth and Celestial spell lists have changed substantially. The biggest single change is that each school now has what’s called a Signature Spell.

4.1Signature SpellsYou’ll note that all of the various Cure/Cause spells and the different Bolts and Storms were consolidated down to 4 specific effects. Each school of magic has a Signature Spell - one core piece of magic which is available at every level. For Earth, this is the Cure / Cause Wounds spell; for Celestial, this is Evocation Bolt. These spells can be memorized in any Spell Slots of the appropriate school that a caster cares to devote to them.

Evocation Bolt can be manifested as either Flame, Ice, Lightning, or Stone at the caster's choice. Cure / Cause Wounds may be cast in either its Earth form as Healing, or its Necromancy form as Chaos. Both choices are made at the time of casting.

When these spells are cast, their power depends on the level of Spell Slot they were memorized in. Each Signature Spell will have a value of 5 per level of Spell Slot it is cast from. For example, a Celestial caster who memorizes one Evocation Bolt at 3rd level will cast it for “15 Spell Flame” (or whatever element they chose). If they had one memorized at 5th level as well, they could later cast that one for “25 Spell Ice" (or another element). Similarly, an Earth caster could cast a 4th level Cure / Cause Wounds spell as either "20 Spell Healing" or "20 Spell Chaos”.

Note that Evocation Bolts inscribed onto Battle Magic Scrolls must have the element chosen at the time the Scroll is created. Similarly, Cure/Cause spells put into Potions must have the type chosen when the Potion is created.

A new Scholarly Skill has been added to allow characters to cast Signature Spells on the fly at the cost of some of the spell’s power. See the Scholarly Skills section for details.

4.2Storm SpellsStorm Spells have undergone some changes in the new edition of the rules to help keep them balanced against both Wands and scaling damage from Backstabs and Weapon Proficiencies. First, we’re adding a standardized definition of “Storm”:

Storm: This effect type allows the caster to throw a number of packets as described in the specific effect. Unless otherwise specified, the caster may not move their feet during this time without breaking the effect. Each packet counts as its own effect for purposes of defensive abilities. In all other ways, these effects act as Concentration duration effects.

Individual spells have gotten tweaked with these changes. Magic Storm may now be cast as any Foundation Element, not just Magic, and Earth Storm can be used for healing the living as well as damaging the Undead. In addition, there’s now lower-level Storm spells that players may choose to memorize.

Note that a Storm spell can be cast/activated only on oneself and grants the target the ability to throw the packets. For example, someone with an activatable Magic Storm could activate the spell on themselves calling “Activate Spell Magic

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Storm!” and choose an element (such as Flame), after which they would throw 15 packets for “10 Spell Flame!” The Magic Storm spell itself is never thrown to be reflected, absorbed, etc., only the individual “10 Spell Flame!” packets are thrown.

Magic Storm - Evocation, Storm (not scrollable)When this spell is cast, the caster must choose any specific damaging effect from the Evocation effect group (Flame, Stone, Ice, Lightning, or Magic). This effect allows the caster to throw 15 packets at 10 damage each of the chosen element as "10 Spell <Element>!".Celestial 9

Earth Storm - Earth, Storm (not potionable)When this spell is cast, the caster may throw 15 packets at 10 damage each as "10 Spell Healing!".Earth 9

Chaos Storm - Necromancy, Storm (not potionable)When this spell is cast, the caster may throw 15 packets at 10 damage each as "10 Spell Chaos!".Earth 9

Lesser Magic Storm - Evocation, Storm (not scrollable)When this spell is cast, the caster must choose any specific effect from the Evocation effect group (Flame, Stone, Ice, Lightning, or Magic). This effect allows the caster to throw 8 packets at 10 damage each of the chosen element as "10 Spell <Element>!".Celestial 5

Lesser Earth Storm - Earth, Storm (not potionable)When this spell is cast, the caster may throw 8 packets at 10 damage each as "10 Spell Healing!".Earth 5

Lesser Chaos Storm - Necromancy, Storm (not potionable)When this spell is cast, the caster may throw 8 packets at 10 damage each as "10 Spell Chaos!".Earth 5

4.3Spell ListsThe spell lists end up looking like the following (changes are in italics):

Celestial1: Evocation Bolt 5, Disarm, Fortress, Light, Lesser Investment 2: Evocation Bolt 10, Weapon Shield, Repel, Pin, Slow3: Evocation Bolt 15, Bind, Shatter, Wall of Force, Solidify 4: Evocation Bolt 20, Awaken, Banish, Enhanced Blade, Shun5: Evocation Bolt 25, Release, Spell Shield, Subjugate, Lesser Magic Storm6: Evocation Bolt 30, Elemental Shield, Sleep, Wizard Lock 7: Evocation Bolt 35, Confine, Charm8: Evocation Bolt 40, Dispel, Reflect Spell, Stun Limb9: Evocation Bolt 45, Circle of Power, Magic Storm, Prison, Ward

Earth

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1: Cure/Cause Wounds 5, Disarm, Endow, Turn Undead / Control Undead2: Cure/Cause Wounds 10, Weapon Shield, Repel, Pin, Slow3: Cure/Cause Wounds 15, Bind, Sanctuary / Desecrate, Weakness, Shatter4: Cure/Cause Wounds 20, Awaken, Cleanse, Cure Disease / Disease, Poison Shield, Shun5: Cure/Cause Wounds 25, Release, Silence, Spell Shield, Lesser Earth Storm / Lesser Chaos Storm6: Cure/Cause Wounds 30, Earth Blade / Chaos Blade, Elemental Shield, Sleep, Wither / Restore7: Cure/Cause Wounds 35, Charm, Confine, Destroy Undead / Create Undead, Destruction8: Cure/Cause Wounds 40, Purify / Drain, Reflect Spell, Paralysis9: Cure/Cause Wounds 45, Circle of Power, Earth Storm / Chaos Storm, Life / Corrupt, Doom

4.4Additional Spell ChangesHigher level Spell Slots may now be used to memorize lower level spells. You could now use a 4th level Spell Slot to memorize a 1st, 2nd, or 3rd level spell if you like. The spell always counts as its original level for all other purposes (Spell Store, Meditate, etc.).

Battle Magic Spells don’t last longer than 5 days anymore. Everything which used to be “Indefinite” now expires after 5 days, ensuring that there’s no more question about “What protectives did I have active at the end of the last event again?”.

4.5Spell IncantsAs with ARB 1.3, the incant for each spell is slightly different though it starts with the same preamble based on effect group. Any time a spell incant is used, the “Spell” qualifier is implied but not spoken. Any defenses that work against this qualifier can be used against an incanted spell even though the qualifier is not announced.

Many Effect Groups have specific “fixing” spells (like Release or Awaken). These have a slightly different incant structure to help differentiate them verbally. All Effect Group-specific “fixing” spells follow the incant “I <Effect> you from <Group>”.

Binding: With Binding Force I [Slow you|Repel you|Pin you|Bind you|Confine you]I Release you from Binding

Command:I Command you to [Shun Me|Sleep|be Charmed]I Awaken you from Commands

Curse:I Curse you with [Weakness|Silence|Destruction|Paralysis|Doom]I Cleanse you from Curses

Eldritch Force:With Eldritch force I [build a Fortress|build a Light|build a Lesser Investment|build a Wall of Force|build a Wizard Lock|build a Circle of Power|build a Ward|Mend 10 Armor|Prison you|Disarm your <target>|Stun your <limb>|Shatter your <target>|Banish you|Subjugate you|Solidify you]

Evocation:I Evoke a [# Flame Bolt|# Ice Bolt|# Lightning Bolt|# Stone Bolt|# Magic Bolt|Lesser Magic Storm|Magic Storm]

Earth:

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I call upon Earth to [grant # Healing|Purify you|Restore you|grant you Life|grant you Sanctuary|grant an Earth Blade|Turn Undead|Destroy Undead|Cure Disease|grant a Lesser Earth Storm|grant an Earth Storm]

Necromancy:With Necromancy I [Corrupt You|create # Chaos|create a Chaos Blade|Control Undead|Desecrate you|Create Undead|Drain you|Wither you|Disease you|create a Lesser Chaos Storm|create a Chaos Storm]

Protection/Enhancement:I Protect you with a(n) [Dispel|Reflect Spell|Enhanced Blade|Endow|Weapon Shield|Poison Shield|Spell Shield|Elemental Shield]

Some more concrete examples:“I Evoke a 40 Flame Bolt!” (for an Evocation Bolt memorized in an 8th level slot cast as Flame – i.e. Dragon’s Breath)“With Eldritch Force I Prison you!” (for the Prison spell)“With Necromancy I create a Chaos Storm!” (for the Chaos Storm spell, which would then be followed by the appropriate number of “10 Spell Chaos” packets)“I call upon Earth to grant 20 Healing!” (for a Cure Wounds memorized in a 4th level slot cast as Earth)

5. Skill and Character ChangesSeveral aspects of Alliance player characters and monsters have changed, some more significantly than others. While an updated character creation tool is provided with this playtest, we’ll go over the changes below so everyone understands them during the playtest period.

Some Skill Categories have been renamed; for example, Fighting and Rogue Skills have been renamed to Martial and Stealth Skills respectively.

Note that all Skills and Rituals will be marked with one of 3 types:

- Passive, meaning that one of this skill or Ritual is all that’s needed and its effect can be used as many times as desired

- Daily, meaning that this skill or Ritual can be used once per Logistics period for each time a character has it- Times Ever, meaning that this Ritual can only be used once, then it expires.

5.1Base Character ChangesBuild Points have been simplified and renamed. Experience Points (XP) as per the 1.3 ruleset have been removed entirely. Instead, characters will gain fractional points based on their level, and blankets are always applied one at a time. To eliminate the duplicate acronym BP (for both Build Points and Body Points), Build Points are now known as Experience Points (XP). This means that characters start with 25 XP now, and skill costs are based on XP (for example, the Craftsman (Other) skill costs 2 XP).

Characters now start with 10 Body Points (instead of 6) at 25 XP (instead of 15). Progression works normally for there – for example, a Fighter will get their 11th Body Point once they hit 30 XP Points. Note that this change has already been released as an update to ARB 1.3.

The Templar class has changed names to Spellsword.

All characters may choose to be literate or not. The Read and Write skill has been replaced (see Educated below). This means that it’s up to the player whether they want their character to be able to read.

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Characters have a new Meditate ability, which can be used to regain spells or per-day weapon skills which “missed” or were “flubbed”. Note that all players may automatically use this ability without spending any XP Points (though there is a new skill which lowers the required time). It may be familiar to some players who played the CT chapter, though there are differences with what is going into ARB 2.0. Here’s the full text:

Meditate - This ability allows players to regain expended spells or per-day Martial or Stealth skills that missed or failed due to an incorrect incantation or missed target. The player must spend 10 uninterrupted minutes of appropriate Focus. If Meditate is being used to replace expended spells, the character must roleplay studying from a spellbook which contains the spell to be rememorized. If Meditate is being used to replace expended weapon skills, the character must hold, wield, or otherwise focus on a weapon they are proficient with. During this time, no game skills may be used other than Educated and Teacher. The player should feel free to roleplay discussion, teaching or usage of appropriate subjects (magic or physical combat) with other players during this period of Focus. Once the meditation period has passed, the player may write the spell or skill back in on their Battle Board with an "M" instead of a circle, to denote that it was Meditated back into memory. After this point they may utilize it normally as though it had not been expended in the first place.

Each use of Meditate will return a single expended and missed spell or attack. Multiple Meditated skills or spells may be returned over time with multiple uses of Meditate.

For spells, a player may only regain the use of a memorized spell that did not resolve in any way - that is, it completely missed all targets or the incantation failed. This ability does not work on spells that resolved in any way, including a call of "No Effect" or "Altered Effect" or being expended on any other active or passive defense. This ability may not be used to regain charges of spent magic items, potions, or scrolls. Any augmentations gained via High Magic are lost when the spell is Meditated.

For weapon skills, a player may only regain the use of a per-day weapon attack that did not resolve in any way. This includes blockable attacks (for example, not using the Massive carrier or the Spell qualifier) that were blocked by another player’s weapon or shield and did not trigger any defenses. It also includes weapon swings that completely missed and weapon swings required to be From Behind which did not hit a target From Behind. If an attack struck an opponent and was taken or resulted in a defense being called or expended, it may not be Meditated.

Characters may purchase the Enhanced Meditate skill to reduce the necessary Focus time.

Successful Resurrection (or Ritual-based alternative such as Regeneration) automatically Meditates any applicable abilities for a character.

5.2Racial UpdatesPC races have changed to make them more individualized and remove some old restrictions. In general, all weapon-related restrictions have been removed.

Racial selection no longer impacts your Body Point total, even for a brand-new character. All characters now start with 10 Body Points. Additional Body can be purchased through the Hardy skill, whose cost changes based on how "sturdy" or "frail" the race is in the world of Fortannis.

Selunari characters will swap Selunari Curse for a new Resist Curse racial skill at 4 XP Points per purchase. This eliminates one of the more contentious racial abilities while giving them a powerful Racial Resist in line with other races.

The Barbarian race is being phased out. A new race, Oathsworn, is being added to Alliance, which shares many core similarities in culture and racial features as the old Barbarian race. This race is described on a National level as follows (final wording may change slightly):

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The Oathsworn are a reserved and honorable race. They live in small practical societies that hold warriors in highest esteem. To the Oathsworn battle is a regretful necessity, marked with solemnity and a respect for their opponents’ willingness to place their cause over their own life. For this reason, warriors are viewed with utmost respect among their people. This solemnity and respect extends to the hunt as well. That is not to say that healers, artists, orators, and traders aren’t respected within their communities. When not engaged in combat, the Oathsworn derive much joy in the simple things that life and nature have to offer. Poetry, gardening, weaving, music, and all sorts of activities that require simple tools fill the life of an Oathsworn, keeping them centered and grounded.

Oathsworn will often choose to keep to themselves rather than give offense and will choose to hold their tongues rather than speak rashly. When they are asked or are driven to speak they tend to speak plainly, honestly, and are forthright. An Oathsworn tends to be a calm, reserved combatant, bending before the wind like a reed rather than being torn up by the roots like an oak tree, or flowing like a river rather than trying to part the waters like a stone. Nations rise and fall, but the Earth and the First Oath remain.

A given promise, oath, or word is nigh unbreakable to the Oathsworn. More so, a promise given upon a ring of iron, known as an Oathring, bonds the words of the Oathsworn and most would rather die than knowingly violate that oath. The rite associated with the taking of an oath may vary widely throughout different lands and tribes, but the importance of an oath is universal. The Oath is a shared burden between all Oathsworn in Fortannis. It manifests physically on them as rocky or bone-like protrusions on their head.

The Oath is:

“With my mind, body, and spirit I commit myself to the earth; to be a warden against its corruption wherever I may travel.I will hunt and destroy any who seek to corrupt the cycle of life and death through the use of necromancy.I shall remain true and steadfast to this and any other oath I take.To cement this I will forsake the magic of the stars and ask that the earth grant me its boons in return.May the earth and my people bear witness; to this I swear!”

Oathsworn eschew the use of Celestial magic because they fear it will disrupt their connections to the Earth. They do not typically fear it in others, because unlike necromancy it is not a corruption of the Earth, but it is distinct and maybe even alien to some of the more reclusive Oathsworn. An Oathsworn that unwittingly uses Celestial magic would seek to cleanse themselves. One that deliberately chose to practice Celestial magic would be treated by other Oathsworn as if they had broken their Oath, or very near to it. The exact form this enmity takes can vary from attempting rehabilitation, shunning, or even attempting to kill a confirmed Oathbreaker.

An Oathsworn is deeply connected to the earth, and thus gains the ability to Resist Elements and Resist Necromancy. In addition, Oathsworn are considered a Hardy race. Note that they do not pay extra for any

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skills such as Educated or Read Magic.

Existing Barbarian characters may choose to race change to either Oathsworn or Human at the player’s choice, depending on how well it fits their character’s existing roleplay. There will be in-game explanations as there were for the Selunari change. Due to the combined Barbarian and Gypsy changes, Humans may now wear furs, speak simply or with an accent, and wear colorful clothing in any combination without breaking racial requirements.

In addition, the Sarr race has been folded into the Wylderkin race. Sarr characters may choose two specific racials like any other Wylderkin. All Wylderkin now automatically gain the Claw racial skill as a purchasable option.

Racial Dodge is being replaced by Racial Evade. This affects Hoblings and some Wylderkin. Racial Evade is purchasable (with no limits) at 6 XP per purchase; keep in mind that Evade itself has changed significantly.

Other races change in subtler ways, outlined below. If a race is not mentioned (like Biata) it is staying the same as it is today, other than the Body Point change and weapon restriction removal mentioned above.

Dark Elf: Resist Magic becomes Resist Spell and its “one purchase only” restriction is removed.

Dryad: Although the Edged Weapon skill restriction is removed, remember that Dryads are still allergic to metal and this should figure into their weapon choices. An obsidian or stone dagger is acceptable, a metal dagger is not. The physrep should clearly represent a non-metal object. Dryads may stack natural forms of armor; leather, bone, wood etc. to increase their overall location maximum to 4. Dryads are still never permitted to have metal as a main component of their armor (buckles would be an obvious exception if required).

Dwarf: Remove the double cost for Read Magic.

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High Ogre: Remove the double cost for Educated. Racial Proficiency is removed. High Ogres may also purchase a new Racial Resolute skill (which works as per the Resolute skill, with no prerequisites) at 2 XP per purchase, while still being able to purchase Resist Necromancy. High Ogres purchase all Weapon Skills (this includes Shield, Style Master, Weapon Master, etc. but does *not* include Martial Skills, which are a separate category) at half cost (rounding up).

High Orc: Remove the double cost for Educated. Racial Proficiency, Resist Fear, and Racial Slay are removed. High Orcs may now purchase Resist Poison and Racial Resolute. Like High Ogres, High Orcs purchase all Weapon Skills at half cost (rounding up).

Hobling: Remove the “once only” limit from Racial Dodge (now Racial Evade) purchases. Hoblings may be Fighters. Hoblings gain a new racial benefit: -1 XP per purchase of Create Trap.

Mystic Wood Elves: Mystic Wood Elves have been renamed to “Sylvanborn”, to note that they are not actually Elves.

Sarr: Sarr are removed as a separate race.

Stone Elf: Stone Elf characters gain a new racial benefit: -1 XP per purchase of Create Scroll.

Wylderkin: Remove the double cost for Educated. Wylderkin now automatically gain the Claw racial skill as a purchasable option in addition to their two custom racial choices. Plot approval of racial skills is no longer required. Note that Gypsy Curse is no longer a racial skill.

5.3Skill Updates

5.3.1 Changed SkillsThe Florentine skill now allows characters to use two Short Weapons instead of a Short Weapon and a Small Weapon. Two Weapons is still needed to use a long weapon and a short weapon at the same time.

Prepare to Die skills no longer require the Prepare to Die verbal. For example, a Slay is now invoked by simply calling the higher damage for a swing when the character chooses to use the skill

Evade has changed significantly since there are no longer Prepare to Die calls. Evade is a Smart Defense which can be used to evade any Weapon qualifier attack that has scored a valid hit, including arrows, bolts and thrown weapons. Evade cannot be used against any other qualifier, including Poison or Spell, nor can it be used to prevent attacks on any other character nearby. Note that it can be used after Intercepting a blow meant for another, since Intercept transfers the target of the attack to the Intercepting character. When using this skill, the character must call "Evade". Evade may be used once per Logistics period for each time purchased.

Critical Attacks and Back Attacks now last 10 minutes against all targets, and may be stacked. For example, if a player has 5 Back Attacks, they may activate all of them at once and call +10 damage from behind or +5 damage with ranged weapons for 10 minutes. A player may activate no more than 5 Critical Attacks and/or 5 Back Attacks at any one time. Players may voluntarily end the 10 minute duration at any time. Players may not activate additional Critical or Back Attacks if they have some already running of the same type (they must “end” the prior batch first).

Slay and Assassinate are broken into two skills each. One gives a character another Slay or Assassinate at their current amount, the other (Improved Slay or Improved Assassinate) increases the damage of all of their Slays or Assassinates. In addition, Slay and Assassinate damage are calculated differently.

Slays will now inflict 10 times the base damage of a weapon. Improved Slay adds an additional 5 times the base damage per purchase. This means that with a base 2 damage weapon (such as a long sword), a Slay will start off at 20 damage and increase by 10 damage for each time that the character has bought Improved Slay.Page 21 of 46

Assassinate damage is calculated independent of the weapon type. As these deadly attacks are meant to simulate striking someone’s vitals From Behind, they are as dangerous with a dagger as with a two-handed sword. Assassinates simply do a flat 25 damage points each, plus 25 per Improved Assassinate purchased.

Both Assassinate and Slay now last only a single swing when called, but missed or blocked attempts may be regained through the Meditate skill.

Legerdemain has been removed. Instead, one level of Create Trap is required to pick locks or disarm traps. Different types of traps now require additional ranks of Create Trap to set.

First Aid has been slightly tweaked. If a character begins First Aid and the target is invalid (due to Alien Metabolism, being Dead, etc.) they should call ‘No Effect’ immediately instead of waiting until the end of the First Aid usage.

Most per-day Fighter and Rogue skills have changed significantly, in many cases being entirely replaced and improved. Many of these skills now give an option of two different effects; the character can decide which effect to use each time they use the skill. If they miss, and Meditate the skill back, they can make a different choice when they re-use the skill the next time.

Two new types of skills are being introduced – some skills require a specific weapon type to use, and some skills are specifically cheapest for “split classes” like Adept and Spellsword.

The skills are described in the following format:Out Of Game Skill Name [In-Game Flavor Name, if any] - Cost for "targeted" class, purchase prerequisite, description and comments.

Note that the full list of skills and costs can be found in Appendix 1.

5.3.2 New Martial Skills

Shatter/Disarm Strike [Gripbreaker Strike] - 3 XP (Fighter), 20 XP Martial Skills per purchase, Daily – the character may, once per Logistics period per purchase, swing once with the call “Weapon Strike Shatter <target>” or “Weapon Strike Disarm <target>”. This skill replaces both the Shatter skill and the Disarm skill.

Weakness/Shun Strike [Demoralizing Strike] - 4 XP (Fighter), 30 XP Martial Skills per purchase, Daily - the character may, once per Logistics period per purchase, swing once with the call “Weapon Strike Weakness” or “Weapon Strike Shun”. This represents a warrior striking their opponent with a flourish or intimidating shout to cause them to back up or fight weakly with trepidation.

Destruction/Stun Blow [Nerve Blow] - 4 XP (Fighter), 45 XP Martial Skills per purchase, Daily - the character may, once per Logistics period per purchase, swing once with the call “Weapon Destruction” or “Weapon Stun <limb>”. This skill, which replaces Stun Limb for Fighter-types, represents a combatant aiming to strike their foes' nerves to slow and disable them; in-game against non-living foes, this might represent smacking a skeleton's tibia so it falls off balance, or striking the gem at the heart of a Stone Elemental so its summoning source is temporarily disrupted.

Eviscerating Blow [Eviscerate] - 5 XP (Fighter), 60 XP Martial Skills per purchase, Daily - the character may, once per Logistics period per purchase, swing once with the call “500 Body”. This replaces the Eviscerate skill.

Repel Strike [Knockback Strike] - 2 XP (Fighter), 20 XP Martial Skills per purchase, Daily, usable only with a two handed weapon - the character may, once per Logistics period per purchase, swing once with the call “Weapon Strike Repel” Page 22 of 46

(the Repel may not be maintained). This gives two-handed weapon users a cheap option to push their opponents back and clear some space to use their reach advantage.

Surprising Strike [Bewildering Strike] - 2 XP (Fighter, Rogue, and Scout), requires any Weapon Skill as a prerequisite, Daily, usable only with a one handed small or short weapon - the character may, once per Logistics period per purchase, add the Strike keyword to a single swing. This may not be combined with any other skills. This represents a character performing a skillful flourish to distract the opponent and get through their guard; since it cannot be combined with other skills, it allows someone whose Out Of Game fighting skills are not great to land some basic hits on an opponent for an XP cost.

Sleep/Enfeeble Blow [Incapacitating Blow] - 4 XP (Fighter), 45 XP Martial Skills per purchase, Daily, usable only with a Blunt weapon - the character may, once per Logistics period per purchase, swing once with the call “Weapon Sleep” or “Weapon Enfeeble”. This skill gives Fighters a high-cost non-lethal takeout for capturing (or killing) an opponent, representing a strong strike with the heavy head of a mace or club.

Precise Blow [Penetrating Attack]- 3 XP (Fighter), 20 XP Martial Skills per purchase, Daily, usable only with a ranged weapon - the character may, once per Logistics period per purchase, use the "Body" carrier for a single attack. This can be combined with other skills (such as Slay). This represents the ability of a skilled archer or crossbowman to penetrate armor with a well-aimed shot.

Riposting Strike [Riposte] - 4 XP (Fighter, Rogue, or Scout), 30 XP in either Martial Skills or Rogue Skills (calculated separately) per purchase, Daily - the character may, once per Logistics period per purchase after using any Dodge, Parry, or Evade skill, immediately use any offensive per-day Martial or Stealth skill known and available without using a charge of that skill, ignoring any positioning requirement. This skill replaces Riposte, removing a common source of Holds on the field and giving some interesting flexibility where the character may (a) choose something more useful/applicable for the situation and (b) redirect towards an enemy who may be more susceptible to an attack.

Foundation Blow - 2 XP (Spellsword), 10 XP Martial Skills per purchase, Daily, requires Read Magic - the character may, once per Logistics period per purchase, gain Stone, Lightning, Ice, Flame, or Magic as a carrier on a single attack. They may combine this with another skill.

Magistarium Blow - 2 XP (Spellsword), 10 XP Martial Skills per purchase, Daily, requires Healing Arts - the character may, once per Logistics period per purchase, gain Healing or Chaos as a carrier on a single attack. They may combine this with another skill. Keep in mind that Carrier attacks cannot be used to give a beneficial effect like restoring Body Points.

Empowered Strike - 3 XP (Spellsword), 20 XP Martial Skills per purchase, Daily, requires a 3rd level Spell Slot - the character may, once per Logistics period per purchase, expend a spell from memory to swing for "Spell Strike <spell>"; if the swing misses, both the spell and this skill may be Meditated back separately. The chosen spell level may not be higher than their number of Weapon Proficiencies. If used for a Necromantic spell, the spell counts as 3 levels lower than it is.

Combined Strike [Spellsword Adept] - 10 XP (Spellsword), 60 XP Martial Skills, Passive, requires Formal Magic - once purchased, the character may expend any Signature Spell of the appropriate aspect from memory as "X Weapon Strike <effect>" at will. This may be done any number of times per Logistics period. Keep in mind that Weapon qualifier attacks cannot give beneficial effects – which means that an Earth Spellsword who uses this skill to expend a 4 th level Cure Wounds as “20 Weapon Strike Healing” would not heal a living target struck by their weapon. It would, however, do significant damage to an Undead foe!

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Mettle – 3 XP (Fighter), 20 XP Martial Skills per purchase, Daily - This skill is a Smart Defense representing a character relying on toughness and grit to resist debilitating effects through sheer force of will. When struck by an effect from the Curse, Binding, Command or Alteration Effect Groups that do not have an "instantaneous" duration, the character may call "Mettle" as a defense and expend 20 Body Points. This immediately negates the effect.

The character may not use this skill if they do not currently have at least 20 Body Points, nor may they use other skills, rituals, or abilities to reduce or negate the damage. This skill may be used once per Logistics period per purchase.

Fast Refit – 2 XP (Fighter), may purchase 1 per level of Blacksmith, Daily - The Fast Refit skill allows a character to halve the time it takes to refit a suit of armor once per day for each purchase. This skill can be used multiple times to enhance its effects, to a minimum of a 15 second refit. This skill may be used once per Logistics period per purchase.

When using this skill, a character must announce "Fast Refit". Once the skill is announced, it is expended even if the refit action is interrupted. It works with any source of armor (Celestial, Arcane, Natural, or a regular suit of armor).

A use of the Fast Refit skill will stack with the plateau skill of a Master Blacksmith.

Intercept – 2 XP (Fighter), 10 XP Martial Skills per purchase, Daily - The Intercept skill allows a character to take the damage or effect of any attack that successfully resolves on another target. You may only Intercept a blow that you could logically reach with your weapon or shield. You may not use a bow to intercept across the battlefield. If Intercept is used without a weapon in hand, the attack must land on a target within physical reach of the character. The character may use Intercept with a weapon in hand, in which case the target of the attack may be as far as their weapon could reach while outstretched. It may be used on packet or weapon delivered attacks (including weapon traps). It does not work against other traps or other types of deliveries. When using this skill, you must call "Intercept" and clearly indicate which strike the skill was used against. It may be used once per Logistics period for each purchase.

You may call an additional defense if appropriate after using an Intercept to take a blow meant for another.

Resolute – 2 XP (Fighter), 25 XP Martial Skills per purchase, Daily - The Resolute skill allows a character to reduce the damage from any damaging attack (no matter what qualifier is used) that would take them to 0 Body Points or lower to an amount that would bring them to 1 Body Point. This will not prevent other effects from the attack (such as Doom, armor damage, or another weapon carrier). The skill may be used once per Logistics period per purchase.

When using this skill, the character must call "Resolute".

5.3.3 New Stealth Skills

Note that, unless otherwise specified, a "from behind" skill will, as today, work with ranged weapons from any direction.

Sleep/Paralysis Blow [Waylay] - 2 XP (Rogue), 15 XP Stealth Skills per purchase, Daily - the character may, once per Logistics period per purchase, make a single attack with a melee weapon From Behind for “Weapon Sleep” or “Weapon Paralysis”. This skill replaces Waylay, and does not have a requirement for surprise, nor is it prevented by physical or magical armor in any way.

Silence/Stun Blow [Ambushing Blow] - 4 XP (Rogue), 30 XP Stealth Skills per purchase, Daily - the character may, once per Logistics period per purchase, make a single attack From Behind for “Weapon Silence” or “Weapon Stun <limb>”. This replaces Stun Limb for Rogues.

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Slow/Weakness Blow [Tendon Blow] - 3 XP (Rogue), 20 XP Stealth Skills per purchase, Daily - the character may, once per Logistics period per purchase, make a single attack From Behind for “Weapon Slow” or “Weapon Weakness”.

Fear/Berserk Blow [Debilitating Blow] - 5 XP (Rogue), 45 XP Stealth Skills per purchase, Daily - the character may, once per Logistics period per purchase, make a single attack From Behind for “Weapon Fear“ or “Weapon Berserk”.

Doom Blow [Terminate] - 5 XP (Rogue), 60 XP Stealth Skills per purchase, Daily - the character may, once per Logistics period per purchase, make a single attack From Behind and gain the Doom carrier. This may be combined with an Assassinate or Slay for additional damage. This skill replaces Terminate.

Opportunistic Attack - 2 XP (Rogue), 60 XP Stealth Skills per purchase, Daily - the character may, once per Logistics period per purchase, make a single attack from any direction which normally requires attacking From Behind. This skill may (and normally should be) be combined with other skills; note that no additional call is needed when this skill is used. This skill (while purposely limited by very high prerequisites) gives characters who want to play a Rogue but have difficulty with their OOG stealth or the site an opportunity to "be all they can't be" and still use some of their Stealth skills at an additional expense.

Surprise Attack - 6 XP (Rogue), 90 XP Stealth Skills, Passive – once this skill has been purchased, the character may ignore positioning requirements when attacking a character performing a Counted Action such as a Rift or Killing Blow.

Enhanced Strike - 3 XP (Adept), 20 XP Stealth Skills per purchase, Daily, requires a 3rd level Spell Slot - the character may, once per Logistics period per purchase, expend a spell from memory to swing with a melee weapon From Behind for "Spell Strike <spell>"; if the swing misses, both the spell and this skill may be Meditated back separately. The chosen spell level may not be higher than twice their number of Backstabs. If used for a Necromantic spell, the spell counts as 3 levels lower than it is.

United Blow [Adept Mastery] - 10 XP (Adept), 60 XP Stealth Skills, Passive, requires Formal Magic - once this skill has been purchased, the character may expend any Signature Spell of the appropriate aspect from memory to gain 10x the level of the spell in damage and gain the Body carrier for a single swing From Behind. This may be done any number of times per day.

For Example: Allie the Adept has purchased United Blow and has a 6th level Evocation Bolt in memory. She normally swings for “10 Normal” From Behind due to her 4 Backstabs. She sneaks up behind an enemy and expends the Evocation Bolt to add 60 damage to a swing, calling “70 Body” for that one mighty blow.

Counteract – 2 XP (Rogue), 10 XP Stealth Skills per purchase, Daily - Some characters have honed their skills to the point that they can avoid nearly any attack which is returned to them. This Smart Guard defensive skill allows a character to call "Counteract" against any "Return" defense used against them (such as “Bane” or “Reflect”). It may be used once per Logistics period per purchase.

5.3.4 New Scholarly SkillsFlexible Casting – 2 XP (Scholar), requires a 2nd level Spell Slot, Passive - A character with this skill may convert a spell in memory at time of casting to a Signature Spell of one level lower. First level spells may not be converted in this way. All other requirements of the spell must still be met; the spell must be correctly incanted (as the Signature Spell); a packet must be correctly thrown or touchcast, and so forth. If the spell misses its target, the caster may Meditate back the original spell.

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Dispelling Strike [Dismissal Strike] - 4 XP (Spellsword, Adept), 30 XP in either Martial Skills or Rogue Skills (calculated separately) per purchase, Daily, requires a 7th level Celestial Spell Slot - the character may, once per Logistics period per purchase, swing for “Weapon Strike Dispel”. Remember that since this is not a Carrier Attack (it doesn’t have a number attached) it is able to provide beneficial effects.

Purifying/Draining Strike [Curative Strike] - 4 XP (Spellsword, Adept), 30 XP in either Martial Skills or Rogue Skills (calculated separately) per purchase, Daily, requires a 7th level Earth Spell Slot - the character may, once per Logistics period per purchase, swing for “Weapon Strike Drain” or “Weapon Strike Purify”. Remember that since this is not a Carrier Attack (it doesn’t have a number attached) it is able to provide beneficial effects.

Channeling – 3 XP (Scholar), the character must have at least a single 1st level spell, Daily - Each purchase of this skill grants a character 25 points in a Channeling Pool to spend each day. The Channeling Pool may be called forth by use of a focus (generally called a Wand for Celestial Channelers and a Relic for Earth Channelers). Focuses must be wielded as per the 1.3 ARB Wand rules and may only manifest one specific element (as “X Elemental <Type>”). Celestial Channelers may utilize Stone, Lightning, Ice, or Flame Wands; Earth Channelers may utilize Healing or Chaos Relics. The Pool can be used in increments of 5 up to a maximum of 10 points; once points are expended they do not return until the following Logistics period. The character’s primary Spell School determines their Channeling type, though Channeling can be bought at an additional cost for a secondary School, which will produce a separate Channeling Pool for that school.

A Relic must be at least 1 inch in all dimensions and may not be larger than 12 inches in any dimension; Wand measurements stay as they are from ARB 1.3. In all other ways both types of Focuses follow the Wand rules from 1.3 (cost 2 silver to create, wielded as a two handed weapon, must be safety checked by a Marshal, etc.).

Channeling replaces the 1.3 Wand mechanic as well as the 1.3 Healer’s Resolve and Elemental Burst High Magic.

For Example: Sarah, a Celestial caster, has purchased Channeling three times. She has 75 points of Channeling Pool to evoke throughout the day, in increments of either 5 points or 10 points, using a Wand of a specific element.

Improved Channeling - 5 XP (Scholar), 100 Scholarly XP per purchase, Passive - Each purchase of this skill allows a character's Channeling Pool maximum value to be increased by 10 points per packet. This skill can be purchased only once for every 100 XP spent in Scholarly Skills.

For Example: Sarah, with 75 points of Channeling Pool every day, purchases Improved Channeling once. She may now evoke her Pool in increments of 5, 10, 15, or 20.

5.3.5 New Trades and Crafts SkillsEnhanced Meditate – 3 XP (all), no prerequisite, Passive - Each purchase of this skill reduces the necessary Focus time to Meditate a skill or spell by 3 minutes, to a minimum of 1 minute. A character may purchase this skill up to 3 times.

Educated: This Trades and Crafts skill replaces Read and Write at the same XP cost. Any prerequisite to Read and Write has changed to require Educated instead.

Educated allows a player to identify Potions, Alchemical items, Trap Globes, and Battle Magic Scrolls (which now require Identification) at a base time of 60 seconds. If the player also has the skill Herbal Lore, Create Trap, Read Magic, or Healing Arts, the base time to identify an item based on that production skill is reduced to 30 seconds per item.

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If the player has 10 ranks of Alchemy, Create Trap, Create Potion or Create Scroll, the base time to identify an item based on that production skill is reduced to 15 seconds per item. If the player has 20 ranks of Alchemy, Create Trap, Create Potion or Create Scroll, the base time to identify an item based on that production skill is reduced to “Instant”.

Hardy – 5 XP (Fighter), may be purchased once per Character Level, Passive - This skill allows characters to expand their Body Point total. In-game, it represents the character spending part of their time on 'toughening up' and preparing for the rigors of combat. For each time this skill is purchased, the character gains 5 maximum Body Points.

Different races are classified as "sturdy" or "frail", which affects their XP cost for this skill.

Frail Races (+1 XP Cost per purchase):Dark Elf, Elf, Stone Elf, Sylvanborn, Hobling

Sturdy Races (-1 XP Cost per purchase):High Orc, High Ogre, Oathsworn, Dwarf

5.4 Purchasing SkillsIn ARB 1.3, Fighter and Rogue type skills are purchased based completely off the number of Backstabs or Weapon Proficiencies a character has. This restricted player choice and diversity, especially for high level characters. For ARB 2.0, the way prerequisites are fulfilled for these types of skills is completely reworked. The “Fighting Skills” category has been split into two categories, “Martial Skills” and “Stealth Skills”. Several crafting skills have been added to these categories. Most of the skills in these categories have prerequisites based on how many XP you’ve spent in that category already. As characters gain in level they will find a much wider breadth of options than they have in ARB 1.3. For example, a character with 10 levels of Blacksmith (30 XP) could now purchase a Parry (prerequisite: 30 XP spent in Martial Skills), which itself would contribute towards satisfying the prerequisites of other Martial Skills.

Florentine, Style Master, Weapon Master, Shield, and Two Weapons become Weapon Skills under this change.

Lastly, sources of persistent damage (Weapon Proficiency and Backstab) become harder to purchase as you buy more of them. Each one takes one additional “turn in skill” (either Critical Attack or Back Attack respectively) for each Weapon Proficiency or Backstab you’ve already purchased. Your first Weapon Proficiency or Backstab now requires only 2 Critical Attacks or Back Attacks respectively. This helps close some of the gap between high-level players and low-level players, and gives additional reason to spread XP expenditure around instead of just buying Weapon Proficiencies or Backstabs at high levels.

6. CraftingBoth Alchemy and Traps have had substantial changes under the ARB 2.0 changes. This may change how players invest in these skills over time, and (especially for Trap Crafters) will result in different combat uses for both.

All Crafters may now produce items outside of Logistics. A character may still produce as they do today at Logistics, but they are not constrained to making items at that time. To make an item, go to the specific designated location on-site by your chapter's staff (often this will be the same as where you go for Logistics). You will find a Production Sheet there, on which you must fill out one row for each type of item you are building. If you are using a Workshop, add the Workshop ID in the appropriate column. Put the correct amount of in-game coin into the box or envelope provided for that purpose and fill out a one of the blank tags left on the table as appropriate for the item you are building (Smithing, Alchemy, Potion, Scroll, or Trap). The item tag must be signed by a Crafting Marshal (a player who has been authorized Page 27 of 46

for this purpose) who witnesses you filling out the Production Sheet and dropping off your in-game coin.

A Production Sheet has the following columns:Player NameSkill UsedItem(s) ProducedProduction Points UsedCoin DepositedWorkshop UsedDate and TimeWitness's name and signature

For example: Drogan has just found out that werewolves are running around town! He heads to the Logistics location with George, a Crafting Marshal, to witness what he's about to build. Once he arrives, he checks his character card and the earlier entries he made on the Production Sheet to make sure he has enough Production Points left. Fortunately, he does - his ten levels of Blacksmith are very useful today! He fills out the Production Sheet for a set of ten Silver arrows - 5 PP for the Arrows themselves, plus another 15 PP for Silvering them - and deposits a total of 5 Copper for the arrows and 10 Silver for their Silvering cost in the box provided for that purpose. George watches this and signs the arrow tag and the Production Sheet to indicate that he verifies Drogan's production work. Drogan's out-of-game time filling out the tags and Production Sheet represents the time his character is off building the Production items he brings back into game with him.

6.1Alchemy ChangesAlchemy has had a smattering of different changes. Here’s the quick overview:

- Weapon coatings have been combined them with contact gels. These can be applied to weapons just like weapon coatings could. Contact gels used on weapons last until they connect, not one swing (other than Arrows/Bolts).

- Ingested poisons are mixed into food and drink somewhat differently. Once applied, the pertinent tag must be attached to the food or drink container which has been poisoned and will stay until either (a) the poisoned item is first ingested, in which case the person imbibing the poisoned item will be affected and the tag then removed; or (b) the first piece of poisoned food or drink is transferred from that container, in which case the tag should be moved with the poisoned food, leaving the rest of the container clean.

- Contact Gels (including when used on a weapon) expire at the end of an event after they have been applied.- When applying a Contact Gel to arrows or bolts in a workshop, you now get 4 coatings per Contact Gel

expended. If you apply them to arrows or bolts away from a workshop, you now get 2 coatings per Contact Gel expended.

- Costs have been consolidated between weapon coatings and gas globes.- Staves no longer have an exception allowing them to handle multiple coatings at once.- Cause <X> Damage has been removed, replaced with Blast Globes giving Alchemists some (very limited) utility

against non-Poisonable targets.- Quicksilver has been removed completely.- Vorpals have been streamlined to a “Vorpal Coating #” system. Keep in mind that as with all weapon coatings

they now last until landed.- Love #9 has been removed completely (Love is still in the system).

The new Alchemy cost chart can be found in Appendix 1.

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6.2Trap changesThe Alliance trap system has undergone significant changes. Many traps are now classified as Area Traps. These will affect everyone in a single Game Room when triggered. Any person who has some or all of their body or direct possessions within the targeted Game Room will be affected by an Area Trap. Imagine a rain of spell packets hitting everyone even partially within the area for determining who is struck.

If an Area Trap is set off when not in a Game Room, it will affect only the person who triggered it. The trap may be linked to a trigger line of no more than five feet in this case.

A Game Room is defined in pretty much the same way as a Wardable space is now (in fact, the Ward and Wizard Lock descriptions update to refer to a Game Room as well). If an area is bigger than one Game Room, it can still be trapped by an Area Trap, but it takes multiple Area Traps of the same type to affect it. For example, a barn might be classified by a Marshal as 3 Game Rooms worth of size. This means it would take 3 Wards or Wizard Locks to cover it. It also means it would take 3 identical Gas Traps to trap it; this requires both the additional tags and the additional trap container(s) or a single container large enough for the appropriate number of traps. When the traps go off, everyone inside the Game Room is affected no matter how close or far they are from the actual traps. Keep in mind that this is an in-game thing – so if a Marshal on a module says “Treat this glade as an underground cave room” it should be treated as a Game Room even though it’s an OOG outside location.

Partitioned rooms behave much as they do for Wards – for example, a closet with a closed door will stop an Area Trap going off inside from reaching the rest of the room. If the door is open when the trap goes off, the rest of the Game Room is still affected. Note that other in-game partitions such as a Circle of Power will affect what is affected by an Area Trap.

Triggers for Area Traps must be entirely within the same Game Room where they are set and may not cross through partitions or barriers which would impede the effect of the trap.

Weapon Traps must now be constructed with a clearly marked “pivot point” for whatever weapon is used. When the trap goes off, a Hold is called and the weapon is rotated around the “pivot point”. Anyone touched by the weapon is affected as though they had been struck by a weapon blow of the stated amount and type. Note that the weapon should not actually move out of game for safety reasons.

Gas Traps, Explosive Traps, Noisemakers, and Mechanical Traps have not changed (other than Gas Traps and Explosive Traps being classified as Area Traps).

Scroll Traps are a new type of trap which behaves much like a Gas Trap but takes a Battle Magic scroll instead of a Gas. When it is triggered, the Scroll will be triggered on everyone affected. When a Scroll Trap goes off, the active trap physrep is considered the “caster”. In this case, any spell which has wording regarding the “caster” (such as Line of Sight spells, Charm spells, etc.) will effectively expire after a five seconds (for Line of Sight) or have no effect (Charm). Any legitimate applicable targets/physreps in the Game Room are targeted by a scroll going off inside.

Note that Protection/Enhancement and Eldritch Force scrolls may never be put into a Scroll Trap.

For Example: Ashlynn steps into a trapped room without looking around first and trips two Scroll traps simultaneously! Looking at the tags, she sees that one is an Evocation Bolt (20 Flame) trap and the other is a Confine trap. Every valid target in the room for each trap is hit. This means that Ashlynn must immediately take 20 points of Flame damage and is stuck in place for 5 seconds.

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Trap Globes are new items which someone with Create Trap can create and throw. They are represented by orange packets (just like Alchemy Packets) and are thrown with the Elemental qualifier. These items need to be identified in the same way as Alchemical Gas Globes; see the Educated skill description for details.

Legerdemain has been removed as a skill. Anyone with at least one rank of Create Trap may attempt to pick a lock or disarm a trap. To set a trap or throw a Trap Globe, a character must have sufficient ranks of Create Trap:

1 Rank: Noisemaker, Gas, Scroll, Weapon Traps2 Ranks: Explosive Traps3 Ranks: Mechanical Traps and Globes

The Trap cost chart can be found in Appendix 1.

7. High MagicSeveral balancing changes have been made to High Magic:

High Magic is no longer tied to 9th level Spells for limitations. This artificially linked Battle Magic and Ritual Magic limits together, which disadvantaged both (a) characters who wanted to specialize in one or the other and (b) classes like Adept and Spellsword.

The following High Magics no longer need to be tied to a specific spell in memory at Logistics:Elemental AugmentationMagic AugmentationStorm Augmentation

Celestial Armor has been rebalanced to be stronger. The cost is reduced to 2 High Magic points per 5 Celestial Armor points, and up to 8 purchases (40 points) may be purchased. Celestial Armor’s maximum calculation is changed to be in line with the way Arcane Armor works (i.e. Formal Magic levels and/or Wear Extra Armor allow additional Celestial Armor points above the normal class maximum).

Elemental Augmentation has been reduced in cost to 1 High Magic point per Evocation spell augmented.

Elemental Burst and Healer’s Resolve have been removed entirely. Their functionality now resides in the Channeling skill.

Oak of the Arcane is now Oak of the Archmage. Oak of the Archmage allows a caster to evoke Channeling charges through a staff instead of a Wand or Relic. The caster must be proficient in the use of the staff skill for this ability to be used.

When Oak of the Archmage is chosen, the caster must choose a single appropriate element for their Channeling pool(s). Multiple Oak of the Archmage High Magic effects may be used for multiple elements, including to empower it with both Earth and Celestial Channeling pools. Having a staff shattered, lost or stolen does not end the Oak of the Archmage effect, though a caster would need to find or purchase another staff to continue to use this High Magic ability.

The Spirit Store High Magic ability is completely removed. See the Magic Items section for more details.

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Rebirth no longer requires the ‘Activate’ keyword. This keyword may only be used when a character can speak, which they cannot do while Dead, thus it should not be required for Rebirth.

New High Magic options are being added to support Storm spells and Channeling. These include the following:

Storm Augmentation (2 High Magic Points per purchase, Times Ever): The caster may trigger one (and only one) of this High Magic ability when casting a Storm spell. This augmentation allows the caster to move during that Storm spell (though they still must follow all other Concentration requirements). The caster will also gain 5 additional packets to throw during the Storm. Other types of Augmentations (such as Magic or Elemental) may be used with the same spell. The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selections.

Magical Channeling (2 High Magic points, Passive): A character with this High Magic may Channel a Celestial Channeling pool with the Magic carrier instead of what their Wand would normally produce. This choice is made for each individual packet thrown. Lasts 5 days or until resurrection.

Higher Manifestation (3 High Magic points per purchase, Passive): A character with this High Magic may Channel a specific Channeling element valid for their Channeling pool without using a Relic or Wand in that hand. This means that they may Channel while holding an object (such as a weapon or shield) in their off hand. The hand selected to use Higher Manifestation must be marked with a symbol at least 1" x 1" on the back of the hand or a glove worn on that hand. Costs 3 High Magic points; this may be purchased multiple times to allow for multiple elements. Higher Manifestation may *not* be used in conjunction with a Wand or Relic; if a Wand or Relic is used, only elements appropriate to that focus may be manifested. While it lasts, this High Magic may be invoked every time the character Channels at the character’s choice. A character need not have any Focus on their person to Channel while using this ability. Lasts 5 days or until resurrection.

8. Magic ItemsThe Alliance Magic Item system has changed significantly. Overall, Rituals which create daily power without cost have been removed and/or changed for Rituals which alter or transfer a character’s existing power. For example, Expanded Enchantment has been removed.

These rituals have been removed entirely:

CloakBaneExpanded EnchantmentDamage AuraChannel SpellEarth/Chaos AuraElemental AuraElemental BurstProtection AuraSpirit StoreMaster Construct

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Controlled Spirit Store

Please note that High Magic choices remain for equivalents to some of these Rituals. Formalists may still purchase Cloaks, Banes, and Auras with their High Magic points.

These rituals have changed significantly:

Spell StoreRace ReaverMonster SlayerEnhanced WandGreater Wand

Rituals on either of the above 2 lists count as “removed” or “changed significantly” for the purposes of changing Rituals around for the Playtest.

Characters are not limited in how many Rituals they may have at any time. However, please keep in mind that the Owners and ARC are evaluating whether a limit on the newer (lower-powered) Rituals is necessary, and may change this before the 2.0 ruleset goes life.

Below is a list of new Rituals and a summary of their effect. At the bottom of this list is a set of suggested conversions for players who don’t want to get too deep into the new Ritual analysis. Rituals affecting Resurrection are listed separately at the bottom.

Armored Shell (Earth, Item [Armor], Passive) - While under the effect of this passive ritual, the character gains 1 Maximum Body Point for each Wear Extra Armor skill they have purchased. Note that a character’s current Body Points can never be higher than their current maximum; thus, if this suit of armor is removed or destroyed, the character's current Body Points will be reduced to their normal (non-Ritually altered) Maximum Body Point total if necessary. When putting on this suit of armor, the character's current Body Points are not affected.

For Example: Yurt the High Ogre has 20 levels of Wear Extra Armor and a suit of armor enchanted with Armored Shell. They have a maximum Body Point total of 50 Body Points normally. Yurt puts on the suit; their maximum Body Points now go up to 70, though they are still at 50 Body Points currently. A friend gives Yurt 20 points of Healing and Yurt is now at 70 Body Points. Unfortunately for Yurt, they are struck in the next battle by a Destroy Magic Ritual on their armor. Yurt’s maximum Body Points go back down to 50. Since you can’t have more Body Points than your maximum, Yurt’s current Body Points also go back down to 50.

Assassin's Edge (General, Item [Any], Daily) - Assassin’s Edge allows the user to, once per Logistics period per charge, swing a melee strike with the “Body” carrier when striking from behind. This may be combined with any applicable skill, Ritual, or other effect that would alter the damage amount for such an attack (such as the Assassinate skill).

Counterspell (General, Body / Item [Any], Daily) - Counterspell allows the user to, once per Logistics period per charge, protect herself from an incoming spell effect. Upon being struck with an effect (which must be delivered via the Spell qualifier) that matches a spell in the user’s memory, the user may expend the Counterspell charge to Guard against the effect. The Flexible Casting skill cannot be used to change out a spell in memory for the purpose of Counterspelling an

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incoming spell. Counterspell may be used on any effect that replicates a spell in the user’s memory, regardless of its means of delivery, so long as it matches the Spell qualifier and numeric amount. Aspect of the effect is irrelevant. For example, a caster with a 3rd level Evocation Bolt in memory could Counterspell an attack of “15 Spell Flame” or a spell cast with the incant for a 3rd level Evocation Bolt, but could not Counterspell a packet for “15 Elemental Flame”. They must call “Counterspell” when this Ritual is used.

Elemental Manipulation (General, Item [Any], Times Ever) - Elemental Manipulation allows the user to alter a single spell as it is cast from memory so that it manifests with the Elemental qualifier instead of the Spell qualifier. The user would incant the spell as normal, simply replacing the word 'Spell' with 'Elemental' in the incant. Only spells appropriate to the aspect of the Ritual may be used this way. This Ritual is Times Ever, and 1 – 3 charges may be created from a single casting of the Ritual.

Elemental Strike (Celestial, Item [Weapon], Daily) - This Ritual (which must be cast on a weapon) grants its owner the ability to channel a Foundation Element carrier through that weapon when activated. The wielder may choose one of Flame, Ice, Stone, or Lightning when activated. Once activated, this carrier may be used for any number of weapon swings from that character within the next ten minutes. Once the ten minute duration passes, another charge must be spent to reactivate it. Multiple charges may be active during the same time period for multiple choices on what to swing.

Empower Warrior (General, Spirit / Body / Item [Any], Passive) - This Ritual allows a character to expend 5 more Critical Attacks or Back Attacks at a time than they would normally be allowed. The skills are expended upon use and grant the normal bonus. This Ritual does not grant any additional bonuses to the skill used. This Ritual may be used in conjuncture with other skills, abilities, or Rituals that allow additional expenditures of Critical Attacks or Back Attacks. A character may utilize no more than one Empower Warrior ritual at a time.

Empowered Armor (General, Item [Armor], Daily) - The Empowered Armor Ritual will create a seed of magical force within the targeted suit of armor. Once per Logistics period, after performing an Armor Refit, the wearer gains temporary Armor Points equal to the current Armor Points granted by the suit of armor. These Armor Points will go away within 10 minutes, until expended, or if the Armor is removed and put on by someone else. The temporary Armor Points will go away first and cannot be refit or repaired in any way (such as by the Mend Armor spell). The Empowered Armor Ritual will fail to activate if the character has any temporary Armor Points (such as from a previous usage of Empowered Armor) at the time it is used.

Enhanced Quiver (General, Item [Quiver], Passive) - A Quiver with this Ritual gains the ability to hold increased quantities of arrows. While the quiver stays the same shape on the outside, its interior expands outside the normal laws of Fortannis physics to fit a larger quantity of arrows or bolts (and only arrows or bolts, not other items). The Item Tag for an Enhanced Quiver must be marked with how many arrow/bolt tags it allows the owner to carry (instead of the normal 20). If the Enhanced Quiver Ritual is destroyed, any arrow/bolt tags in excess of 20 which were allocated to that quiver are immediately destroyed. Based on difficulty at which the Ritual is cast, the Quiver can be expanded to hold 40, 60, 80, or unlimited quantities of Arrow Tags.

Escape Act (General, Item [Any], Daily) - The character may use a charge of this ritual and a use of the Evade or Dodge skill to touchcast a "Spell Release" effect on themselves once per Logistics period per charge.

Eternal Resolution (Earth/Necromancy, Item [Armor], Daily) – Once per Logistics period per charge, when using the Resolute skill, the character may trigger a charge of Eternal Resolution and immediately touchcast "Activate X Spell Healing" or "Activate X Spell Chaos" on themselves. X is defined based on the level the ritual is cast at and varies from 5 to 25.

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Focused Resistance (General, Item (Any), Daily) – A character may Meditate and expend a charge of this ritual and a use of the Mettle skill (which does not expend Body Points) to Meditate back an expended Racial Resist skill. This may be used once per Logistics period per charge.

Healing/Chaos Strike (Earth/Necromancy, Item [Weapon], Daily) - This Ritual (which must be cast on a weapon) grants its owner the ability to channel either the Healing or Chaos carrier (chosen by the Ritual caster when the Ritual is cast) through that weapon when activated. Once activated, this carrier may be used for any number of weapon swings from that character within the next ten minutes. This Ritual may be cast as either Earth (for Healing) or Necromancy (for Chaos) though the effect does not change. Once the ten minute duration passes, another charge must be spent to reactivate it. Keep in mind that Carrier attacks (a Weapon qualifier attack with a number) may never be used to heal.

Heroic Interception (General, Item [Weapon or Shield], Daily) - A character may expend a charge of this Ritual when using the Intercept skill to call "Resolute" as per the Resolute skill whether or not they have a Resolute skill known or available.

Imbue Magic (General, Item [Weapon], Daily) - The character may expend a charge of this ritual when using the Dispelling Strike, Purifying/Draining Strike, United Strike, or Combined Strike skills to change their qualifier to Spell instead of Weapon.

Instant Trap (General, Item [Trap], Times Ever) - Instant Trap enchants one or more Trap tags (depending on difficulty) to be able to be set almost immediately. All Traps to be Targeted by the Ritual must be in the Circle of Power during the Ritual Casting, but are separately tagged and tracked upon completion of the Ritual. They do not need to be the same type of Trap. Once a Trap Tag has been enchanted by the Instant Trap Ritual, it may be set with only three seconds of Focus (instead of sixty seconds) by any character with the appropriate level of the Create Trap skill to set that type of Trap. Physically arming the Trap is still required and may take additional time depending on the physrep. An Instant Trap is not indestructible or resettable unless it otherwise would be from some other effect.

Jack Of All Trades (General, Item [Any], Passive) - For every 10 Craftsman (Other) skills the wielder possesses, they count as having one additional level of Enhanced Meditate. The character also counts as having Healing Arts, Herbal Lore, and Read Magic for the purpose of Identifying production items.

Life Leech (Necromancy, Item [Weapon], Daily) - A character with a Life Leech Ritual may choose to activate it on a single weapon blow (once per Logistics period per charge) to siphon foul energies from their opponent's wounds. The Ritual may be activated immediately after a single damaging attack made with the Weapon qualifier which strikes the Target and is not prevented or altered via a defensive call. When activated, the wielder will regain Body Points equal to the damage called in the attack. The wielder may not go over their normal Body Point maximum. This Ritual may be used in conjunction with an Eviscerate or Terminate delivered via the Weapon qualifier. In this case, the user will regain 200 Body Points. The character need not make any verbal declaration that they are utilizing this Ritual.

Magic Evocation (Celestial, Spirit / Body / Item [Any], Passive) - The possessor of a Magic Evocation Ritual may choose Magic as the delivered effect in addition to their standard choices when casting an Evocation Bolt from memory.

Magic Strike (Celestial, Item [Weapon], Daily) - This Ritual (which must be cast on a weapon) grants its owner the ability to channel the Magic carrier through that weapon when activated. Once activated, this carrier may be used for any number of weapon swings from that character within the next ten minutes. Once the ten minute duration passes, another charge must be spent to reactivate it.

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Memory Strike (General, Item [Weapon], Daily) - Memory Strike allows a weapon to be charged, once per Logistics period, with a spell from memory of the same Aspect as the Ritual. This will expire at the next logistics. In order to do this the Caster will need touch cast the spell to be charged onto the weapon in a Circle of Power of the Aspect of the spell to be charged. This can also be done at logistics even if you do not have access to a Circle of Power. When the spell is channeled through the weapon as a spellstrike, the wielder does not need to fully incant the spell or use magical aura; instead, they swing their weapon with the spell effect using the Spell qualifier with the Strike keyword (for example “Spell Strike Prison”).

Merchant Insight (General, Item [Any] / Location, Passive) - The Merchant Insight Ritual allows a character, if they have the prerequisite skill, to identify Potions, Alchemy, Battle Magic scrolls, and Trap Globes in 3 seconds (if within a Location with this Ritual) or 15 seconds (if they bear an item with this Ritual) instead of the normal required identification duration.

Mystic Smith (General, Item [Armor], Daily) - This Ritual will imbue a suit of armor with mystical power. Once per Logistics period, the wearer of the suit, when refitting this suit of armor, will require only 3 seconds to refit the armor. They must still perform appropriate roleplay (taking a knee, representing readjusting the armor, etc.) and the Ritual charge will be used up even if they are interrupted during the required 3 seconds. This may not be utilized in conjunction with any other rituals to reduce the time to less than 3 seconds.

Perfect Riposte (General, Item [Weapon], Daily) – Once per Logistics period per charge, the character may expend a charge of this ritual when using the Riposting Strike skill to utilize a skill which they have already expended for Riposting Strike's offensive attack.

Poison Cache (General, Item [Melee Weapon], Passive) - A weapon with a Poison Cache Ritual may have an additional Contact Poison applied. The wielder may choose in which order any applied Contact Poisons will be used. Multiples of this ritual may exist on a weapon at the same time, allowing for larger numbers of Contact Poisons on the weapon at the same time.

Poison Trigger (General, Item [Melee Weapon], Passive) - When a weapon with Poison Trigger has a Contact Poison applied, the wielder may choose on which weapon swing to release the Poison (instead of it automatically invoking on the next weapon swing). Once a character activates a Contact Poison, it is considered used even if the character stops swinging for its effect before it lands or resolves. This affects any Contact Poisons applied to the weapon.

Potency (General, Body / Item [Any], Daily) - The Potency Ritual pulls elemental forces into the wielder's body to empower all spells of a specific type to deal increased damage for a limited time. This Ritual allows the wielder to, once per Logistics period, add 5 points to any numeric call they make from casting a spell in memory or from a Battle Magic scroll for ten minutes. The 5 points will only be added to the specific Elemental force which is bound into the Ritual by the Ritual Caster at the time it is cast. The Elemental force may only be chosen from the following: Chaos, Healing, Flame, Ice, Stone, Lightning. When this Ritual is cast for the Healing element, it is considered an Earth Ritual; when cast for the Chaos element, it is considered a Necromantic Ritual; and when cast for Flame, Ice, Stone, or Lightning, it is considered a Celestial Ritual. Note that this does not affect Channeling damage or weapon damage. A character may benefit from the Potency ritual of each specific Element (as listed on the scroll) no more than once per Logistics period

Potion Coating (General, Item [Melee Weapon], Passive) - The Potion Coating Ritual allows Earth Potions to be applied to the target weapon in exactly the same manner as a contact poison. These potions are delivered with the Spell qualifier. This Ritual may be combined with other Rituals as appropriate.

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Retribution (General, Item [Any], Daily) - This ritual allows the user to, once per Logistics period, use a Return instead of a Guard. The Guard used to trigger the Retribution ritual is expended along with the Retribution, and may come from any applicable skill, Ritual, or other effect. When this Ritual is used, the verbal will be “Bane”.

Quicken Aid (Earth, Item [Any], Daily) - Once per Logistics period per charge of this Ritual a character may shorten the time to perform the First Aid skill to 3 seconds. The player must make every attempt to perform the required role play for the duration of the ability. If interrupted during the three second activation time, the Ritual charge is expended. This Ritual confers no other benefits to the First Aid skill.

Quicken Meditation (General, Item [Any], Daily) - This Ritual allows the owner to (once per Logistics period per charge) reduce the time necessary to perform the Meditate skill to three seconds. All other prerequisites of the Meditate skill must still be met – for example, for a spell, the user must have a thrown but unresolved spell and their spell book open for study per the rules of the skill. After three seconds the user will recover the unresolved skill or spell per the Meditate skill as if they had completed the required amount of roleplay.

Raging Blow (General, Item [Weapon], Daily) - Raging Blow allows the user to, once per Logistics period per charge, add the Strike keyword to a single numeric weapon swing. This may be used in conjunction with skills or other rituals.

Recharge Prowess (General, Item [Any], Daily) - This Ritual creates an item which can restore the usage of a spent skill once per day. A character may only benefit from this Ritual once per Logistics Period for each category of skill. The skill being renewed must be in one of the following categories: Martial Skills, Stealth Skills, Battle Magic spell, Racial skill. Note that the Recharge Prowess Ritual itself is not specific to a single category, but will only renew skills in a limited fashion as described below. This item may not be used to renew Production skills. The chosen skill must have been used earlier in the same Logistics Period and be one they normally have on their base character card, not from any additional abilities or Rituals. To activate the Ritual, the character must Focus for at least sixty seconds without interruption. They may then mark the skill on their battleboard with a 'P' over the used circle, to denote that they have used a Recharge Prowess to renew the skill. For example: Boris has two Recharge Prowess Rituals in his possession. He has used a Critical Attack, a Parry, and a 3rd level Battle Magic spell. He uses the first Recharge Prowess to renew his Parry skill by focusing on fighting practice with his man-at-arms for sixty seconds. He can use the other Recharge Prowess to renew his Battle Magic spell, but he may not use it on the Critical Attack as he's already used a Recharge Prowess Ritual on a Fighting Skill (the Parry) that same day.

Sorcerous Triage (Earth, Spirit / Body / Item [Any], Times Ever) - Sorcerous Triage allows the user to be instantly affected by a successfully completed First Aid when they would otherwise go from “Bleeding Out” to “Dead.” At 59 seconds into their bleed out count, the Player may make the OOG choice to activate this Ritual by stating “First Aid complete.” The user is restored to 0 body and must wait 1 minute to be restored to consciousness, per the First Aid skill. If cast with an optional Catalyst, the Ritual may alternatively be used to Rebirth (without needing a separate Life spell) when the character would have gone to resurrect, as per the High Magic ability of the same name. Note that this Ritual is Times Ever, not Times Per Day.

Spell Swap (General, Item [Spellbook], Daily) - Once per Logistics period per charge of this Ritual a character may expend a memorized spell to regain use of a previously expended spell of an equal or lower level. The use of the Ritual must be accompanied by at least 10 seconds of Focus roleplay and the character must be in possession of a spellbook containing both spells. Once the character has completed their Focus, the player must recite the incantation of the spell to be expended and will then regain the use of the target spell. They must mark the expended spell off of their battle board and mark the regained spell with an "S".

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Stalwart Shield (General, Item [Shield], Passive) – When a Spell, Elemental, or Poison qualifier attack strikes a shield with this Ritual, the bearer may call "Resist" by expending a Strengthening charge as though the item were shatterable and hit by a Shatter effect. A Shield with this Ritual may be re-Strengthened by a Blacksmith to regain additional uses of this ability, unlike most enchanted items. Note that this Ritual still confers normal indestructibility as per other duration Rituals.

Sturdy Armor (General, Item [Armor], Passive) - This Ritual will create a suit of armor that takes 5 seconds less to refit. The Sturdy Armor Ritual grants a passive effect to the suit of armor it is cast upon that does not require an activation phrase to use as the refit time will be decreased by 5 seconds for the entire duration of the Ritual. This Ritual may only be cast once per suit of armor and must be cast on a physical suit of armor. When combined with the Fast Refit skill this effect reduces the refit time after the fast refit effect has been applied. When someone else begins a refit on your suit of armor that has the sturdy armor Ritual cast on it, you must inform the person that your armor takes 5 seconds less to refit.

Trap Avoidance (General, Spirit / Body / Item [Any], Daily) - Once per Logistics period per charge of this Ritual a character may expend a Ritual charge to avoid the effects of an Area Trap. The use of the Ritual does not protect a character against Voice delivery or any other area of effect attacks or abilities.

Warrior's Incantation (General, Item [Weapon], Daily) - This Ritual allows the wielder of the weapon the Ritual is cast upon to use a Ritual charge and a spell of the item's Aspect from memory to spellstrike that spell (once per Logistics period per charge) through their weapon. When the spell is channeled through the weapon as a spellstrike, the wielder does not need to fully incant the spell or use magical aura; instead, they swing their weapon with the spell effect using the Spell qualifier with the Strike keyword (for example “Spell Strike Prison”).

With the removal of Controlled Spirit Store, several new character death-effecting Rituals have been added. These are listed below.

Cheat Death (Earth, Spirit, Times Ever): This 5 day Ritual may target up to 6 individuals within the Circle of Power when cast. The targets of this Ritual will automatically succeed on the next draw they make from the Bag of Chance. If this Ritual triggers on an individual, after that draw from the Bag of Chance, the Ritual expires on that individual. If the target does not have at least a single white bead in the Bag of Chance, this Ritual is expended with no effect. Deaths avoided under this Ritual may not be bought back.

Refuge (Earth, Location/Spirit, Passive): When this 1-year (may be extended) Ritual is cast, all willing targets within the circle are tied spiritually to this location. If they resurrect, the player has the choice to reform their body on a 3 count (as per the Regenerate Ritual) after their spirit draws from the Bag of Chance.

Safe Passage (Earth, Location [Greater Earth Circle of Power], Times Ever): This Ritual must be cast on a Greater Earth Circle of Power. The Ritual will cause the next Resurrection started within that Circle to automatically succeed, then this Ritual expires. If a Safe Passage Ritual already exists on the targeted Circle, the new Ritual automatically fails. Note that this Ritual may not work on some spirits, especially weaker spirits or those which have already taken significant damage. If the Ritual is cast with an optional Catalyst, a character beginning a Resurrection within this Circle may choose whether or not to activate this Ritual. This times-ever Ritual does not expire unless it is activated.

The target of this Ritual may make the OOG choice to refuse this Ritual without the Ritual being expended and without taking any additional effects. This Ritual will only work on PCs; NPCs do not trigger this Ritual unless Plot explicitly

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chooses to do so. In all cases, if the target does not have at least a single white bead in the Bag of Chance, this Ritual is expended with no effect. Deaths avoided under this Ritual may not be bought back.

Strengthen Spirit (Earth, Spirit, Times Ever): This instantaneous Ritual will allow someone a safer trip through the circle in the future if their spirit is damaged, though it does not guarantee their return. This functions in all ways (including future Goblin Stamp buyback costs) as if the character had bought back a death with Goblin Stamps.

Note that there are additional Logistics-effecting Rituals which are not covered here.

These Rituals have changed significantly:

Enhanced Wand – This Ritual is changed to “Enhanced Relic/Wand (General, Item [Wand, Staff, or Relic], Passive)”. It may now be cast on a Wand, a Staff, or a Relic. If used to enhance Celestial Channeling pool charges it is a Celestial ritual; if used to enhance Earth Channeling pool charges it is an Earth ritual. The Ritual allows a specific target to be used to evoke multiple applicable Channeling elements based on difficulty.

Greater Wand – This Ritual is changed to “Greater Relic/Wand (General, Item [Wand, Staff, or Relic], Daily)”. A Wand, Staff, or Relic with this Ritual may be used to produce larger Channeling bursts. Once per day per charge of this Ritual, a Channeler may double their maximum limit for a single Channeling packet used through this item. If cast as Celestial Aspect, this must be cast on a Wand or Staff; if cast as Earth or Necromantic Aspect; this must be cast on a Relic or Staff. This Ritual will produce 1 - 3 per-Logistics period charges based on the difficulty it is cast at.

Monster Slayer (Celestial, Item [Weapon], Passive) - This Ritual creates a weapon that grants its owner the ability to channel the Body carrier through that weapon against any single Monster Race (determined at time of casting; list is on the Ritual scroll and generally mirrors what is currently available). Only one Monster Slayer Ritual may be cast on any specific Weapon.

Race Reaver (Earth, Item [Weapon], Passive) - This Ritual creates a weapon that grants its owner the ability to channel the Body carrier through that weapon against any single Player Race (determined at time of casting). Only one Race Reaver Ritual may be active on any character at any one time. Only one Race Reaver Ritual may be cast on any specific Weapon.

Spell Store (General, Item, Passive) - This Ritual will create a rechargeable Battle Magic spell slot. To charge the item, a spell must be touch-cast into it. The possessor of the item must then incant "Absorb." A Spell Store item or person may not intercept a thrown spell and absorb it in any circumstances. Once charged, anyone in possession of the item may activate the spells stored within as if they were activating a magic item. The spells stored can be of any combination of levels up to the maximum spell levels allowed by the Ritual performed. Thus a fifth level Spell Store item or person could hold one fifth level spell or five first level spells. Note that the spells stored in the item must be of the same aspect as the Spell Store itself. Thus you cannot store earth Battle Magic spells in a celestial Spell Store item or vice versa. When a reversible spell is activated out of a Spell Store, either version may be activated no matter which version was put into the Spell Store (e.g. a Life spell put into a Spell Store may be activated as either a Life or Corrupt). Unused spells will be lost at the end of the event; a Spell Store is always brought into a game empty.

Arcane Armor (General, Spirit / Item, Passive) – Keep in mind that refitting Arcane Armor is now considered Focusing – which means it cannot be done if you are currently unable to use Game Skills.

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Recommended Exchanges: For your convenience, here’s some possible exchanges for existing rituals.

Cloak or Bane: Counterspell (if a caster), Retribution, Stalwart Shield (if the character has a Shield), Spell Parry, Focused Resistance

Expanded Enchantment or Channel Spell: Spell Swap or Warrior's Incantation (if a caster), Memory Strike, or Spell Store.

Damage Aura: Assassin’s Edge, Raging Blow, Magic Strike, Empower Warrior (if the character has Critical or Back Attacks), Race Reaver, or Monster Slayer.

Earth/Chaos Aura: Healing/Chaos Strike

Elemental Aura: Elemental Strike

Greater Wand: Empowered Relic/Wand, Greater Relic/Wand, Potency

Protection Aura: Empowered Armor, Enhance Armor, Mystic Smith, Armored Shell (if the character has Wear Extra Armor), Eternal Resolution (if the character has Resolute)

Elemental Burst: Potency, Elemental Manipulation

Controlled Spirit Store: Cheat Death, Safe Passage, Refuge, Strengthen Spirit

8.1Additional Ritual System changesThere have been some additional minor Ritual System changes:

Wand Reagents have been renamed to Ley Ore, to remove potential confusion with Wands.

Magic Item durations will change. Instead of being based on real-world time, Magic Items will be set to a certain number of Logistics periods. When checked into an event, a Magic Item will have one Logistics Period per day of the event marked off. This is to help standardize Magic Item value and duration across the many Alliance chapters and make duration-enhancing rituals fairer across the playerbase.

Ritual Targets are being updated. The current targets can be confusing to players, especially “Universal” (which despite its name cannot actually be put on all targets). All Rituals will be updated with the full list of applicable targets – one or more of “Body, Item, Location, Spirit”. Some may have more specific limitations (such as “Item (Weapon)” or “Item (Wand or Staff)”).

Some updates are being made to Ritual Manipulation High Magic. The Choose Flaw option is being slightly revamped, as its existing options have been abused in some places and need to be updated; specifically, the ‘half damage from element’ option will be removed. True Empowerment and Terminate Ritual will also be reviewed and adjusted to make sure they are in line with their intended usage.

Appendix 1 – ChartsA1.1 Defenses

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Existing defenses are reclassified as below; this table lists whether a defense is Smart or Dumb and how it is classified. For example, a Dodge is a Smart Guard meaning that the player may choose when to activate it (Smart) and that it stops a single attack completely (Guard).

Dodge: Smart GuardResist <type>: Smart GuardEvade and Racial Evade: Smart GuardParry: Smart GuardRiposte: Smart GuardImmunities: Dumb No Effect<Type> Block: Dumb Guard (this ability was called <Type> Guard in 1.3)Phase: Smart GuardReduced Damage: Dumb ReducedThreshold: Dumb No EffectElemental Shield: Dumb GuardWeapon Shield (Magic Armor renamed): Dumb GuardPoison Shield: Dumb GuardSpell Shield: Dumb GuardReflect Spell (Reflect Magic renamed): Dumb ReturnCloak: Smart GuardMettle: Smart GuardBane: Smart ReturnSpell Parry: Smart GuardRender Indestructible: Dumb No EffectStrengthening: Dumb GuardPaste of Stickiness (when Disarmed): Dumb GuardSpirit Link/Lock (when Disarmed): Dumb No Effect (you still need to put the item behind your back for 5 seconds)

A1.2 Skill Costs

Racial Skills Fighter Scout Rogue Adept Scholar Spellsword Artisan Type PrerequisiteBreak Command 2 2 2 2 2 2 2 Daily Biata, Stone Elf, SylvanbornClaws 8 8 8 8 8 8 8 Passive WylderkinRacial Evade 6 6 6 6 6 6 6 Daily HoblingRacial Resolute 2 2 2 2 2 2 2 Daily High Ogre, High OrcResist Binding 4 4 4 4 4 4 4 Daily DryadResist Curse 4 4 4 4 4 4 4 Daily SelunariResist Command 4 4 4 4 4 4 4 Daily Biata, Dark Elf, Elf, Stone Elf, SylvanbornResist Element 3 3 3 3 3 3 3 Daily Dwarf, OathswornResist Spell 5 5 5 5 5 5 5 Daily Dark ElfResist Necromancy 4 4 4 4 4 4 4 Daily High Ogre, OathswornResist Poison 4 4 4 4 4 4 4 Daily Dwarf, High Orc, Hobling

Scholarly Skills Fighter Scout Rogue Adept Scholar Spellsword Artisan Type PrerequisiteRead Magic 8 8 6 4 4 4 6 Passive EducatedFirst Aid 2 2 2 2 2 2 2 PassiveHealing Arts 6 6 4 2 2 2 4 Passive Educated, First AidCreate Potion 6 6 6 4 3 4 3 Daily Earth Spell SlotCreate Scroll 6 6 6 4 3 4 3 Daily Celestial Spell SlotFlexible Casting 5 5 4 3 2 3 4 Passive Requires a 2nd level Spell SlotDispelling Strike 8 8 8 4 5 4 5 Daily Requires a 7th level Celestial Spell Slot, 1 per 30

XP in Martial or Rogue Skills (calculated separately)

Purifying/Draining Strike

8 8 8 4 5 4 5 Daily Requires a 7th level Earth Spell Slot, 1 per 30 XP in Martial or Rogue Skills (calculated separately)

Channeling 6 6 6 4 3 4 5 Daily Requires a 1st level Spell Slot.Channeling (Secondary School)

8 8 8 5 4 5 6 Daily Requires a 1st level Spell Slot in your secondary school.

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Improved Channeling

10 10 10 6 5 6 6 Passive 1 per 100 XP in Scholarly Skills

Trades and Crafts Fighter Scout Rogue Adept Scholar Spellsword Artisan Type PrerequisiteCraftsman (Type) 2 2 2 2 2 2 2 PassiveEnhanced Meditate 3 3 3 3 3 3 3 PassiveEducated 6 6 6 3 3 3 3 PassiveHardy 5 6 6 6 7 6 6 Passive May be purchased once per Character LevelHerbal Lore 6 5 3 4 4 6 3 Passive EducatedMerchant 3 2 1 2 3 3 1 PassiveTeacher 1 1 1 1 1 1 1 Daily

Weapon Skills Fighter Scout Rogue Adept Scholar Spellsword Artisan Type PrerequisiteArchery 6 6 6 8 12 8 8 PassiveFlorentine 4 6 6 6 8 6 6 PassiveOne Handed Blunt 3 4 4 5 6 5 5 PassiveOne Handed Edged 5 5 5 7 10 7 7 PassiveOne Handed Master

7 8 8 10 14 10 10 Passive

Polearm 8 12 12 12 16 12 12 PassiveShield 6 10 10 10 12 10 10 PassiveSmall Weapon 2 2 2 2 2 2 2 PassiveStaff 4 4 4 4 4 4 4 PassiveStyle Master 10 15 15 15 20 15 15 PassiveThrown Weapon 2 4 4 4 4 4 4 PassiveTwo Handed Blunt 6 8 8 8 12 8 8 PassiveTwo Handed Sword 8 12 12 12 16 12 12 PassiveTwo Handed Master

10 16 16 16 20 16 16 Passive

Two Weapons 2 4 4 4 4 4 4 Passive FlorentineWeapon Master 15 20 20 20 25 20 20 Passive

Martial Skills Fighter Scout Rogue Adept Scholar Spellsword Artisan Type PrerequisiteCritical Attack 3 3 5 6 7 3 6 Daily Any Weapon SkillWeapon Proficiency 3 6 6 6 8 6 6 Passive Critical Attack x 2, plus one Critical Attack per

Weapon Proficiency already purchasedShatter/Disarm Strike

3 4 5 6 7 4 7 Daily 1 per 20 XP spent in Martial

Sleep/Enfeeble Blow

4 5 6 7 7 5 7 Daily 1 per 45 XP spent in Martial Skills

Weakness / Shun Strike

4 5 6 6 8 5 8 Daily 1 per 30 XP spent in Martial Skills

Destruction / Stun Blow

4 5 6 6 8 5 8 Daily 1 per 45 XP spent in Martial Skills

Repel Strike 2 3 4 4 5 3 5 Daily 1 per 20 XP spent in Martial SkillsSurprising Strike 2 2 2 3 4 3 4 Daily Any Weapon SkillPrecise Blow 3 3 4 4 5 3 5 Daily 1 per 20 XP spent in Martial SkillsParry 4 4 8 8 8 5 8 Daily 1 per 30 XP spent in Martial SkillsRiposting Strike 4 4 4 5 8 5 8 Daily 1 per 30 XP spent in Martial Skills or Rogue

Skills (calculated separately)Slay 2 2 4 4 4 2 8 Daily 1 per 30 XP spent in Martial SkillsImproved Slay 2 2 4 4 4 3 8 Passive 1 per 30 XP spent in Martial SkillsEviscerating Blow 5 7 14 14 14 7 14 Daily 1 per 60 XP spent in Martial SkillsFoundation Blow 4 4 4 3 3 2 3 Daily 1 per 10 XP spent in Martial Skills, requires

Read MagicMagistarium Blow 4 4 4 3 3 2 3 Daily 1 per 10 XP spent in Martial Skills, requires

Healing ArtsEmpowered Strike 5 5 5 4 4 3 4 Daily 1 per 20 XP spent in Martial Skills, requires a 3rd

level Spell SlotCombined Strike 15 15 15 12 12 10 12 Passive Requires Formal Magic and 60 XP spent in

Martial Skills

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Fast Refit 2 3 4 5 6 3 2 Daily 1 per level of Blacksmith purchasedIntercept 2 2 3 4 4 2 4 Daily 1 per 10 XP spent in Martial SkillsResolute 2 3 4 4 5 3 5 Daily 1 per 25 XP spent in Martial SkillsMettle 3 4 5 6 6 4 5 Daily 1 per 20 XP spent in Martial SkillsBlacksmith 3 3 4 4 4 3 3 Daily NoneWear Extra Armor 1 1 1 1 1 1 1 Passive None

Stealth Skills Fighter Scout Rogue Adept Scholar Spellsword Artisan Type PrerequisiteBack Attack 5 3 3 3 7 6 6 Daily Any Weapon SkillBackstab 6 6 3 6 8 6 6 Passive Back Attack x 2, plus one Back Attack per

Backstab already purchasedSleep/Paralysis Blow

5 3 2 3 6 5 5 Daily 1 per 15 XP spent in Stealth Skills

Silence/Stun Blow 6 5 4 5 7 6 6 Daily 1 per 30 XP spent in Stealth SkillsSlow/Weakness Blow

5 4 3 4 6 5 5 Daily 1 per 20 XP spent in Stealth Skills

Fear/Berserk Blow 7 5 5 5 8 7 7 Daily 1 per 45 XP spent in Stealth SkillsOpportunistic Attack

4 2 2 2 5 4 4 Daily 1 per 60 XP spent in Stealth Skills

Surprise Attack 8 7 6 7 9 8 8 Passive Requires 90 XP spent in Stealth SkillsEnhanced Strike 6 6 5 3 4 4 4 Daily Requires a 3rd level Spell Slot, 1 per 20 XP spent

in Stealth SkillsUnited Blow 15 15 15 10 12 12 12 Passive Requires Formal Magic and 60 XP spent in

Stealth SkillsEvade 5 4 3 4 6 5 5 Daily 1 per 20 XP spent in Stealth SkillsDodge 8 6 5 6 8 8 8 Daily 1 per 30 XP spent in Stealth SkillsAssassinate 4 1 1 2 4 4 4 Daily 1 per 30 XP spent in Stealth SkillsImproved Assassinate

4 2 2 2 4 4 4 Passive 1 per 30 XP spent in Stealth Skills

Doom Blow 12 6 5 6 12 12 12 Daily 1 per 60 XP spent in Stealth SkillsCounteract 6 3 2 3 6 6 5 Daily 1 per 10 XP spent in Stealth SkillsAlchemy 6 5 3 4 4 6 3 Daily Herbal LoreCreate Trap 6 4 3 4 6 6 3 Daily None

Note that costs for Spell Slots did not change from ARB 1.3.

A1.3 Crafting

Armor production chart:

Armor Prod. Points Armor Prod. Points1 - 5 Armor Points 10 31 - 35 Armor Points 806 - 10 Armor Points 20 36 - 40 Armor Points 10011 - 15 Armor Points 30 41 - 45 Armor Points 12016 - 20 Armor Points 40 46 - 50 Armor Points 14021 - 25 Armor Points 50 51 - 56 Armor Points 17026 - 30 Armor Points 60 56 - 62 Armor Points 200

Alchemy production chart:

Name Cost (PP) Types Changes/CommentsAlchemical Solvent 5 Contact May now be used to make any Contact Gel inert.Cure Light Damage 5 Elixir Now delivers “5 Poison Healing” when quaffed.Intoxicate 5 ElixirLiquid Light 5 ContactParanoia 10 Contact, GlobeHallucinate 10 Contact, Globe

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Love 15 Contact, GlobeOil of Slipperiness 15 ContactPaste of Stickiness 15 ContactVorpal Coating 5 15 ContactWeakness 15 Contact, GlobeAntidote 20 ElixirPoison Shield 20 ElixirCleanse 25 Elixir New effect – removes all Curse effects on the targetBlast Globe 25 Globe Thrown as “10 Elemental <Stone | Lightning | Ice | Flame>”, chosen when createdEnfeeble 30 Contact, Globe Combines Nausea, Feeblemind, Vertigo, Laugh (see Effect Changes section)Sleep 30 Contact, GlobeCharm 35 Contact, Globe In place of Dominate (see Effect Changes section)Vorpal Coating 10 40 ContactParalysis 40 Contact, GlobeAmnesia 45 ElixirBerserk 45 Contact, GlobeEnslavement Antidote 45 ElixirEuphoria Antidote 45 Elixir

Trap production chart:

Name Cost Type Changes/CommentsNoisemaker 5 TrapSlow Globe 10 Globe Thrown as “Elemental Slow”Shatter Globe 20 Globe Thrown as “Elemental Shatter <target>”Gas Trap 25 Area TrapScroll Trap 25 Area TrapSilence Globe 30 Globe Thrown as “Elemental Silence”Weapon Trap 2 damage per pp Trap Minimum of 10 damage (5 pp)Mechanical Trap 1 damage per pp Trap Minimum of 20 damage (20 pp)Explosive Trap 1 damage per 2 pp Area Trap Minimum of 20 damage (40 pp)

Note that the Weapon production chart did not change.

Appendix 2 – Changes from Prior Version

To assist playtesters from prior versions, you can find a summary of changes from the prior playtest packet in this section. Minor clarifications were made throughout which are not covered below.

A2.1 Strike keywordThe Strike keyword has been added to allow a Physical delivery attack (with a weapon) to follow the Packet delivery targeting rules (such as working if it hits a shield).

A2.2 Duration changeMost “debuff” and “takeout” type effects have had their duration reduced to 5 minutes. “Control” type effects still last 10 minutes; these include Charm, Subjugate, Prison, Create Undead, and Corrupt.

A2.3 Death name changeThe Death effect has been renamed to Doom to make it clear that it is intended to work on pretty much everything.

A2.4 Life harms Undead nowLife will inflict a Destroy Undead effect on Undead now.

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A2.5 Fear changeFear is now Line Of Sight duration, not 10 minutes.

A2.6 Purify now fixes Stun LimbPreviously, Purify did not fix Stun Limb as it only lists things in specific Effect Groups. Stun Limb is now explicitly added to the list of items that Purify will fix.

A2.7 Shatter and Disarm targetsShatter and Disarm require a target to be called no matter whether they are being used with a weapon swing or a spell (just like in 1.3; note that the weapon skills have the “Strike” keyword). This is a change from prior playtest versions.

A2.8 Pin is backPin and Bind act as per the 1.3 rulebook. This is a change from prior playtest versions.

A2.9 Wither has changed significantlyWither (and Restore vs. Undead) now has an “offensive” or “defensive” choice; see the skill description for details.

A2.10 Undead vs. Healing and ChaosUndead no longer take double from Healing and heal double from Chaos. Instead, their Body Points have been reduced significantly and they have gained significant Natural Armor to compensate. Additionally, Undead cards will have limited defenses against Healing.

A2.11 Earth and Chaos Storm damageEarth and Chaos Storm (and the Lesser versions) now do 10 damage of the appropriate type.

A2.12 High Orc and High Ogre RacialsThese two races have had their racials changed significantly; see the Racial section for details.

A2.13 Evade changesEvade is now a “selfish Parry” that cannot be invoked for anyone else.

A2.14 Critical and Back Attack limitsThese skills can be stacked up to 5 times at once (not 10 as in prior packets).

A2.15 Fighter and Rogue per-day skillsMost per-day offensive Fighter and Rogue per-day skills have changed significantly. See the Martial and Stealth skill sections for details.

A2.16 MettleMettle now costs Body Points, not time, to activate.

A2.17 Wands and Relics

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Several new skills, Rituals, and High Magic options have been added that collectively replace Wands, Relics, Elemental Burst High Magic, and Healer’s Resolve High Magic. See the Scholarly Skills, High Magic, and Ritual sections for details.

A2.18 Weapon Proficiency and Backstab prerequisitesOnly 2 Critical or Back Attacks are needed to purchase a character’s first Weapon Proficiency and Backstab respectively. The costs increase by 1 Critical or Back Attack per purchase, with no upper limit.

A2.19 Mid-Event CraftingAlliance now supports crafting outside of Logistics. See the Crafting section for details.

A2.20 Coating Arrows or BoltsWhen applying a Contact Gel to arrows or bolts in a workshop, you now get 4 coatings per Contact Gel expended. If you apply them to arrows or bolts away from a workshop, you now get 2 coatings per Contact Gel expended.

A2.21 Ritual LimitsThere are no limits to how many Rituals a character may carry. The Owners reserve the right to change this in the future.

A2.22 New RitualsSeveral new Fighter and Rogue focused Rituals have been added, and a number of other 2.0 Rituals changed or updated. See the Ritual section for details.

A2.23 Controlled Spirit Store removedThe Controlled Spirit Store Ritual has been removed, and a number of new Rituals to ameliorate the effects of character deaths have been added in its place. See the Ritual section for details.

A2.24 Oathsworn releasedA description and full Racial benefits for Oathsworn are included in this packet. Barbarian characters must choose whether to change to Human or Oathsworn for the Playtest weekend; upon the full release of 2.0 a permanent choice must be made.

A2.25 Ingested poisonsFood and drink are now poisoned differently; such items are poisoned indefinitely once a tag is attached, and only the first person eating/drinking a poisoned item is affected then the tag is removed.

A2.26 Flexible CastingA new skill has been added to allow casters to cast Signature Spells on the fly at the cost of some of the spells’ power.

A2.27 Racial Dodge to Racial EvadeRacial Dodge is replaced by Racial Evade at 6 XP per purchase.

A2.28 Create Trap benefitHoblings gain -1 XP cost to Create Trap (to replace their old “half cost Legerdemain” benefit).

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