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Aralis uses the core nTeraction Rules System (created by Rob Ciccolini) and a skills system created by David Chapin. While all races/classes in Aralis use the same core rules, the classes available differ between Easterners and Westerners. To keep some of the mystery between the two cultures, the class packages are not provided to players until they have chosen whether they are an Easterner or a Westerner. You must contact David Chapin for a full copy of the Aralis rules. All Aralis players are strongly encouraged to join the Aralis YahooGroups mailing list, as rules errata and questions to answers are frequently posted there. The basic (core) rules and General Background Info (which contains some frequently asked questions) are posted in the Files section of this site, and is accessible to all Aralis players and staff members. For more information, or for any additional rules questions, please send an email to the list, or contact David Chapin. Basic rules information is available on David's Aralis Rules website. |
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The Aralis Rules Errata Please keep in mind that this is an Errata, containing only rules updates, additions, and clarifications. This is not a full copy of the Aralis or nTeraction Rules. Please visit David Chapin's Aralis Rules Website for additional information. If you are an Aralis player and do not have a copy of the Rules, please contact David Chapin. All the Rules Errata presented here are taken from the notices posted by David on the Aralis email list. What's New: Added "Effect/Call Duration" to Effects/Traits in Clarifications. Updated Timing for Recovery under Clarifications. Added new Recovery rule to Rule Changes/Updates.. | Clarifications | Rule Changes/Updates | Rules Additions | GM Announcements | | Agony | Avoidance
| Becoming Undead | By
Your Name | Carrying A Body | Casting
While Being Hit | Combat | Damage
Increases |
Agony lasts 10 seconds! Make sure you count out the whole duration. You cannot run or attack or use any game skills or abilities on other characters. You may defend yourself or use abilities that affect only you.
Avoidance prevents the person affected from targeting you with effects. Untargeted effects, however (specifically, effects by Voice) still affect you normally, even if you have hit the person calling them with an Avoidance. First, the official description of Avoidance: "This effect prevents you from using game skills on the attacker. You will also attempt to stay 10 feet away from the attacker unless doing so would endanger you. If this is the case, you may move to a safer position, even if it takes you within 10 feet, so long as you then attempt once again to stay 10 feet away from the attacker. You cannot use game skills on the attacker in any case. The Avoidance effect will last while the attacker is within line of sight." Next, common questions: Q: Can I attack a person after I use an
Avoidance on them? Q: But doesn't that break the Avoidance?
Q: So, if I'm Avoidanced, the guy can just
attack me and I can't do anything about it? Q: Can I use Avoidance to push someone
back? Q: What if the person I have an Avoidance
on DOES hit me? Do I call "No Effect"?
It is possible, through various means,
that your character may be raised as undead during the course of the
game. - Undead
lose all traits, penalties and bonuses associated with their prior race.
Clarification from Rob: If you *know* that the attack is meant for you, because of the name or the context it is used, then it works. Like "By My Voice" not actually being a sound but an area effect, "By your name" is a plot effect that is cooler than "You, yeah the elf in white, but not the male one, take this effect." Some examples: Say Ailia was called in her character history "Muffin" by some aunt. Some random undead on the field calls out "By Your Name, Muffin, Death by Will." In that context, don't take it. But, if an undead approaches you and says "Remember your Aunt dearie? With enough pain she revealed plenty to us. By Your Name, Muffin, Paralyze by Fear." In this case, the context is clear and you suck it. Additional Example from Dave: If a Goblin were to yell, "By your name, MichiMachiMooshi..." then Shuyoshi would take the effect.
If you are carrying a character and that character is struck by an effect from a packet or weapon, you will also take that effect unless you "drop" the character immediately. If you are being carried and someone "drops" you then you roleplay falling to the ground. If you are being carried, you must roleplay an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who roleplays an effect, and you do not know what the effect was, you must drop them. You may pickup a body after dropping it as soon as that body stops moving.
SPELLS are disrupted if the caster is hit during the incant OR effect call, and under those circumstances the spell takes no effect. However, note that many beings have innate powers which are not spells, and cannot be disrupted in such a fashion. PC casters obviously cast spells, as do Spider priests and mages, and some similar creatures. However, demons and elementals are using innate abilities, not spells, and it should be assumed that any ability they can use without an incant or count cannot be disrupted just by hitting them. Example 1: A Spider priest is incanting
something when you hit him. His spell is disrupted. Additional Note: You do not lose your spell if you are hit while being cast. The only time you lose your spell is if you miss your target.
I'll take this opportunity to note that I've received a lot of comments, from both PCs and NPCs, about issues with fighting. I don't want anyone to think that Aralis is doing badly in that regard - overall, we're still pretty good. But neither do I want people to assume "I'm doing fine, because all my friends say I am." It is my intention to organize combat practice before the next event. Hopefully, I'll be available to organize and direct that as much as possible, and I'd love to see as many people as possible participate. I'll enclose a few general reminders here, though I know that it's easy to forget them in the heat of a real combat: 1) ROLEPLAY YOUR HITS! I can't stress this one strongly enough. You don't need to stagger back in pain every time someone scores a touch, but you MUST react to every hit or two whenever possible. Even a grunt, flinch or hiss of pain is sufficient. Remember, nTeraction doesn't have an option to say "guy, did you take those eight points of damage?" If you fail to roleplay the hits you take, you give your opponent the impression that you aren't taking his hits at all. This leads to people getting irritated, and swinging harder. Plus, roleplaying hits does a tremendous amount to add to the roleplaying atmosphere, and to slow down combat. Remember, it is as important to roleplay uncalled strikes as called strikes! 2) Don't swing too hard. In reality, these weapons all would take a great deal of force to use properly. In the game, though, we're using light weapons, and a light hit means just as much as a heavy one. There is NO REASON that a hit should take most of your force, and in fact you will fight more effectively if your swings are lighter. Further, you should not be able to "power through" any but the lightest of blocks. If you are, then you're swinging too hard. Especially watch thrusts and swings from above. Thrusting is a perfectly legitimate tactic, but is significantly more likely to cause someone real pain. 3) Don't swing too fast. First of all, remember that after three swings, you must pause for a full second. If using a style like two swords or claws, try to get into a rhythm ("swing swing swing - pause - swing"). You don't need to swing a blade all the way back, but you do need to pull back at least 45 degrees between swings. I've seen too many people do repeated little taps on one area. In addition to being lame, such hits are much less likely to be counted as multiple hits by your target. It is best to actually swing at a different location each time. Anyway, I don't mean to preach to anyone - I am not some paragon of perfect fighting. But it is important that we each do the best we can to fight properly. It improves the game for everyone around us, and also makes *them* fight better as well.
Weapon skills and Elemental magic both say "further increases [in damage] are possible". To clarify for those few who are actually thinking of buying damage that high, the cost of increase goes up one for each damage you go up past those listed. For example, if your class says: increasing damage from 5 to 6 would be +2 per level, from 6 to 7 +3 per level, from 7 to 8 +4 per level, et cetera. There is no technical limit, though it gets quite expensive. Note that average damage in the game is going slightly down, while hit points may if anything increase a little. This will give the game a slightly more heroic flavor, but that's appropriate to the setting. Also note that the few spells that do a flat "10 damage" are now a bigger deal, as it will be hard to get to 10 damage by any other means.
When you are the recipient of a Disarm Effect, you must drop the item disarmed. The prop disarmed may only be picked back up again after it comes to rest. This stops a "yo-yo" effect with weapons, as it takes a while for an item to come to rest. Also sheilds can not be disarmed. (unless there's some WACKED skill David has up his sleeve).
The first thing I'd like to note is that a Disengage requires you to open enough distance that YOUR WEAPONS CANNOT TOUCH. This is a LOT of distance. It is not sufficient to simply hold your weapon back for a second and then attack again. Now, to answer the question: Disengage cannot be used to "take" a door or really gain ground. I generally am pretty accepting of the notion that someone can call Disengage and expect others to do most of the backing off... but under NO circumstances can you advance while using a Disengage. So:
DRAIN prevents the use of all game skills. It does NOT prevent the use of racial abilities, or immunities granted by a god or dragon. Thus, a drained character can still Resist his or her own element, and a Priest or Elementalist may be able to call "No Effect" to some effects. A Vireni can still heal with his or her own Vitality. Durability and Recovery can still be used while Drained as well.
There is a time and place for quiet Death Strikes. If you sneak up to the prone PC (let's call him, oh, "Shuyoshi") while his companions are all fighting, I think it's entirely appropriate to make the Death Strike quiet. However, if someone's companions are looking on, I think you *should* make the Death Strike loud enough to hear. The real issue is that a Death Strike shouldn't be AUDIBLE, but it should be VISIBLE. Unfortunately, the LARP system we have doesn't really allow a way to distinguish a Death Strike by sight. So, the rule of thumb I would follow is that outlined above: if no one is looking, by all means be quiet. However, if someone is watching and thus should be able to tell that you're cutting out Shuyoshi's heart, they deserve to be able to hear the call as well.
Effects & Traits Clarifications Heal, which restores 1 Vitality, unless it's followed by a number, in which it restores that number. Purge Cure Death. You die. Diagnose Shield negates the first effect of the appropriate type that hits you. i.e. If you had a Shield Weapon active, and you were struck with a sword, you would say "Shield." "Shield" spells are not optional, BUT none of them in this game are triggered by the following effects: Heal, Cure and "Life". I will try to add this to the description of each Shield spell. Note that is not an nTeraction rule, but rather a special characteristic of these spells. (In other words, if you have an Illusory Shield on, and someone comes up to heal you, you don't have to call "Shield".) Effect/Call - Duration
The expose effect is followed by one trait. If you have that trait and are subjected to this effect, you must cry out, revealing the fact that you have the trait and revealing your position. You must cry out as loudly as the Expose effect was called. Although you may cry out softly if the Expose was called softly, you must make every effort to ensure that you are revealed to the person who called the effect. The Expose effect is audible and you must cry out even if you are unconscious or under the effects of a Stun, Paralyze, or other disabling effect. Only a Silence will prevent you from crying out, and even then you must roleplay crying out even though you make no noise. You are not affected if you are Dead or have the Spirit defense unless the Expose effect targets those specific traits. You are also not affected if you are using the True Disguise spell. As an aside, I allow (and desire) people to respond to Exposes that target your Name even if you are Dead (though not Spirit), since those powers are locating you specifically. I will mention this at the session if I remember, and may add it as a 0-point skill just to be technically accurate.
All Gesture attacks (except the instaneous effects) last for as long as the gesture continues. This can be longer or shorter than the usual duration. If someone only points for a second, the effect only lasts for a second. This applies to all of the following effects:
Note that the gesture replaces the usual duration, but the effect can still end prematurely if Cured in any of the usual ways.
Both hands must be empty and both arms must be free to move to cast spells. While certain skills (such as Transcendence) might allow you to hold a weapon in your off hand while casting, the hand and arm delivering the spell must be free. To deliver a packet attack, the arm that is delivering the packet must be free and the hand empty except for the packet itself. A free arm cannot have props tucked under it or tied to it other than armor. You cannot deliver packet attacks if you cannot use game skills, or if the arm is affected by something which prevents its use such as the Maim effect or shackles. Some packet based skills have additional requirements as well. Claws and "fist" reps DO keep your hands from being "free", EXCEPT for spells that are cast only on yourself. For example, you can cast "Dodging" while holding fist reps, but cannot cast "Pain" while holding a "fist" in the off hand. Q: Can one lean a weapon (such as a staff)
against their shoulder and still cast? Q: What about an item (such as a weapon)
dangling from the wrist by a cord?
We should all try to keep IG / OOG knowledge separate, especially in the case of something done to your character while you were unconscious/dead/etc. And to remember that EFFECTS are out of game. For example, if someone casts a spell on you and you cannot see them, using no incant (saying only an effect, such as "Stun by Silliness"), then you never actually heard them, as the effect call was OOG, not IG. If you then need to ask for a clarification ("Did you really just say Stun by Silliness?"), it doesn't necessarily mean the person was seen/heard, only that you asked for an OOG clarification. And it should still be roleplayed that the person wasn't seen/heard. For example, many of Kina's spells have no incants. If you hear "5 Damage by Shadow" that is an Out of Game call - she is only stating the effect OOG so the person knows what they are struck with (and so those can visualize it, roleplay it, or call no effect if you are the annoying Nightshade demon ;) ). You *can* hear her life spell, as that has an actual Incant to it.
This is a core nTeraction rule, albeit often an unclear one. Consequently, it works the same way in Aralis. Striking a downed target with uncalled damage will not reset his or her "wake up" count. As far as the game goes, neither would be a perfect solution. It's not great to be completely unable to take prisoners, but neither is it desirable to have someone permamently incapacitated and unable even to roleplay. In-game, simply consider that it is actually very hard to keep someone in an unconscious, yet healthy, state, and we are all too casual about striking people with our swords anyway. We do have rules for shackles and bonds which may be useful when prisoners are needed. If you really need to keep someone out for an extra few minutes, you can always hit them with called damage, and then stabilize them...
"Line of sight" effects end when you can no longer see the attacker for ten seconds. Consequently, in almost every circumstance where you are unconscious or dead for ten seconds, any line of sight effects on you will end. Some attacks require that you, as the attacker, be present to maintain them. This presence is determined by line of sight. So long as you are within line of sight and conscious the effect remains in place. if you move out of sight for 10 seconds or you are rendered unconscious for 10 seconds the effect ends. Moving off into darkness or smoke or brush will break line of sight. Because the defender determines line of sight, you must stay within plain sight to maintain an effect. if you hide or move somewhere in the darkness or mist where the defender cannot see you, then the effect will end, even if you can still see the defender. As the victim, if you are checking to see if line of sight has been broken you must spend 10 full seconds trying to spot the attacker. if you can no longer spot any indication of the attacker for those 10 seconds, the effect ends.
Most magic items must have been in one character's possession for a continuous hour before they can be used. Once this requirement has been met, this duration isn't cancelled until it has been OUT of that character's possession for an hour. Some items may have other requirements, of course. Many require the spending of CP to "attune" to the item. Example: Kanoa finds the magic wand of shooting fireballs. He can't use it immediately after picking it up, but one hour later he can begin to (assuming he meets any other requirements). The next day, he loans it to his friend Rajashar. Five minutes later, Rajashar is attacked. He can't use the wand yet, but if Kanoa picks it up again, he still can. That night, Griffin beats Kanoa up and takes the wand. He can't use it until an hour has gone by. An hour later, Kanoa can no longer use the item until he spends a full hour with it again. Note that this rule does not apply to items whose power comes solely from temporary runes.
I have received many e-mails with questions
about the new Meditation skill, so I'll try to clarify here. Obviously, Meditation is usually best employed in getting back your most expensive or most powerful spells. Also, having more levels of Meditation than you had different spells would be worthless... not that any of you are in danger of that. Note that basically everything in your "magic.doc" counts as a spell, regardless of its manifestation.
When using an ability that has a "Purge" call, you must take the effect, and can call your Purge three seconds later. If you are Maimed, then you lose the use of that limb for three seconds. If Paralyzed, you cannot move for three seconds, and if Stunned you should fall to the ground or at least slump over if that is impossible for some reason. Conversely, someone Purging a Paralyze or Stun does not give you time to complete a Death Strike: if you're doing a Death Strike in less than three seconds, you're doing it too fast. If you are using a Purge and someone rattles offf a Death Strike on you, don't take it, as your character should be able to move before they complete it.
You get your skills/Recovery reset at 6 AM, so long as you have been resting for the last half hour. If you have not, then you get them back as soon as you DO rest for half an hour. If you haven't gotten them back by 10 AM, you don't get them back, period.
Every time you gain a level in the Ritual skill, you can choose to specialize (if unspecialized) or unspecialize (if specialized), but any specialty applies to all your levels. You can only have one specialty.
A very minor note here, but I want to let you all know that I'm fairly liberal about roleplaying of Paralyze: if you're hit with a Paralyze by Web, for example, feel free to make small movements as you struggle to free yourself. Paralyze by Earth or by Ice probably wouldn't allow much except flexing your muscles, and maybe roleplaying the last seconds of breaking free. Paralyze by Fear or by Curse might involve some twitching. As long as you're not violating the _spirit_ of the rules, I am perfectly happy to have roleplaying play a bigger part than strict adherence to the letter of the rules.
Tying someone up or shackling them should involve at least ten seconds of roleplaying. When your hands are tied or shackled, you cannot use them for any game skill other than Pick Locks. You cannot use weapons or cast spells. When your feet are tied, you cannot move faster than hobbling slowly. If you have the Pick Locks skill, and there is a lock on your shackles, you must pick the lock before you can escape them. If there is no lock on your shackles or bonds (and you have the Pick Locks skill), then you can get out of them with at least ten seconds of roleplaying. If a character is tied up, any other character can release that character with at least five seconds of roleplaying. A character without the Pick Locks skill who is trying to remove shackles from another character can only do so with a Smithing skill and tool. This requires at least ten seconds of roleplaying.
If you wish to repair a weapon or armor during an event, you need to have some kind of "tool" that you use to roleplay the repair process. You may borrow someone else's tool, if you wish. Repairing weapons or armor in Aralis takes two minutes. However, it does not require the presence of a "forge". As noted in the post on shackles and bonds, a smith can break shackles using a tool and at least ten seconds of roleplay. You cannot break other locks with a Smithing skill.
Blessing for the Departed ("Imbue to Dead") and Animate Dead ("Inflict to Dead") DO work on you if you are a dead spirit. You have both the traits Dead and Spirit at that point. As most of you know, Life spells will not work on those who have already turned to Spirit. If you take damage to spirit as a dead spirit, roleplay being hurt, but obviously no amount of hit points will "kill" you when you are already dead. However, you should advise whomever resurrects you of the damage you have taken - it may have negative consequences.
If you _know_ what an effect is intended to be, and the call is slightly mishandled, you should still take that effect.
Timing for Recovery & Physician Recovery: (time it takes to come up from
being stable) Physician: (time it takes to Cure Maim
or Stabilize)
| Updates for
2002 | Armor | Cure | Diagnose
| Drain | Gesture
| Imbue | Inflict | Magic
Lore | Moreni | Physician
Skill | Priesthood |
Rules Changes/Updates for 2002 "Song of..." spells cannot be mastered, and can never be cast while Silenced. Disarm base cost is being increased from 2 to 3. However, most fighter classes will have their skill cost multiple lowered by one, so few characters will notice a large change. Archer and Marksman are having their Parry cost lowered to +2, and their Thrown Weapons cost to +1 A number of fighting classes are getting
small changes to the cost for Courage/Focus/Calm Heart: Adelith now get a reduced cost on Calm Heart (2 fewer CP per level) in addition to their reduced cost on Dodge. The Moreni advantage is intended to represent increased tolerance for pain, not increased health. Consequently, Moreni now have an increased cost for Recovery, in addition to their decreased cost for Durability. The generator has been updated to reflect this. The base cost on all spells that are by gesture or by name has been increased by one. The Archer and Marksmen classes now have another Unique class ability: "Aiming True". The skill is free, and its description is as follows: "After standing still (as when Rooted) for five seconds and roleplaying 'aiming', the Archer can increase the called damage for all of his called strikes using the Missile Weapons specialization by one, for as long as he remains standing in one place. This ability may be used any number of times." The following spell lists are having their
mastery multiples changed (mostly for consistency): The Monk spell "Rapid Strike" now allows you to combine two or three 'unarmed' attacks, calling them together as a 'Double' or 'Triple' effect, instead of just adding the damage call together. Rules change/clarification for unarmed combat and claws: "Fists" and "claws" do not count as weapons, except insofar as they are used to hit people. They cannot be repaired or improved with Weaponsmithing, and they cannot receive weapon runes or other spells that target weapons. A "By my Voice, Destroy Weapon" will not affect a fist or claw rep. However, if a fist or claw is used to block a Destroy Weapon attack, the arm wielding that rep is considered to take a Maim effect instead. Rules change/clarification for missile weapons: Bows and crossbows use "packet arrows": packets with a 6-10 inch trailing ribbon. If thrown without a call, these arrows are assumed to do one damage, just like any other uncalled weapon strike. Like packets, packet arrows affect the target if they strike him or any of his possessions (excepting the Costume rule). When using a skill to make a called strike with a packet arrow, you do NOT keep the skill if the packet misses, unless otherwise specified All "Root" effects have gone up from 1 to 2 base cost. "Trap the Soul" has gone from 2 to 3. All "Frenzy" effects have gone up from 2 to 3 base cost. All "Maim" effects have gone up from a 1 to 2 base cost. The spell "Blessed Shade" has gone down from 3 to 2 base cost. The Rhianna Cleric ability "Saving Grace" has gone up from 2 to 5 base cost.
You may only have one base type of armor active at a time. If you try to restore or activate or wear one type of armor while you have active points from another type of armor, the armor type with the lower number of active armor points will be exhausted. If there is a tie, then the new armor points will be immediately exhausted. Exhausted armor points are gone and must be restored just as if they were exhausted by Damage effects. "Travis, for example, is wearing a 2 point of suit of armor. He roleplays to activate a skill which gives him 3 points of armor. The armor points from the suit of armor are exhausted and he has 3 armor points from his skill. If he wants to use the armor points from his suit of armor later, he will have to have the armor suit repaired."
The Cure effect removes effects on the
target. A Cure
Effective immediately, the "Diagnose" skill is changing. This does not change the Diagnose effect: if someone calls "Diagnose (x)" where x is a trait that you have, or an effect or trait that is affecting you, you respond "yes". It is only a change to the skill. The Diagnose skill is being changed as follows: DIAGNOSE: 2 CP You can Diagnose the following conditions: Stable, Unstable, Dead, Damage. You can call "Diagnose" followed by any effect, where that effect is not "Imbue" or "Inflict". You can Diagnose any Mind trait: Awe, Confusion, Despair, Fear, Inspiration, Will. You can Diagnose any of the following Special traits: Acid, Air, Disease, Fire, Light, Lightning, Poison, Shadow, Water. This skill does not give you the ability to diagnose Magic, Curse, or any special trait not listed in the core nTeraction rules. It does not give you the ability to diagnose traits that characters possess (other than "Dead"), only traits that are affecting them.
The Drain effect will last until you rest for 5 uninterrupted minutes. Resting characters cannot walk, run, refresh attributes, or use any game skills.
In the upcoming rules edition, Rob Ciccolini
is changing the "Gesture" rule to be called as "By my Gesture...". I think it's obvious why this change is desirable. It will be instituted in Aralis immediately. However, for these November 2002 weekends, if someone is obviously using a Gesture attack and gets the call wrong, *please* take the effect. As always, if you _know_ what an effect is intended to be, and the call is slightly mishandled, you should still take that effect.
"This effect can be used in one of two ways. If the Imbue effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is some enhancement or extra ability that is described on an effect card which is given to you after the effect is used upon you. An Imbue effect with no trait will not take effect until you have read the effect card. Imbue will usually give you some ability which can be used during the current event, although the effect card might describe some longer term effect."
"This effect can be used in one of two ways. If the Inflict effect is followed by a trait, then you will gain that trait for the remainder of the event. Otherwise, this effect is some affliction or detrimental effect that is described on an effect card which is given to you after the effect is used upon you. Engaged characters are not affected by Inflict effects which have Inflict cards immediately - they have time to retrieve the effect card and read it when it is convenient and unobtrusive to do so. Unconscious or dead characters must read the card immediately. Inflict cards will give you some unusual detriment which will have the effect and the duration described on the effect card. If the Inflict effect gives you a trait instead of a card, however, the Inflict affects you immediately."
The Magic Lore spell is being changed as follows: MAGIC LORE: 5,10,15,... CP This spell allows you to identify the properties of one magical item. It will usually require the assistance of a GM. Alternatively, you can use one casting of this spell to diagnose any effect trait of your choice, including "Magic", "Curse", and special traits that are not listed in the core rules. This spell does not allow you to identify traits that characters possess, only traits that are affecting them.
New rule: The base cost for all skills
and spells that cause the "Maim" effect is being raised from 1,2,3,...
to 2,4,6,... Explanation: My main goal with rule tweaks in the last year has been to balance out the disparate elements of the system against each other. Currently, Maim is far more effective than the other effects that have a "base cost" of 1 (e.g. Agony or 3 Damage). In many combat situations, a Maim can be a "take out" effect, that must either be countered with a Parry or Avoid, or will swiftly decide the combat. It is more in line with effects that have a base cost of 2, such as Root.
The Moreni advantage is intended to represent increased tolerance for pain, not increased health. Consequently, Moreni now have an increased cost for Recovery, in addition to their decreased cost for Durability. The generator has been updated to reflect this.
Effective immediately, using Physician on yourself takes twice as long as the listed time. For example, if you have Physician 2, you could cure another character's Maim in one minute, but curing your own would take two minutes.
Whereas before there were only "Priests", now there are two levels: Devotee and Priest. The net effect on a Priest who wants to keep access to all the Priest powers is that it will cost an extra 5 CP, and you will also gain the "Devotion" trait. PRIESTHOOD DEVOTEE of RHIANNA (CP: 5) PRIEST of RHIANNA (CP: 10) prequisite:
Devotee of Rhianna DEVOTEE of CHITENG (CP: 5) PRIEST of CHITENG (CP: 10) prequisite:
Devotee of Chiteng DEVOTEE of LAISHA (CP: 5) PRIEST of LAISHA (CP: 10) prequisite: Devotee
of Laisha DEVOTEE of ZERINUS (CP: 5) PRIEST of ZERINUS (CP: 10) prequisite:
Devotee of Zerinus DEVOTEE of VIRANKA (CP: 5) PRIEST of VIRANKA (CP: 10) prequisite:
Devotee of Viranka DEVOTEE of LEORIN (CP: 5) PRIEST of LEORIN (CP: 10) prequisite: Devotee
of Leorin DEVOTEE of GREYMEIR (CP: 5) PRIEST of GREYMEIR (CP: 10) prequisite:
Devotee of Greymeir ARCHMAGE (CP: 10) PRIEST of SERRIN (CP: 5) prequisite: Archmage PRIEST of SOL (CP: 10) PRIEST of LUNA (CP: 10)
Recovery time is reduced by your level
in this skill. Your normal time to go from Stable to consciousness is
reduced by 30
Any "invented" rituals (i.e., those not already written up) will count as one level higher than they normally would, unless they are created by someone with a specialization in the appropriate type of magic. Demon/elemental summoning may count as a specialization if especially appropriate to the ritual. It may be possible to eliminate this penalty with extensive (i.e. multiple events) research and preparation.
The Slow effect will last until you rest for 5 uninterrupted minutes. Resting characters cannot walk, run, refresh attributes, or use any game skills. Because of this duration change to the Slow Effect, all pre-existing Slow Effects in the Aralis rules are becoming "Permanent Slow" effects (see Permanent below).
A few spells have had slight name changes,
for consistency or to avoid name overlaps with other spells/effects.
All spells should have an effect call when cast, even if Mastered. Again, I will try to add these to the individual descriptions. The only exceptions are Strength of the Earth, and "always on" effects like Staff of the Arcane and Bless Divine Servitor.
I am dramatically changing the way the spell "True Disguise" works. Here is the new description: Spell: True Disguise True Disguise may be used to protect the chosen trait from being Diagnosed, as well as from being Exposed.
| Diagnose Body | Endurance | "Let Me Clarify" | Permanent | Ritual Magic | Ritual Extension | Weakness |
DIAGNOSE BODY (or, "I couldn't help but notice that you seem to be encased in stone"): 0 CP You can call "Diagnose" followed by any of the following Body traits: Earth, Force, Ice or Web. Since this is a zero point skill, any character can use this ability, unless suffering from an effect that prevents use of game skills.
ENDURANCE You can use this skill to remain barely conscious when you are rendered unconscious by damage, or slain by a Death effect or Death Strike. While using this skill, you cannot employ most game skills (as if Drained). You cannot stand, crawl or even sit up under your own power; you can only drag yourself by one limb, lean on something, or prop yourself up on an arm. You cannot block any attacks, nor attempt to interrupt a Death Strike. You also cannot yell, shout, or scream unless affected by an Expose, though you can speak quietly, and cry out weakly from time to time. You should roleplay being weak and/or in pain. This power may be used once per day per level. Each use lasts until you are restored to full consciousness (1 or more Vitality), or until ten seconds _after_ you have died. You cannot use this ability when rendered unconscious through a Stun effect, though you may use this skill even when Drained.
This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used by player characters or non-player characters who do not have plot approval, and the information must be a clarification of some specific game effect or encounter.
Someone precedes an attack verbal with "Permanent" and calls out the verbal. The effect will last for the remainder of the event. Ignore the standard duration of the effect. Permanent effects may not be removed by resting during an event, but may still be removed by the Cure effect. Effects that already have a permanent duration, such as Damage and Death, are unaffected by the Permanent trait.
Ritual magic is now a skill which may be purchased by any character. Base cost is 4,8,12, , but this is increased for most classes. (8,12,16, for hybrids, 12,16,20, for rogues and semis, 16,20,24, for nons) Ritual magic is effectively a "per day" skill, though it is unlikely that a given character will attempt more than one ritual in the course of a day. However, if a character chooses, he may "use" only some of his levels on a given ritual, so as to save some for later. Normally, when you purchase ritual magic, you are purchasing "general" ritual magic. However, a character may "specialize" in a particular type of ritual magic. He then receives a +1 to his effective level for rituals of that type, but a -1 to all other ritual types. If you wish to purchase ritual magic more than once, to specialize in more than one variety, you may. Characters with spells that summon demons or elementals may also use those abilities for ritual magic, though any levels used for summoning cannot be used for ritual magic in the same day, and vice versa. Such rituals MUST include the God or element that the summoning skill refers to, and do not receive a specialization bonus. Each character can only use skill one from one ritual magic or summoning skill in any given ritual. Note that the spell "Bless Divine Servitor" does not aid ritual magic. The spell "Summon Major Arcana" may not be used for ritual magic unless otherwise specified. Ritual Magic "types" Each ritual involves one or more types, though those that involve multiple types are often harder. It may be possible to create or modify rituals by adding types to existing rituals, though certain combinations are extremely difficult or impossible. All casters in a given ritual may add their levels together for the purpose of that ritual. Because of the nature of rituals, it will generally be necessary to have a staff member present to observe. Each ritual requires a certain minimum number of levels of ritual magic skill and components. Rituals with more than the minimum number of components have a greater chance of success. Rituals may have one of four results: Rituals, even successful ones, may also damage or even kill those present. This is called a "backlash". Wise ritual casters keep healers nearby (but wise healers don't stand TOO nearby). Rituals performed with more than the minimum number of skill levels have less chance of damaging those involved. Backlash is least likely with normal success, and slightly more likely with failed or surging rituals. Enchanting items that are already magical may only be done if the original enchantments of the item are included in the second ritual. It is possible, though difficult, to cast more than one ritual at a time on an item. Ritual "components" Rarer than ritual components are ritual foci. These provide a (typically) much smaller bonus, and usually only to one kind of ritual, but are reusable. Many kinds of ritual components can be used at lesser effectiveness in other types of rituals. It has been pointed out that length for rituals originally listed is excessively long. Consequently, I am changing it to: five minutes, plus one minute per caster. The casters may do their rituals simultaneously, or each in sequence, or some combination of the two.
Ritual Magic: Ritual Extension Many rituals have an associated duration,
after which their effect ends. If you wish to extend a previously performed
ritual, you can do so by performing the ritual again, with all the usual
skill and component requirements. The following rules apply:
Note: David is not intending (at least at this time) to add Weakness effects to Aralis. However, as this has been added to the Core nTeraction Rules, it is being provided here for your knowledge. Your ability to strike with melee attacks is severely weakened. You cannot deliver Maim effects or called Damage effects with your melee attacks. Weakness does not affect uncalled strikes or any other weapon skill. The Weakness effect will last until you rest for 5 uninterrupted minutes. Resting characters cannot walk, run, refresh attributes, or use any game skills.
| PC Deaths | Information: IG vs OOG | Staffing Limits | Dropping Skills | Changing Classes | New PCs | Rules of Etiquette |
We are now approaching a point in the campaign where it becomes increasingly likely that PCs will permanently die as a direct result of the actions of other PCs. I want to take a moment to address this *before* it happens, and remind you all to keep your in-game concerns and out-of-game concerns separate, and trust others to do the same. First, trust your fellow PCs not to take it too personally. We all know that this is a game with a great deal of conflict, and we all recognize that death is one possible result of that conflict. I understand and encourage moderation when there are two ways you could go. But, if your character ends up in a position where he really ought to kill another character, then don't fail to do so just because of your OOC concern. Second, if you are on the receiving end of character violence, don't take it personally. I can assure you that no PC in this game is eager to "perm" another PC, and if someone else kills your character, they probably feel considerable regret about it. Most of all, remember that while the characters may be bitter enemies, the players can still be friends. Except for me. I'm not your friend.
Information: In-Game vs. Out-of-Game Concerns have recently been raised with me about the out-of-game sharing of information. I'd like to take this opportunity to remind people how strongly I discourage any OOC sharing of game information. Even when you're not spilling any secrets other than your own, you may be doing a disservice to the players with whom you share that information. Further, you may be doing a disservice to the game itself. Obviously, some people can't bear not to share every little piece of information that comes their way, and some people like to find out everything they can, even in an OOC fashion. I'm not going to adjudicate such disclosures, unless they come from NPCs. However, I would ASK that you all think long and hard before you reveal anything to another player. Everyone WILL have the opportunity to find out all these things, some day. Wouldn't it be better to afford them the opportunity to find it out in-game, rather than giving them the short-term satisfaction (or worse, frustration) of finding it out now? Doesn't it enhance players' roleplay to have their own knowledge generally mirror that of their characters? If you want to reveal things in-character, then please, feel free. If you're not, though, then think about it: should you (the player) be telling other players things if your character is not willing to?
Policy: Effective immediately, no player character can gain more than 10 CP per season (August - December, or January - July) for staffing/NPCing other games. Note that 10 CP is equivalent to 2 full weekends, or approximately 3 partial weekends. Explanation: First, the concern has been expressed to me that some games (particularly Brown games) may suffer from people's desire to get as many CP as possible by attending every LARP in the universe. Particularly in this season, there are very few free weekends. Further, Aralis itself may suffer if people gain too many points from NPCing. Now that the campaign is established, people are no longer able to get vast amounts of points through donations and other such means. Too high a rate of earning points through staffing (potentially more than double the rate one could earn points from PCing alone) can unbalance the game, and throw off the scale of character points and abilities. As always, feel free to send comments and complaints my way.
It is intended that all players have fun while playing Aralis. To that end, we occasionally allow players to modify their characters somewhat. However, in the interest of preventing frivilous changes, we only allow skills to be "sold back" under certain circumstances:
Class changes are discouraged, and should never be entered into lightly. However, they may be allowed with sufficient roleplaying justification. When you change classes, your character must have at least as many CP spent under the new class as under the old one, before you purchase any new abilities. Consequently, you may have to keep some abilities even if their cost is much higher under the new class.
I've already mentioned this to people in private e-mails, but it occurs to me that I should make it clear on the list. Aralis is no longer accepting new PCs. I expect the campaign to end in a year or two, and I don't think that a new character would have time to properly develop or fit into the campaign. Furthermore, for IC reasons it becomes increasingly difficult to explain new arrivals. Finally, I always intended Aralis to be a small game, and our playership is about as large as I would want it to get. If I do run an "Aralis 2" down the road, I expect its playership policy will be considerably less restrictive.
This is to serve as an official notice about the "rules of etiquette" that Aralis observes, both to instruct new players and to remind existing players, since we have no rulebook that states these rules anywhere and can be easily accessed. First of all, the rule of Always in Game: These rules are taken from the nTeraction rulebook, by Rob Ciccolini. Though we do not observe all of the nTeraction rules in exactly the same way as in Madrigal or other games, there are still a few points that I consdier to be important. My comments are indicated by "Ed Note." Everything else if from the nTeraction rulebook. "There is no out of game except in emergencies. There are no out of game indicators such as white headbands, and no people should be wandering about unless they are there in the actual game. To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions. CAUTION "EMERGENCY "CLARIFICATION The nTeraction system has a very firm rule regarding Physical Contact. This is it: "You have no reason to touch another player in the nTeraction system. Physical Contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to an arm or shoulder to deliver a "touch-cast" effect. Violators will be asked to leave the game" Hillary's comments: And if you still have questions, feel free to ask. I'm always willing to provide answers! Website created by Michelle
Mangio, ©2000,2001,2002,2003,2004 all rights reserved [About Aralis] [Email the Webmaster] Disclaimer: the nTeraction Rules are copyright by Rob Ciccolini, all rights reserved |
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