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March 2019 Rules Updates and Revisions
Moderators: Lucas, dave, Curt R, davie, Taylor
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Author Post
Lucas
Mon Mar 25 2019, 11:41p.m.

Registered Member #1
Joined: Sat Dec 09 2006, 11:54p.m.

Posts: 2874
Online PDFs and the character database have not been updated yet but will be over the course of the next two weeks.

If there are any questions, please feel free to post them so that the wording can be finalized to reflect the intent of the rule as best as possible, but please bear in mind that we have not passed the bar exam yet so wording may be adjusted at a later date based on unintended loopholes.


CHAPTER 1 - GENERAL RULES

Mentoring System
A senior player with more than 200 skill points may ‘mentor’ another 'student' player with 200 skill points or less. The mentoring player may permanently grant the skill points for the event (ex. 4 points from a weekend event) to the student player. Both players must be at the event and must both be PCing or NPCing during the event (i.e. may not pre-pay or have split PC/NPC status). The mentoring player must sign the character sheet of the mentee to authorize the transfer. The sheets will reflect ‘(N)PC-mentor 0 points’ and ‘(N)PC-mentee 4 points’ respectively.


Game Effects:

Chaos
Creatures affected by Chaos enter a blind rage for one combat and must fight any target within line of sight until no more targets are standing within line of sight. Mind Shield and Iron Will will protect against the effect but there is no way to remove the effect. If a target affected by Chaos is reduced to -1 body, the Chaos effect is dispelled. If no duration is provided with the effect, the default duration is one hour or until reduced to -1 body.

Terror
Terror effects overwhelm the senses of targets to cause debilitating panic and shock that they must flee the area or combat for the duration of the effect. Terror-type effects are not mind-affecting.

Energy Drain (revised 2019)
Energy Drain effects reduce a target’s total weapon damage per swing and Caster levels for one hour as follows per the type of Energy Drain.
Lesser / Greater / Major
Total Weapon Damage (minimum of 1): -3 / -6 / -9
Caster Level (minimum of Level 1): -3 / -6 / -9

Energy Drain effects are not cumulative, and only the strongest Energy Drain effect can affect a target. All Levels return one hour after the last Energy Drain effect. Certain Spells and Creatures may reduce more than 1 Level in a single Energy Drain attack. Energy Drain effects only reduce Class Levels and have no effect on other Skills, such as Slays, Backstabs, Strikes, Professions, Occupations, etc.

Example 1: A Fighter swings for 5 points of damage and has Slay 20. A Lesser Energy Drain attack that hits her reduces her effective damage to 2 points per swing but the Fighter still has a Slay 20. A second Lesser Energy Drain does not reduce her damage any further.

Example 2: A 10th Level Natural Caster swings for 3 points of damage. He is hit with Lesser Energy Drain attack that saps three levels in one hit! He loses the ability to cast Level 8, 9 and 10 spells (now effectively Level 7) and swings for 1 point of damage. A second Lesser Energy Drain attack does not affect him any further, but a Greater Energy Drain effect would reduce his levels by 6 (now effectively Level 4) and he still swings for a minimum of 1 point per swing.

The levels of Energy Drain are Lesser Energy Drain (-3), Greater Energy Drain (-6) and Major Energy Drain (-9). Only the highest level of Energy Drain is effective at a time, overriding any weaker Energy Drain effects affecting the target. If hit with a stronger Energy Drain, the effects are not cumulative.



CHAPTER 4/5 - PROFESSIONS & SKILLS

Sanctuary Abilities (2019 revision)
Baneful Healing may be used against Undead. Controlled creatures count as ‘allies’ for the purposes of Sanctuary effects.


Undead Shapechange Other – 12 points (Deathweaver Optional Skill)
This Ability allows the user to transform a willing target into one mansized Undead form selected from the list below. The user must carry an appropriate costume and must simultaneously use in both hands two 1-point Daggertype or 2-point Shortsword-type weapons only. This Ability also allows the target to speak with Undead creatures while in a particular form. The user may purchase this Ability up to 5 times from the 6 forms below, each for a different form. The user may only Shapechange-other one target per combat per form. Other forms in the same combat are permitted. ALL Effects affecting the form are negated when the Ability ends. This Ability is usable 1 time per day, once per combat.

Base Undead Form Stats:
Body: 80 Damage: 5 Edge (Claws)
Armor: 0 (Shortswords or smaller)
Type: Special
Immune to Pin, Disarm, and Snare.

(undead shapechange chart)



CHAPTER 6 - SPELLS

Water list has been corrected to Ice to match the spells.


Lesser Energy Drain (revised)
Duration: One Hour
Level 7
Mana Cost: 12
This Offensive Spell reduces the total weapon damage per swing and Caster level of a target by 3 (minimum of 1), which must be hit with a spell packet, for one hour.

All damage and Levels return to normal one hour after the last Energy Drain effect. This Spell has no effect on other Skills, such as Professions, Occupations, etc. This is an Energy Drain effect.


Sanctuary (2019 revision)
Baneful Healing may be used against Undead. Controlled creatures count as ‘allies’ for the purposes of Sanctuary effects.



CHAPTER 7 - OCCUPATIONS

Craftsmen Item (Level 8)
Dwarven Chain Link
25cp 25pp (per 10’)
Will break at 100pts of damage in a single spot



APPENDIX A - MAGIC ITEMS

Magical Armor added (Breastplate tag as per Quality armor)

In lieu of a Spell or Skill enchantment in an Enchantable Breastplate, a player may instead enchant the breastplate armor piece with Magical Protection points per the below chart. These are not Armor Points and cannot be optimized with other game effects such as Armor Optimization or Azeron’s Enchanted Mail. These Magical Protection points are the first points lost in combat (though Azeron’s is still dispelled normally even if damage does not go through the armor’s Magical Protection points). Once combat is over, the Magical Protection points are replenished for the next combat. Armor Points damaged from combat damage are not replenished and must be fixed normally at a forge or by using an armor patch.

Magical Protection Points Chart
20 Essence Stones – 5 points of protection per combat
40 Essence – 10 points of protection per combat
60 Essence – 15 points of protection per combat
80 Essence – 20 points of protection per combat
100 Essence – 25 points of protection per combat



APPENDIX B - FAMILIARS & TOTEMS

Eagle (or any type of ‘Bird’ already an eligible Totem option



APPENDIX D - NPC SPELLS

Battlefield Fear
Level 15 Psions/Enchantment

Rally/Courage/Immune to Fear/Protection from Fear/Mind Shield/Iron Will will work

This Offensive Spell will cause all intelligent Lesser, Greater, or Major creatures on a battlefield, or also within line of sight, chosen by the caster to run directly away from the caster for 1 minute using the quickest route. If unable to flee the area, the targets will not willingly approach the caster for the duration of the Spell. After the one minute, the target may again react normally. PCs are also affected by this Spell. This is a Fear-type effect.


Terror
Level 12 Psions/Enchantment (single target)
This Offensive Spell will cause an intelligent Lesser, Greater, or Major creature, which must be hit with a spell packet, to run directly away from the caster for 1 minute using the quickest route. If unable to flee the area, the target will not willingly approach the caster for the duration of the Spell. After the one minute, the target may again react normally. PCs are also affected by this Spell. This is a Terror-type effect that is not protected by Immune to Fear.


Mass Terror
Level 13 Psions/Enchantment (20 ft radius)
This Offensive Spell will cause all intelligent Lesser, Greater, or Major creatures within a 20-foot radius of a thrown spell packet to run directly away from the caster for 1 minute using the quickest route. If unable to flee the area, the targets will not willingly approach the caster for the duration of the Spell. After the one minute, the target may again react normally. PCs are also affected by this Spell. This is a Terror-type effect that is not protected by Immune to Fear.



NOT PASSED
Changes to Crush Limb & Wither Limb
Changes to Armor Points based on physical composition
Rules for physical contact or intoxication/adult themes
Additional changes to Death Weaver
Changes to Martyr
Changes to Toss
Changes to Magic Damage
Changes to Enchanted Weapon & Magic Damage
Changes to Courage & Rally


All other submissions are pending additional review.
New submissions are always welcome year-round.



[ Edited Tue Mar 26 2019, 12:08a.m. ]
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