Post by sporky on May 26, 2020 6:09:59 GMT -4
Hello all!
Today we're excited to announce some system changes that have been long in the making. We're releasing our rework of one of our more underutilized systems: Ailments! Please read carefully the changes below! Necessary changes will be made to the rules section too, of course.
Firstly, the simple stuff:
Blind is now Disorient, and reduces one's accuracy.
Fever is now Weakness, and reduces one's damage/strength.
Nausea is now Cripple, and reduces one's mobility.
Exhaust remains the same, still reduces stamina.
Burn, though still among the 'ailments', is still in the process of being looked at it, so remains as is.
Silence is being removed as an ailment. Those with silence abilities can still silence, as flavor, but given the lack of tangible benefit we recommend reworking to a Disorient or Stealth ability!
Now, for the greater details: Most ailments - with the exception of Burn - will now follow similar rules.
As before, Ailments have a duration of 3 rounds.
Ailments now reduce the effective rank of other benefits/abilites. This starts at decreasing by one rank at F, and increases by 1 for each rank! So, 2 at E, 3 at D, etc.
Additionally, ailment 'grace periods' have also been reworked, and are now dependent on the ailment rank:
* Note: The grace period is the 'cooldown' of an ailment. After the 3-post duration is up, you must wait the grace period before applying again.
F~D: 3 Turns
C~B: 2 Turns
A~S: 1 Turn
The last important thing is that we've specified two other abilities related to ailments: Resistances and Cleanse
A Resistance allows you to passively resist ailments of that rank or below from affecting you. Ailments a rank higher than that ability have their duration reduced by 1 turn. Ailments 2+ ranks higher than your resistance are unaffected. Resisting does not affect your stamina. A resistance can only apply to one ailment.
A Cleanse ability is more stamina intensive and is actively done, i.e. through Quirk usage, but can remove ailments from your yourself or others. Cleansing is taxing to do, and does not fully prevent another attempted application of the ailment. However, the grace period is still put into effect.
Those affected by this rework are, of course, free to submit changes through Progression to reflect the new rules.
Current threads or those with abilities locked in (like the tournaments) are not affected.
Future ailments may be added, as this system allows us more clarity.
For any discussion or questions, please come to this thread to give thoughts. ( truepath.xyz/thread/8355/ailment-rework-discussion-queries )
Mods are happy to have this out here now, so we hope you enjoy the rework!
Today we're excited to announce some system changes that have been long in the making. We're releasing our rework of one of our more underutilized systems: Ailments! Please read carefully the changes below! Necessary changes will be made to the rules section too, of course.
Firstly, the simple stuff:
Blind is now Disorient, and reduces one's accuracy.
Fever is now Weakness, and reduces one's damage/strength.
Nausea is now Cripple, and reduces one's mobility.
Exhaust remains the same, still reduces stamina.
Burn, though still among the 'ailments', is still in the process of being looked at it, so remains as is.
Silence is being removed as an ailment. Those with silence abilities can still silence, as flavor, but given the lack of tangible benefit we recommend reworking to a Disorient or Stealth ability!
Now, for the greater details: Most ailments - with the exception of Burn - will now follow similar rules.
As before, Ailments have a duration of 3 rounds.
Ailments now reduce the effective rank of other benefits/abilites. This starts at decreasing by one rank at F, and increases by 1 for each rank! So, 2 at E, 3 at D, etc.
Additionally, ailment 'grace periods' have also been reworked, and are now dependent on the ailment rank:
* Note: The grace period is the 'cooldown' of an ailment. After the 3-post duration is up, you must wait the grace period before applying again.
F~D: 3 Turns
C~B: 2 Turns
A~S: 1 Turn
The last important thing is that we've specified two other abilities related to ailments: Resistances and Cleanse
A Resistance allows you to passively resist ailments of that rank or below from affecting you. Ailments a rank higher than that ability have their duration reduced by 1 turn. Ailments 2+ ranks higher than your resistance are unaffected. Resisting does not affect your stamina. A resistance can only apply to one ailment.
A Cleanse ability is more stamina intensive and is actively done, i.e. through Quirk usage, but can remove ailments from your yourself or others. Cleansing is taxing to do, and does not fully prevent another attempted application of the ailment. However, the grace period is still put into effect.
Those affected by this rework are, of course, free to submit changes through Progression to reflect the new rules.
Current threads or those with abilities locked in (like the tournaments) are not affected.
Future ailments may be added, as this system allows us more clarity.
For any discussion or questions, please come to this thread to give thoughts. ( truepath.xyz/thread/8355/ailment-rework-discussion-queries )
Mods are happy to have this out here now, so we hope you enjoy the rework!