Patch 1.1
- Respawn times set explicitly to Sunrise & Sunset, changed on Death and Dying page
- Plague Doctor 4 (Pathology) now takes 15 minutes of appropriate roleplay to resolve, though the minutes need not be sequential. Added to the skill
- Cursed changed from: Cursed- While under the Cursed state all rites officiated by the affected gain one Vulgarity, and they cannot use Prayer or Confidence.
To: Cursed- While under the Cursed state all rites officiated by the affected or where the affected is a target of the rite gain one Vulgarity, and they cannot use Prayer or Confidence. - The sin of Blasphemy has changed from: Venial: Engaging in the traditions or rituals of the Triumverati; Mortal: Willingly extending help or assistance to a Triumverati
To: Venial: Engaging in a ritual or providing insubstantial aid to a Triumverati
Mortal: Intentionally and willingly assisting Triumverati in pursuit of their goals - The sin of Greed has changed from: Venial: Hoarding surplus goods from people who need it; Mortal: Stealing from your own kind
To: Venial: Stealing; Mortal: Hoarding surplus goods from people who need it (Vecatra addition: letting surplus goods go to waste) - The sin of Bias has changed from: Mortal: Adding your efforts to one side or another in a dispute
To: Materially supporting one side over another in a dispute - Added – 3 attribute conditions to website on Attribute page
- Added to Gathering: The person who picks up a Gathering node is the person whose skills are used to calculate success on the Gathering action. While others may point out a Gathering node to another player, they may not hand it to another player to turn in or scan.
- Added new Insanity option to our list: Obsession: Uncovering and Revealing Secrets
- Added to combat overview “When using offensive calls in Advanced Combat only one call may be used at a time.”
- In Attributes, changed typo in Strength -2 “about” to “above”
- Changed: Ranged 1 You have the training required to be able to use ranged weapons.
To: You have the training required to be able to use ranged weapons. This skill is not limited in use and may be used multiple times without resting. - Changed Horrify: They have seen Death, and it wears your face. You terrorize the minds of your victims, rendering them useless. After causing a wound you may call Terror. This skill refreshes after a rest per the combat skills.
To: They have seen Death, and it wears your face. You terrorize the minds of your victims, rendering them useless. After causing a wound you may call Terror on the target of the wound. This skill refreshes after a rest per the combat skills. - Added to terminology page: Escape – A character with this ability may call “escape” and, provided no one else has the same call, the character has successfully fled the scene and evaded pursuers.
- Changed Fortitude 2: Once per day you may resist any disease or utilize the Hardy perk as if you possessed it
To: Once per day you may resist any disease or Rest while downed to immediately get back up. In so doing, you take the Battered and Bleed conditions. - Changed: Whenever a character accomplishes a Personal Victory, they lose a point of Despair and gain an extra Experience Point. Characters that have Faith in Self also lose one Depravity as they reaffirm their sense of purpose.
To: Whenever a character accomplishes a Personal Victory, they lose all Despair and gain an extra Experience Point. They may earn one such XP per game. Characters that have Faith in Self also lose one Depravity as they reaffirm their sense of purpose. - Changed Dermal Hardening: Physrep hardened skin plates of chitin. Gain one armor point to torso. Torso armor no longer fits.
To: Physrep hardened skin plates of chitin. Gain one armor point to torso that refreshes once per significant rest (it repairs itself at the end of combat). It goes away once a person is Battered in the torso and won’t return until the Battered is resolved. Torso armor no longer fits. - Changed: Battered/Stabilized– An injury that is stabilized becomes a Battered Torso or Limb. You regain partial strength and must use that limb or Torso as though it is in immense discomfort. You may not use combat skills, although you can still hold a sword or shield and use Guarded, Armor and Strike. At the end of the event you become healthy.
To: Battered– An injury that is stabilized becomes a Battered Torso or Limb. You regain partial strength and must use that limb or Torso as though it is in immense discomfort. You may not use combat skills, although you can still hold a sword or shield and use Guarded, Armor and Strike. At the end of the event you become healthy.
Stabilized– the action that changes an Injured Torso or Limb into a Battered Torso or Limb. Anyone can Stabilize a person who is downed by wrapping bandages five full revolutions over the affected area of the body. This can be done over clothing, but cannot be done over armor without a special skill. You also can’t stabilize yourself, normally.
Changed Well Rounded: Select an additional talent tree branch to add to your self teach list, you do not receive a free skill for selecting
To: Select an additional talent tree branch to add to your self teach list. - Changed: If your character does choose to rest peacefully in final death after a Devotion Win, you may make a new character and choose either:
A free dot of a skill from your previous character or;
A nugget of knowledge or deep lore from beyond.
To: If your character does choose to rest peacefully in final death after a Devotion Win, you may make a new character and you may add a skill tree from your previous character to your new character’s self teach list. - Changed: The first time you gain a maim, it is a Minor Maim. If a Minor Maim already exists in that location upon taking another maim, it becomes a Severe Maim. All maims need to be reported to staff when convenient that day, or added to the character database. Crippling Maims may only be taken at character creation.
To: The first time you gain a maim, it is a Minor Maim. If a Minor Maim already exists in that location upon taking another maim, it becomes a Severe Maim. If a Severe Maim already exists within the location upon taking another maim, it becomes a Crippling maim. All maims need to be reported to staff when convenient that day, or added to the character database. Crippling Maims may also be taken at character creation. - Map added: https://ageofasheslarp.com/world-summary/
- Sin of Honor changed to Sin of Dishonor
- Changed: Parry- The defender may call “Parry” as a defense to avoid the damage from a successful attack.”
To: “Parry – The defender may call “Parry” as a defense to avoid damage or effects from a successful attack.” - Added to the Outlander Flaw “True Outlander” that they speak the language of their original culture and do not start with Capindris
- Clarified Passion Venial to detail that intoxication means consuming any alchemical concoction that includes the euphoric, intoxicant, hallucinogenic, or addictive qualities to the point that it affects you
- Changed -1 and -2 Intellect to be: -1 You are illiterate and cannot read in character, you are unable to summon the mental intellect necessary to cast spells. You cannot interact with schematics in any way. -2 You cannot speak using prepositions and cannot understand abstract concepts, you are thus unable to use social offenses. You cannot see perception or quest tags.
- Added alcohol and intoxication rules to the Alchemy section on Social, Mental and Trade Skills: Alcohol and other intoxicants have the effect of temporarily suppressing despair while also giving the character Resolve -1. It takes three units of intoxicant to get drunk, and the effect lasts for three hours. Similarly four units of intoxicant result in four hours of intoxication, five units result in five hours, etc. At six units of intoxication the character gets the blackout condition in addition to still being drunk.
- Clarified that Sacrificed Time, Still a Child, Fargahi, Ostracized, and On Vagary are not purchasable off-culture with glory
- Changed: The Armor call is used when your armor is struck. An Armor call, if available, will negate a Strike made against you. The strike must have actually hit a place on your body that was covered with the armor in order for you to make an Armor call.
To: The Armor call is used when your armor is struck. An Armor call, if available, will negate a Strike made against you. The strike must have actually hit a place on your body that was covered with the armor in order for you to make an Armor call. Armor is not part of the normal defensive chain of Advanced Combat. This means that if Player A strikes, Player B calls Armor, then Player A calls Driving, Player B may also call Dodge. - Changed: You cannot take any steps or actions while hidden. You remain hidden until you do. Another character may find you through the skill “Tracking”. You may not use this or any Stealth ability while in medium or heavy armor.
To: You cannot take any steps or actions while hidden. You remain hidden until you do or if the conditions that allowed you enter the Stealth condition are removed. Another character may find you through the skill “Tracking”. You may not use this or any Stealth ability while in medium or heavy armor. - Added that Malefic Butcher takes five minutes of appropriate roleplay to complete
- Changed: If you can’t block a blow, you’d best move out of its way. After you expend a “Parry” you gain one “Dodge”.
To: If you can’t block a blow, you’d best move out of its way. After you expend a “Parry” you gain one “Dodge”. You cannot earn more than one Dodge at any time with this power, and this Dodge goes away after rest. - Changed Shock and Awe: With a biting comment or growled threat, you force others to take a step back. Once per conversation, you may use this call while saying something intimidating and deliver a Push effect to a single target. This skill use must be accompanied by a credible threat or scathing insult with the Ethos gesture, or by using the verbal command “Heed: Push”. (Push: You must stumble backwards to be a step outside of the range of whatever delivered the push. [3 steps]) Call: Ethos – Push
To: With a biting comment or growled threat, you force others to take a step back. Once per conversation, you may use this call while saying something intimidating and deliver a Push effect to a single target. This skill use must be accompanied by a credible threat or scathing insult with the Ethos gesture, or by using the verbal command “Ethos – Push”. Call: Ethos – Push - Changed: In Advanced Combat a defender may call “parry,” “dodge,” or “block” depending on their abilities. These defense calls may be countered by various other abilities, but the chain stops at that third call. There is no call that negates the negation of a defense call, or in other words there is not a second defense call that can be used. For example, Player 1 lands a Strike on Player 2. Player 2 calls “Dodge”. Player 1 calls “Quick” which negates the Dodge. This is where the calls end and Player 2 takes the hit, even if they had other defensive calls they could have used. They also have used up their Dodge, even though it was negated.
To: In Advanced Combat a defender may call “parry,” “dodge,” or “block” depending on their abilities. These defense calls may be countered by various other abilities, but the chain stops at that third call. There is no call that negates the negation of a defense call, or in other words there is not a second defense call that can be used. For example, Player 1 lands a Strike on Player 2. Player 2 calls “Dodge”. Player 1 calls “Quick” which negates the Dodge. This is where the calls end and Player 2 takes the hit, even if they had other defensive calls they could have used. They also have used up their Dodge, even though it was negated. The one exception to this is Power Strike. Power strike is the one ability in which a second defense may be called. Essentially, Player A hits Player B, Player B calls a Defense, Player A calls Power Strike, and then Player B may also call Power Strike as a counter. - Added additional details to Traps such as size requirements for construction (36 square inches) and line test strength of 2-5 lbs.
Clarifications:
- All item cards should be accompanied by a phys rep. If you do not have phys reps attached to an item card you cannot have more than ten item cards in a small box or untagged container, fifteen in a medium box, or twenty in a large box.
- Honor code clarifications: Given that breaking these tenets results in a personal failure, for each tenet you provide you must also provide an explanation of why this tenet is so important to your character it would result in a personal failure and list some examples of failure states. These tenets should be “above and beyond” normal behavior, be action oriented rather than thought oriented, something that a player would regularly encounter in the game space, have an obvious failure condition, and be a meaningful tenet that carries emotional weight. Some good examples include: I will always pray for at least one minute before engaging in any combat AND I will never allow a non-Benalian to touch a Benalian artifact
- Perception tags may be taken and picked up unless the tag specifically says you cannot. If you wish to engage with the tag, we recommend picking it up and bringing it with you.
- Escape may be used in certain situations where the character meets the qualifications. For example, if you possess the skill Slippery Customer and can reach an unlocked window with your hand, if you possess contortionist and perform 30 secs of wriggling near an opening your head can fit into, or if you have Speed 2 and are 20 feet away from another character. Provided no one else has the same call and skill, the character has successfully fled the scene and evaded pursuers. If you successfully escape enter the OOC state by placing a closed fist on your forehead and swiftly exiting the area. You must re-enter game out of line of sound and sight from those you escape from
- We received many questions about why we were interested in having players and NPCs report on sins they observed. We do this not to automatically add sin to someone’s sheet without their knowledge, but rather so we can engage the player who sinned in a conversation about what happened. For us it is a good way to clarify the morality system and check in with people to be sure the system is understood.
- When utilizing social powers please use both the assigned hand symbol and the verbal call. This is to ensure that people who might not be sure of which power you are using, or if you’re using a power at all, are certain, and they know which defense they can use.
- Thieving! Staff has a thief log where they keep track of everything that is taken from another player. In the event that you steal an item, you must steal both the phys rep and attached tag. For example, when looting armor off the battlefield, you will need to remove the armor from the character rather than simply taking a tag from their body. Please bring the phys rep prop and the tag to staff, where we will keep the prop for safe-keeping and return to the owner, and will issue you a tag for the item for you to attach to your own phys rep at your next opportunity.
- Natural weapons cannot be used to guard against melee weapons or parry with unless you have Superior Balance in the Martial Arts Tree.
- Push calls cause the defender to move five full steps back. If the defender cannot move back any further steps safely, then they must count the remaining steps aloud as seconds before taking further action. Push breaks Grab.
- While in a grab the defender can only use light weapons or brawl, not medium, heavy, or ranged weapons.
- Maims are inflicted after a limb or torso is Battered and then hit again, rather than Injured
- If a ranged weapon user fires a shot that another character or NPC does not appear to have registered, they may call “Confirmed Arrow” or “Confirmed Bullet”, etc. as relevant, prompting calls in cases where a hit may not have been noticed. We also encourage ranged weapon users to use chalk on the end of their weapons if they would like, in order to better indicate hits.
- You cannot stabilize someone without bandages.
- Arrows are expended when fired, just like bullets.
- Removing a maim with the Set Bone skill does not take a person back to the battered state, but rather returns them to normal. Per the skill: The patient should wear a bandage on the healed body part for the remainder of the day, though the minor maim is returned to normal as soon as the skill is used.
- Malefic creatures and monsters will utilize the call “malefic” or “monstrous” as a prefix in front of their calls in order to indicate when they are using a power that is outside the realm of normal calls or behavior. We do not have a toughness call in AoA.
- In the event that you engage another character in combat and hit them, you MUST wait for a response before you hit again.
- In the event that multiple people hit a single target in a short amount of time, the target may use one singular Defensive call to counter all of those received hits. Those attackers who have a counter may then use it. For example, if five PCs land hits on a monster within the same span, the monster may call Parry against all of them. If one or more of the five PCs has a use of Mighty, they may then call it and the monster would take the hit from that PC.
- If you have a Battered limb, you may not use any combat skills with weapons held in that limb, although you may still hold and use a melee weapon to guard and strike (as this is not a skill). You may also use other skills, such as social and crafting without any penalty. If you have a Battered torso, you may not use any combat skills, although you may still hold and use weapons to guard and strike and use non-combat skills. As ranged weapons require the use of a skill to utilize, you may not use a firearm or a crossbow in a battered limb or if you have a battered torso, and you may not use a two handed bow with either arm battered or a battered torso.
- When using group social powers you may add a verbal call “Group” in addition to the Group hand sign to clarify to those that do not see your sign
- Powerstrike states that: You must actually hit the recipient, but they are unable to defend against this attack except with another Power Strike. In this case we are defining the recipient as the body of the person struck, which means that a shield that interrupts a power strike can counter it. Power strike is the one ability in which a second defense may be called. Essentially, Player A hits Player B, Player B calls a Defense, Player A calls Power Strike, and then Player B may also call Power Strike as a counter.