Patch 1.2

New Pages:


  • Following terms were added to the terminology and states page:
    • Malefic <Effect> : Used to indicate the call comes from a supernatural source, and may exceed the quantity normally allowed or may operate differently than standard calls. May be resisted by normal means.
    • Instincts: An advantage or disadvantage which Monsters have.
    • Monster Subclasses:  Any of the nine specific types of monsters, containing a wide variety of specific monsters within each of them. 
    • Essences: Any of the four humors, condensed from a Human or Monster for use in alchemy, magic, ritual, or other purposes.
    • Divine Resist <Effect>: A Resist originating from a Divine source, capable of resisting Divine, Arcane, Malefic, and Standard effects.
    • Originating Point: The place where a Monster manifests from or makes its home.
    • Pain: Treats a hit location as if it was Injured until the end of the scene.  No actual wound is taken.
    • Divine <Effect>: Used to indicate the call originates with some divine source. May only be resisted by Divine or Arcane resists.
    • Drain: A call that indicates that a state or condition has been removed, or drained away.
    • Fire: Represents being set aflame. The target must immediately stop whatever they are doing and mime putting out the fire for ten seconds, or they are dealt a Strike to the torso.
    • Resist: Used to ignore a call issued to the user. Cannot normally ignore Arcane and Divine calls, unless it is also an Arcane or Divine Resist.
    • Divine Powerstrike: A Powerstrike from a divine source. Can only be resisted with an Arcane or Divine Powerstrike.
    • Anacrusis table: The tables constructed to randomize the effects of Anacrusis when it is triggered, primarily used by magicians. The table lists Mild, Moderate, and Catastrophic degrees.
    • Trauma Table: The tables constructed to randomize the effects of Trauma when it is triggered, primarily used by Seers. 
    • Divine Wrath Table: The table constructed to randomize the effects of Divine Wrath when it is triggered. Primarily used by cultists and those interacting with divine objects or committing blasphemous acts.
    • Tracking Reveal: As tracking, but forces those responding out of Stealth (unless the Stealth is Arcane or Divine).
    • Tracking: Indicates that a player is using Tracking and is accompanied by two claps, when this call is used all within hearing range must respond with two claps of their own. Sometimes the call has a specific <modifier> such as “Tracking: Malefic”.
    • Unweave <name of power>: Eliminates an active Paladin power.
    • Parry <Name>: Indicates that the user is either taking a hit on behalf of the named, or using a defense call on their behalf.
    • <Effect> on < Name>: Indicates that an effect that targets one player is instead being taken by a different player. 
    • No Effect: Indicates immunity to the call it is a response to.
    • Possession: The takeover of a player’s actions by another entity.  Possession is resisted with the Resolve attribute as well as other abilities and comes in levels.  A level 1 Possession succeeds when the target is Resolve 0 or lower, a level 2 Possession succeeds when the target is Resolve 1 or lower, a level 3 Possession succeeds at Resolve 2 or lower, and those with Resolve 3 are typically immune to Possession. In order to possess a player, an entity must say Possession <level> after it lands the effect.  Players counter with Resolve <level>. As possession happens in the non-physical sphere, this effect cannot be countered with dodge, armor, or other normal abilities. 
  • On the Skills page under Ranged,
    • “You have enough familiarity with your ranged weapon to be able to effectively use your projectiles. You can now use ammunition qualities.”
      Was changed to:
      “You have enough familiarity with your ranged weapon to be able to effectively use your projectiles. You can now use special ammunition qualities.”
  • On added Possible spends in game table and glory concepts
  • On, changed:
    • Each deity will have two Dedication types they will accept, listed in the religions description.
      Major religions accept any of the five Dedication types, while smaller deities will have two Dedication types they will accept, which are listed in the religions description.
  • On Schematics
    • Quest items and schematics were added to the Schematics page, Journal and Skillbook added to Quest items section.
    • Holy Water Shot, Holy Water Arrow changed to Holy Shot and Holy Arrow
  • Glory has been moved from a submenu of Character Creation to under Content
    • Glory page updated to note that starting play with a Triumverati Cultist is 20 Glory, 3XP 
  • Faith and Devotion has been moved from a subheading of Character Creation to its own header, called Religion and Faith
      • Sins and Depravity has been moved under this header
      • Cultists and Rites has been moved under this header
  • Code of conduct has been moved to a submenu of More
  • On Social, Mental, and Trade skills added note that “If a social skill lands successfully on a target that target does not feel as if anything is amiss, instead it is as if is a natural reaction”
    • Schematics has been moved to a submenu of Character Creation and Rules > Social, Mental, and Trade Skills
  • Death and Dying page
    • Added a section on Dying in Endgame
  • Spellcasting changes
    • Use of Mages changed to Magicians
    • Page reordered for understanding
    • Introduction changed to clarify that spells from one guild cannot be used by another guild
    • Under Structure “Magicians are members of one of the four Guilds of Magicians.” changed to “Magicians are members of only one of the four Guilds of Magicians.”
    • Corrected under casting that the wheel displayed was the general wheel, and not specific to Fire
    • Anacrusis clarified to note that missing Fallacies cause an increase in Anacrusis and the spell to fail
    • Acquiring new spells updated to indicate specific requirements for increasing rank
    • Magicians within the world, details on each guild, example spells, arcana parts, and gestures added
  • The following changes have been made to the Cultists and Rites page
    • Overview changes
    • Added section about The World’s Religions
    • Added links to religion sections
    • Added link to current cult sections
    • Changed Practice – You must perform a public act that is in line with your deities ideals, defined by the Virtues of the religion.
      Practice – You must perform a public act that is in line with your deities ideals, defined by the virtues of the religion.
    • Changed Conviction – You must accept a temporary Honor Code tenet in line with your deities ideals, defined by the Virtues of the religion that lasts until the end of the next Event.
      Conviction – You must accept a temporary Honor Code tenet in line with your deities ideals, defined by the virtues of the religion that lasts until the end of the next Event.
    • Oaths changed to Occult Oaths and Vows
    • Added: Every Cult carries with it a Vow that the Cultist swears when they become ordained, and it’s what binds them to their divine power. If the Cultist violates their Vow at any time they gain Depravity as per the breaking of a sworn oath, and they lose the ability to Officiate rites until they no longer have the Depravity for breaking that oath. They may still go through the motions of performing a rite, but they have no mechanical effect and do not risk Divine Wrath, as your divine no longer recognizes you as a worthy officiate of their worship.
    • Removed: For fully fledged religions, such as the Benalian faith, there are multiple Orders contained within the faith, and a Cultist can accept multiple Vows within the religion so long as they don’t conflict. This allows them to perform rites from multiple Order lists, but if they break one of their oaths they lose access to all their rites, not just the rites from the Orders Vow they broke.
    • Added section on Shrines and Altars
    • Added to Structure: Within any religion there are two different groups, those who speak for the divine and lead the faith in its rituals, and those who follow the religion.  Those who cast rituals and are a figure of authority in a cult or religion are called Cultists, and are typically initiated into that role by another Cultist with the proper ritual. Those who simply follow the faith, who participate in rituals that are lead by Cultists, are called the faithful or neophytes, and typically introduced to the cult via a baptism rite of some kind.  Not all cult rituals require the participants to be baptised in the faith- and in fact many Cultists encourage those not of the faith to take part in their rituals.  
    • Removed from Structure: Most religions follow a similar structure in their hierarchy, though they may differ on the specifics of who can and cannot be a Cultist or how many Ranks the cult has. 
    • Holy Text changed to Holy Writ
    • Added how to create a Holy Writ and what it does
    • Removed: Most cults have a Holy Text, a book or scroll that details the teachings of the divine they worship, their story, and instructions on how to perform the rites of their faith. This is an item that all Cultists may enter game with at creation. For cults that do not maintain a Holy Text and instead have their rites passed down by oral tradition, they must carry an OOC writeup detailing the rites Rank, Orthodoxy, Observances, and mechanical effects of the rite so they may be referenced in the event of a rules dispute. These details are typically contained in the Holy Text of cults that maintain one. If you do not have the full written details of the rite in either a Holy Text or OOC reference form, any attempted rite fails automatically and does not incur Divine Wrath, though any Offering Observance is consumed.
    • Added to Officiating: Rituals will often call for intense scenes and actions, but at no point should a player actually perform actions that are painful, dangerous, invasive to another player, or that make another player feel uncomfortable or pushed past their boundaries in any way.  When a ritual calls for an uncomfortable activity, it is expected that this action will be mimed or performed in a way that the participating players are comfortable with. It is important to remember the check-in system and receive consent before any physical roleplay is initiated. This includes activities that involve undressing or partial nudity, eating gross things, restraining a sacrifice, acts of ritual violence, anything that might damage a costume or makeup, etc.  Should players decide to engage in any partial undressing for a rite, special care should be taken to ensure it is to the level of comfort for all participants, and should be kept to private areas that people can remove themselves from.  For safety, when a ritual involves other participants, we recommend having each participant read the OOC Holy Writ write-up of the ritual before starting to ensure they have advance notice of what is to come, and the participant may choose to give the go-ahead, discuss, or fade to black.  
  • Glory page has been updated to be clear that Triumverati cultists are more glory than other cultists
  • Various schematics added to the schematics page, including the following:
    • Diamond-infused candle
      Jewel-infused ink
      Glass Bowl
      Gold Leonem
      Golden Dagger
      Silver Censer
      Silver Dagger
      Silver Leonem
      Signet Ring
      Branding iron
      Clay pot
      Glass Vial
      Iron Leonem
      Metal Bowl
      Oiled Leather
      Straw Doll
      Wooden bowl
      Wooden Leonem
      Diamond Dust
      Emerald Dust
      Iron Nail
      Lead Shavings
      Ruby Dust
      Sapphire Dust
      Cermonial Athame
      Silvered Water
      Stained Glass Mask
    • Glass Schematic changed to include sand
  • Removed information about pre-release events from start here page and added references to current content
  • Updated event page