rules-meta

Rules/meta excerpts

The Uprising of the Enchanted

In-game publication context: 16,198. Interpolated between Chronicles of Roekron, Volume 19: The Starless Night Implementation Notes and Chronicles of Roekron, Volume 20: Fall, Winter, and Spring Implementation Notes by real-world order.

Passage 14

Source text | Publication context: 16,198

rules, mechanics, or player-facing terms

Players will be running into a lot of transformed item spirits, which we will call Magic Item Spirit Haunts or Item Spirits for short. There are the common type, and the rare ones, and for ease of understanding we will simply call them common and rare. For Helpers and game masters, common ones are those that fall into the category of Tier one items with no Tier modifiers, etc. Rare items spirits are those that do not follow this guideline, but still have become Item Spirits. Their style of play and stats will be important due to their prevalence at this time and so a stat block, notes, and abilities is included below. These beings usually wear an elemental/non-humanoid sash, as opposed to an undead sash, since they do not look undead, but rather like a being made of light and metal. But a GM is allowed to suit them up however they wish for the setting, and if people would recognize them as undead, they would then also wear an undead sash. (Update: 7/30/19) Note- item spirits that are all together as a set share all their set bonuses with each other. Item spirits that are Runic have Healing Factor, and item spirits that are “Indestructible” have Resistance to being dropped by damage. If an item Spirit Haunt that were Weapons and appear to have both hands as weapons, will deal magic damage.

Passage 30

Source text | Publication context: 16,198

rules, mechanics, or player-facing terms

2. High level NPC’s will no longer be assumed to have Magic Items that give them various abilities, and will only have them if specifically handed one by the GM.

Passage 48

Source text | Publication context: 16,198

rules, mechanics, or player-facing terms

For the remainder of the season, Divine Gift will only give standard abilities from the chart within the rule book. There is no way to “upgrade” or “improve” this effect via sacrifices or quests. The same is true of Pact, Familiar, Party Blessing, and any other Rank 1-2 variable ability. Any Customized effect will be reserved for Rank 3 and above abilities such as Bless Self, or for temporary blessings and Divine Interventions. This is not to say that doing a sacrifice to a deity will not get you a Custom blessing “for the day.” But Rank 1-2 variables set abilities should be chosen by the player and not the GM and only include the standard listed choices.