Librium – Changelog 2017-09-24

0. General

  • Effects that last “1 round” now last “1 turn.” This means an effect that would last “until the start of your next turn.” Instead lasts “until the end of the target’s next turn.” This is because certain enemies take multiple turns in a round and they shake effects off faster, thus not being punished more times than their weaker counterparts.
  • Haste: instead of imparting additional AP during your turn, it will now grant an additional turn at +5 initiative. It also grants +1 reflex.

2. Races

  • Ersatz
    • Mechanical Body: Rest requirement changed from “4 hour of rest every 24 hours” to “8 hours of rest every 48 hours”
  • Gnome
    • Added a blurb about family circles.
  • Syvlari
    • Purity of the Wild: Reduces from Severity 5 to severity 2. The permanent severity reduction reduced from 2 from 1.

4. Skills and Talents

General

  • Effects that last “1 round” now last “1 turn.” This means an effect that would last “until the start of your next turn.” Instead lasts “until the end of the target’s next turn.” This is because certain enemies take multiple turns in a round and they shake effects off faster, thus not being punished more times than their weaker counterparts.

Communication

  • Befriend: 4 XP: Reworded for clarity. In addition, cost reduction increased from 1 minute to 2 minutes.

Polearms

  • Heavy Thrust: Reworded to support the attack the talent makes, specifically.

Staves

  • Lion’s Den: Changed from “repeat this talent” to “make a basic melee attack.”

Throwing

  • Rapid Volley: Changed from [W] AP to 6 AP
  • Rapid Volley: Removed ability to draw a new weapon as part of the attack.
  • Rapid Volley: Second trait: Allows you to draw a new weapon with each attack

5. Equipment

 

Weapons

  • All weapons: Damage expression updated to have parenthesis around damage values to express that the damage is per outcome.
  • Shortsword: Damage increased from 3 to 4.
  • Scimitar: Damage increased from 3 to 4.
  • Longsword: Damage increased from 4 to 5.
  • Greatsword: Damage increased from 5 to 6.
  • Flail: Damage increased from 3 to 4.
  • Mace: Damage increased from 3 to 4.
  • Warhammer: Damage increased from 4 to 5.
  • Heavy Maul: Damage increased from 4 to 5.
  • War Axe: Damage increased from 3 to 4.
  • Great Axe: Damage increased from 4 to 5.
  • Dagger: Damage increased from 2 to 3.
  • Parrying Dagger: Damage increased from 2 to 3.
  • Mage’s Staff: Damage increased from 2 to 3.
  • Quarterstaff: Damage increased from 2 to 3.
  • War Staff: Damage increased from 3 to 4.
  • Halberd: Damage increased from 2 to 3.
  • Short Spear: Damage increased from 2 to 3.
  • Unarmed Strike: Damage increased from 2 to 3.
  • Iron Arrow: Damage increased from 3 to 4
  • Karimata Arrow: Renamed Blade Arrow

Spell Foci

  • All Foci: Damage expression updated to have parenthesis around damage values to express that the damage is per outcome.
  • Damage types removed from spell foci. They cannot be used for basic attacks. Use the arcane bolt technique to make basic attacks.
  • Imbued Symbol: Damage increased from 3 to 4.
  • Mage’s Staff: Damage increased from 4 to 5.
  • Spell Tome: Damage increased from 3 to 4.
  • Scepter: Damage increased from 3 to 4.
  • Divine Weapon: Damage increased from 3 to 4.

Aether-tools

  • All Aether-tools: Damage expression updated to have parenthesis around damage values to express that the damage is per outcome.
  • Damage types removed from aether-tools. They cannot be used for basic attacks. Use the aether bolt technique to make basic attacks.
  • Savant Tool: Damage increased from 3 to 4.
  • Solaris Tool: Damage increased from 4 to 5.
  • Gemini Tool: Damage increased from 3 to 4.
  • Polaris Tool: Damage increased from 3 to 4.

 

5.5 Techniques

Arcana

  • Rank 2
    • Added Plant Growth

Engineering

  • Various undocumented changes.

6. Adventuring

Resilience

  • Tenacious: Removed
  • Convicted: Removed. Everyone has conviction.
  • Imbued: Added. Imbued creatures have technological protection increase their endurance. They take additional damage from impact and slashing
  • Warded: Added. Warded creatures are protected by magical means that increases their endurance. They take additional damage from piercing and warp damage
  • Hardened: Unchanged, but as a refresher they are protected through tough hides or heavy armor, increasing their endurance. They take additional damage from rending and magic

12. Character Sheet

  • Changed “Deity/College” to “Institute”

Character Reference Cards

Character Reference Sheet

  • Removed actions that cost movement points
  • Removed recovery of stress
  • New Action: Recuperate – 4 AP. At the start of your next turn, if you have not taken any damage, you recover 15 endurance stress. This gives players a way to heal that is intended but also not difficult to track.
  • Added damage-type table.
  • Added Status Effect list

TODO

  • Put Institutions in the Persona section, in place of deities and faith. Same layout style (don’t forget to recommend expertise skills associated with them)
  • Adjust heavy armors. They aren’t good enough.
  • Change all document top/bottom margins from 1.00” to 0.75”
  • * Kender shall be renamed Kaedar
  • * Add Tribe names for Mau
  • * Change sylvari racials to suit their new design more.
  • * Kender names
  • * Kender race name
  • * Change Auralei Active.
  • * Describe “The Essence, The Flow, The Lifeforce”
  • * Warp damage is often considered “dark magic” and uses “dark energy” perhaps related to the shadow plane?
  • * Create Archetypes

 

 

 

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