Post by Admin on Jul 17, 2015 0:26:49 GMT
The following is a list of any changed, adjustments, and/or clarifications that are made to the Merits/Flaws from the listed book. If it is not here then it is considered fine as is and you should check the not allowed list to see if it is in play.
Physical Merits and Flaws
Ambidextrous:
(Change) This is a 1 or 3 trait cost merit now.
At one trait you can use your off hand with no penalty, just not at the same time as the other. So if one hand is unable to be used you still have full function of and capability with the other hand.
The 3 trait cost merit not only gives you the benefits of the 1 trait, but also allows you to use your off hand in combat. The standard mechanics apply with only one change, Off Hand actions are not actions that happen at the end of the round. They happen side by side with each action you take. This will balance out as failing challenges will deplete Attributes quickly to use in subsequent tests. To use your off hand you must declare Ambidextrous at the beginning of the action (if able to), and bid your traits.
Each hand is a separate test and source of damage, this means the following;
-If you lose the first test you are down attributes for the other hands tests.
-You must spend abilities to retest each hand individually, so running out on one means no retest for the other.
-Damage mitigation applies to each attack separately.
Bad Taste:
(Clarification) If they do not burn the willpower they will no longer attempt to bite attack or grapple you with your mouth. This effect is also an issue for other aspects of your life, you know, like sex, because you taste nasty. This has no combat mechanic other than no biting, the retching person can react in combat as they see fit. They may even talk shit if they like too.
Huge Size:
(Change) You also get an extra step in combat. This reflects over to other forms.
Permanent Wound:
(Clarification) These health levels are gone and cannot be healed back.
Mental Merits and Flaws
Berserker:
(Change) You may make a test of Willpower vs. Rage to come out of a frenzy you initiated with this merit after spending a number of rounds equal to your permanent Rage in the frenzy state.
Iron Will:
(Clarification, Change) When you spend the willpower you are immune to the use of powers using mind-altering effects for the round. These are powers that try to change your mind or force you to do something you didn't want to.
Social Merits and Flaws
Enemy:
(Clarification, Change) Enemy is a reflection of something that does not like you. The level of this flaw you take does not reflect how powerful it is, it reflects how much they don't like you and are willing to piss all over you. When you take this flaw you will be asked a series of questions that will help staff determine what it is you pissed off and give it stats. As a disclaimer, no, not every gang banger is going to be an entire team of Navy Seals, we are not going to be absurd with our designs. If you manage to defeat you Enemy in one form or another we will give you one game session per a level to buy off the flaw, if you don't, then somehow you pissed off someone else in the world that will show up sooner or later.
Physical Merits and Flaws
Ambidextrous:
(Change) This is a 1 or 3 trait cost merit now.
At one trait you can use your off hand with no penalty, just not at the same time as the other. So if one hand is unable to be used you still have full function of and capability with the other hand.
The 3 trait cost merit not only gives you the benefits of the 1 trait, but also allows you to use your off hand in combat. The standard mechanics apply with only one change, Off Hand actions are not actions that happen at the end of the round. They happen side by side with each action you take. This will balance out as failing challenges will deplete Attributes quickly to use in subsequent tests. To use your off hand you must declare Ambidextrous at the beginning of the action (if able to), and bid your traits.
Each hand is a separate test and source of damage, this means the following;
-If you lose the first test you are down attributes for the other hands tests.
-You must spend abilities to retest each hand individually, so running out on one means no retest for the other.
-Damage mitigation applies to each attack separately.
Bad Taste:
(Clarification) If they do not burn the willpower they will no longer attempt to bite attack or grapple you with your mouth. This effect is also an issue for other aspects of your life, you know, like sex, because you taste nasty. This has no combat mechanic other than no biting, the retching person can react in combat as they see fit. They may even talk shit if they like too.
Huge Size:
(Change) You also get an extra step in combat. This reflects over to other forms.
Permanent Wound:
(Clarification) These health levels are gone and cannot be healed back.
Mental Merits and Flaws
Berserker:
(Change) You may make a test of Willpower vs. Rage to come out of a frenzy you initiated with this merit after spending a number of rounds equal to your permanent Rage in the frenzy state.
Iron Will:
(Clarification, Change) When you spend the willpower you are immune to the use of powers using mind-altering effects for the round. These are powers that try to change your mind or force you to do something you didn't want to.
Social Merits and Flaws
Enemy:
(Clarification, Change) Enemy is a reflection of something that does not like you. The level of this flaw you take does not reflect how powerful it is, it reflects how much they don't like you and are willing to piss all over you. When you take this flaw you will be asked a series of questions that will help staff determine what it is you pissed off and give it stats. As a disclaimer, no, not every gang banger is going to be an entire team of Navy Seals, we are not going to be absurd with our designs. If you manage to defeat you Enemy in one form or another we will give you one game session per a level to buy off the flaw, if you don't, then somehow you pissed off someone else in the world that will show up sooner or later.