Post by Admin on Oct 16, 2014 21:16:26 GMT -8
CHANGES TO HUNTER’S MOON RULESET – 10/15
Drug Rules:
The rules for drugs in the system are undergoing a complete overhaul. While we know the changes may not be as realistic as the original system, we are primarily hoping to simplify it so that the rules are not so impossible to understand or remember, while still allowing plenty of room for engaging role play.
There are two different categories of drugs available in-game. Regardless of what specific type of drug an individual may be attempting to craft or use (PCP, marijuana, morphine, etc), a drug will fall into one of the two following categories and as such have its listed effects.
-Uppers: Upon taking, the individual may choose to gain either 1 rank in Dexterity, or 2 ranks in Resilience. This effect lasts for 10 minutes. Using this item will build up 1 Short Term Addiction Point, and cause a Crash effect once it has worn off.
-Downers: Upon taking, the individual may choose to gain either 1 rank in Resist, or 10 Energy. This effect lasts for 10 minutes. Using this item will build up 1 Short Term Addiction Point, and cause a Crash effect once it has worn off.
Crash Effect:
After the effects of a drug have worn off, the player may not regenerate energy on their own for 10 minutes. This means that Therapy will have no effect, as it is simply intended to speed up one’s natural regeneration process, though energy that is granted, such as from an item or abilities such as Energy Burst, will work normally. The Crash Effect does stack, so each drug taken means an additional 10 minutes of the Crash Effect.
Addiction Points:
There are two different categories of Addiction Points: Short Term Addiction Points (henceforth referred to as STAP) and Long Term Addiction Points (referred to as LTAP).
-Short Term: STAP are built up by taking drugs. They expire at the rate of 1/hour for Immortals. Building up just a couple STAP is not dangerous for Immortals, but they do stack, and continued use becomes problematic. If a single character reaches 5 STAP, they accrue 1 LTAP. Each STAP accrued beyond 5 also earns 1 additional LTAP. (So, 5 STAP = 1 LTAP, 6 STAP = 2 LTAP, etc.) **IF A PLAYER REACHES 10 STAP, THIS IS CONSIDERED DEADLY AND MAY RESULT IN CHARACTER DEATH OR PERMANENT RETIREMENT. SEE PLOT.
-Long Term: LTAP are built up by accruing large numbers of STAP (see above). They are considered far more serious. LTAP expire at the rate of 1/game IF the character in question does not accrue any more LTAP for the game in question, or at the rate of 3/game IF the character in question does not use any drugs at all. Accruing LTAP has serious consequences, as outlined below.
1-2 LTAP: The character begins play at the following game with 3 STAP already accrued. The STAP expire at the normal rate, but this does make it more challenging to avoid accruing additional LTAP.
3-4 LTAP: All energy regeneration AND energy restoration for this character is halved. This DOES affect energy gained from items and abilities.
5+ LTAP: The character may not regenerate energy through any means. **IF A PLAYER REACHES 5+ LTAP, THIS IS CONSIDERED EXTREMELY HIGH RISK. IT WILL RESULT IN PERMANENT CHARACTER CHANGE, POTENTIALLY RESULTING IN CHARACTER DEATH OR RETIREMENT. SEE PLOT.
Changes to Durability Rules:
Currently, non-consumable items (such as weapons and armor) have boxes intended to be used for marking durability each game. They require upkeep to avoid falling into complete disrepair. We will be overhauling this mechanic to make it simpler to keep track of.
We will no longer be using checkboxes on item tags. From now on, all non-consumable items will have an “expiration game” listed (ex: Expires Game 11). This can still be pushed back through appropriate crafting skills, which can perform maintenance on an item.
To simplify the transition, all current non-consumable items (and any NC items that lack an expiration for whatever reason) will be assumed to expire Game 12.
Other Impending Changes:
We have a couple of other things that we’ll be updating before game, but just haven’t been quite finalized yet. We’ll be posting them ASAP so you can update your character sheet as necessary with as much time as possible.
-Gathering skills are being removed entirely. After seeing the way the game actually functions for the last two arcs, it has become apparent that these rules are unnecessary and outdated.
-The Investments tree will be overhauled—primarily, it will be compounded into 5 ranks instead of 10 (though the progression should remain similar).
**ANY AND ALL EXPERIENCE POINTS A PLAYER HAS IN THESE TREES WILL BE FULLY REFUNDED, TO BE REDISTRIBUTED AS THE PLAYER WISHES.
That’s it for now, but if you have any questions/concerns/feedback, please feel free to get in touch with a member of staff, and we should be happy to address it!
Drug Rules:
The rules for drugs in the system are undergoing a complete overhaul. While we know the changes may not be as realistic as the original system, we are primarily hoping to simplify it so that the rules are not so impossible to understand or remember, while still allowing plenty of room for engaging role play.
There are two different categories of drugs available in-game. Regardless of what specific type of drug an individual may be attempting to craft or use (PCP, marijuana, morphine, etc), a drug will fall into one of the two following categories and as such have its listed effects.
-Uppers: Upon taking, the individual may choose to gain either 1 rank in Dexterity, or 2 ranks in Resilience. This effect lasts for 10 minutes. Using this item will build up 1 Short Term Addiction Point, and cause a Crash effect once it has worn off.
-Downers: Upon taking, the individual may choose to gain either 1 rank in Resist, or 10 Energy. This effect lasts for 10 minutes. Using this item will build up 1 Short Term Addiction Point, and cause a Crash effect once it has worn off.
Crash Effect:
After the effects of a drug have worn off, the player may not regenerate energy on their own for 10 minutes. This means that Therapy will have no effect, as it is simply intended to speed up one’s natural regeneration process, though energy that is granted, such as from an item or abilities such as Energy Burst, will work normally. The Crash Effect does stack, so each drug taken means an additional 10 minutes of the Crash Effect.
Addiction Points:
There are two different categories of Addiction Points: Short Term Addiction Points (henceforth referred to as STAP) and Long Term Addiction Points (referred to as LTAP).
-Short Term: STAP are built up by taking drugs. They expire at the rate of 1/hour for Immortals. Building up just a couple STAP is not dangerous for Immortals, but they do stack, and continued use becomes problematic. If a single character reaches 5 STAP, they accrue 1 LTAP. Each STAP accrued beyond 5 also earns 1 additional LTAP. (So, 5 STAP = 1 LTAP, 6 STAP = 2 LTAP, etc.) **IF A PLAYER REACHES 10 STAP, THIS IS CONSIDERED DEADLY AND MAY RESULT IN CHARACTER DEATH OR PERMANENT RETIREMENT. SEE PLOT.
-Long Term: LTAP are built up by accruing large numbers of STAP (see above). They are considered far more serious. LTAP expire at the rate of 1/game IF the character in question does not accrue any more LTAP for the game in question, or at the rate of 3/game IF the character in question does not use any drugs at all. Accruing LTAP has serious consequences, as outlined below.
1-2 LTAP: The character begins play at the following game with 3 STAP already accrued. The STAP expire at the normal rate, but this does make it more challenging to avoid accruing additional LTAP.
3-4 LTAP: All energy regeneration AND energy restoration for this character is halved. This DOES affect energy gained from items and abilities.
5+ LTAP: The character may not regenerate energy through any means. **IF A PLAYER REACHES 5+ LTAP, THIS IS CONSIDERED EXTREMELY HIGH RISK. IT WILL RESULT IN PERMANENT CHARACTER CHANGE, POTENTIALLY RESULTING IN CHARACTER DEATH OR RETIREMENT. SEE PLOT.
Changes to Durability Rules:
Currently, non-consumable items (such as weapons and armor) have boxes intended to be used for marking durability each game. They require upkeep to avoid falling into complete disrepair. We will be overhauling this mechanic to make it simpler to keep track of.
We will no longer be using checkboxes on item tags. From now on, all non-consumable items will have an “expiration game” listed (ex: Expires Game 11). This can still be pushed back through appropriate crafting skills, which can perform maintenance on an item.
To simplify the transition, all current non-consumable items (and any NC items that lack an expiration for whatever reason) will be assumed to expire Game 12.
Other Impending Changes:
We have a couple of other things that we’ll be updating before game, but just haven’t been quite finalized yet. We’ll be posting them ASAP so you can update your character sheet as necessary with as much time as possible.
-Gathering skills are being removed entirely. After seeing the way the game actually functions for the last two arcs, it has become apparent that these rules are unnecessary and outdated.
-The Investments tree will be overhauled—primarily, it will be compounded into 5 ranks instead of 10 (though the progression should remain similar).
**ANY AND ALL EXPERIENCE POINTS A PLAYER HAS IN THESE TREES WILL BE FULLY REFUNDED, TO BE REDISTRIBUTED AS THE PLAYER WISHES.
That’s it for now, but if you have any questions/concerns/feedback, please feel free to get in touch with a member of staff, and we should be happy to address it!