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After Event One: The Pillars

  • Skills that used to be “per day” now refresh both at dusk and at dawn, which should hopefully give a more natural feel for when stuff changes, and also give you more opportunities to use your stuff
  • Death counts are now 5 minutes rather than 10 minutes, and you explicitly only have one (rather than needing to count two simultaneously)
  • Drugs now explicitly don't stack their doubling effects, and their effects explicitly don't carry over into Dream.
  • Crafting armour in Dream using the Active Dreamer skill works differently now
  • Downtime crafting is now way more efficient (as long as you've got the sacks of stuff, you make as many [identical] things as your level in the skill)
  • If you want a Dream-vision-thingy, you need to tell a Guide before 1am (although writing them at 4am was pretty cool, we'd sooner not make that a habit…)
  • “Man Down” is now listed in the calls, on the basis that some folk might reflexively use it when they mean “Stop The Game.” The guidance is that if you hear “Man Down,” just take a moment and check what the deal is in case it's an OC call (and then start yelling Stop The Game if it is!)
  • Intuitive Fate is now done with a private conversation with a Guide rather than a written vision, on account of that was how it worked at the event…
  • Outdoors skills now work very differently; we will seed the site with THINGS. The THINGS are only relevant to people with Outdoors skills. If you want THINGS, get the Outdoors skill. Anyway, if you have an Outdoors skill and a THING, you can hand the THING to a Guide and get a sack of the appropriate type of material. You can swap as many THINGS per day (or per night!) as you have ranks in the relevant Outdoors skill. No hoarding!
  • It's now possible to take too many drugs (except Healers)
  • Moved Event One: The Pillars to Previous Events
  • Added Event Two: The Dancers and Event Three: The Fates to Next Event(s)
  • Added some items to our Links page
  • Added Change Eminence and Change Outlook as Downtime Actions
  • Changed the colours of Drugs
  • Updated the list of calls to correct mistakes and inconsistencies
  • Changed Apply and Intuitive Wisdom
  • Added detail about Artefacts
  • Added Research and Spy actions to Downtime
  • Edited Dream Travel
  • Added the working_example_of_skills_and_uses and linked to it from Buying Skills
  • Added various photos from Event One
  • Separated the table on the Eminences page into three
  • Explicitly stated how long Crafted items last
  • Removed reference to dart/disc-firing weapons in Playing the Game
  • Added “Ranged” and “Arc” Calls and changed “Dodge” slightly
  • Added detailed map of how to get to E2

After Event Two: The Dancers

  • reduced Crafting time to 5 mins
  • changed death counts for injuries sustained in the River of Dream to two minutes in the River and then three in the Physical Orb
  • reduced minimum time for Freeform Synthesis to 2 mins
  • reduced minimum time for Ritual to 4 mins
  • Clarified that you can only gain one white bead from Fatimas etc. for Freeform Synthesis, and explicitly made mention of Artefacts
  • Added that Fatimas/Artefacts etc. add three red beads if used in Freeform Synthesis
  • Added that Libs can be addictive
  • Changed healing from rip-on-use lammies to a bead draw with show-me lammies
  • Clarified how Rage works in the River of Dream
  • Changes to Apply and Intuitive Sensuality
  • Missions into the River of Dream will now have a hard limit on the number of people who can go on them, and a soft limit of one such mission per character per day and per night
  • Impale now explicitly won't immediately drop Z'bri iv'chet and Lords (and some Gek'roh and monstrosities) - but will still be more effective than a normal arrow
  • Changed Intuitive Recognition slightly (added ability to recognise Taint etc.)
  • Changed Agnite Eminences to Inspiration and Recognition (existing characters with Capriciousness will keep it; new characters will need to choose from the new set)
  • Updated Agnite briefing page and other references to Agnite society
  • Moved Event Two to “Previous Events”
  • Medicine: you now can't use the “heal up to full” skills on someone on 0 Health
  • Outdoors: bags now contain the relevant lammies and are hidden around site for people with the relevant skill to find as they go. You can take up to your skill level when you find the bag.

After Event Three: The Fates

  • added suicide (with a caveat) to the Nobody Gets Hurt part of the game statement
  • expanded Intuitive Recognition's ability to identify Synthesis/Sundering/Taint
  • added new Magdalite Aspect, Nitrous
  • Aspects and Intuitive Synthesis now cost triple against Z'bri
  • Powers that require show-me lammies are not usable in combat
  • Added explicit statement to powers requiring show-me lammies that they do so
  • Your Eminences explicitly only protect you from unamplified Atmospheres
change_log.1450101475.txt.gz · Last modified: 2015/12/14 13:57 by joe
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