Difference between revisions of "Rulings/Council Threads Update Announcement"

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*Council ruling: [[https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ Ritual of Change Cost Reduction]] (Item 68)
*Council ruling: [[https://www.reddit.com/r/ShadowHavenBBS/comments/yps9cw/ritual_of_change_karma_cost_reduction/ Ritual of Change Cost Reduction]] (Item 68)
**Raising the force of an ally spirit now only costs 8 karma per force increased, not 16. This change is retroactive - characters who have previously spent karma to raise the force of their ally spirits immediately receive the difference as a one-time bonus for free.
**Raising the force of an ally spirit now only costs 8 karma per force increased, not 16. This change is retroactive - characters who have previously spent karma to raise the force of their ally spirits immediately receive the difference as a one-time bonus for free.
*Council ruling [[https://www.reddit.com/r/ShadowHavenBBS/comments/ppala7/element_aura_ap_clarification/]]
*Council ruling [[https://www.reddit.com/r/ShadowHavenBBS/comments/ppala7/element_aura_ap_clarification/ Elemental Aura AP]]
** [Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.
** [Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.
*Council ruling: [[https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ Masking Critter Powers]] (Item 96)
*Council ruling: [[https://www.reddit.com/r/ShadowHavenBBS/comments/127wgwg/extended_masking_applies_to_critter_powers/ Masking Critter Powers]] (Item 96)

Revision as of 19:45, 6 March 2024

Update on the Update

We have gone through the backlog of council rulings to find what was missing. It has taken a while but at this time we've cleared the backlog. What needed to be added has been added. What needed to be re-examined has been re-examined. This applies to rulings made when a mechanics head was not present and to a few rulings that were confusing as well as a few open play tests.

At this point the wiki rules represent the most accurate collection of Shadow HavenReloaded rules. No longer will you need to search council threads for things that are missing. Hopefully this cuts down on rules confusion and fatigue.

List of Updates Made

Rulings/Awakened

  • Council ruling: [Touch Spells and Punching]
      • You may not combine a touch spell with another unarmed attack.
  • Council ruling: [Channeling Houserule] (Item 189)
    • In regards to Channeling: When the spirit is in control, the spirit’s skills and mental and special attributes are used. When the summoner is in control, the summoner’s skills and mental and special attributes are used. In either case the lower values of the two are used to defend against Mana Spells or Powers, and damage is applied to both.
  • Council ruling: [Switching Adept Ways] (Item 174)
    • The Thematics team may approve swapping Adept Ways. The cost will be determined case by case.
  • Council ruling: [Channeling Clarification] (Item 165)
    • How does our new house rule on channeling interact with the use of foci while channeling a spirit? For instance, if I channel a F6 spirit as a magic 6 magician and remain in control of the resulting duel-natured entity (thus using the magician's mental stats and magic score), would I also be able to benefit from the use of a power focus?
      • Yes, you would benefit from the power focus.
  • Council ruling: [Oversummoning] (Item 158)
    • Starting at Force 7 and increasing, the force of summoning a spirit is more than most summoners can handle. When a summoner attempts to summon a spirit of Force 7 or greater, the summoner takes unresisted physical drain equal to 1.5 times the difference between the Force of the spirit and the Magic of the summoner, rounded up, provided the spirit’s force is greater. This is in addition to the normal drain suffered from summoning, is healed as drain, and cannot be reduced by any means. Elementals over summoned at Force 7 or higher additionally reduce the damage by 2. (Just missing the part about elementals.)
  • Council ruling: [detox and crash effects] (Item 166)
    • How is minimum force determined for a drug like Novacoke that does not have a damage value?
      • Addiction Rating = Mininium force
    • Can Detox remove the crash effects (other than damage, which seems limited to that which affects condition monitors, AFAICT) from drugs such as Novacoke and Kamikaze (essentially removing all crash effects from the former, while reducing the latter to 6S damage, unresisted)?
      • Yes (This was the missing part)
  • Council ruling: [Ritual of Change Cost Reduction] (Item 68)
    • Raising the force of an ally spirit now only costs 8 karma per force increased, not 16. This change is retroactive - characters who have previously spent karma to raise the force of their ally spirits immediately receive the difference as a one-time bonus for free.
  • Council ruling [Elemental Aura AP]
    • [Element] Aura spells do not have AP on the primary damage. Secondary effects may have AP as described by the effect.
  • Council ruling: [Masking Critter Powers] (Item 96)
    • Extended Masking metamagic can now also affect critter powers in a way comparable to sustained spells.
  • Council ruling: [Noble Sacrifice in Undecided Way] (Item 46)
    • Adepts and Mystic Adepts may take Noble Sacrifice as if it were part of the Undecided Way.
  • Council ruling: [Great Form Possession] (Item 87)
    • If a character does not have access to Binding, such as with the Chain Breaker mastery quality, they may skip the Summon Great Form ritual and go directly from the Channelling metamagic to Great Form Possession metamagic.
  • Council ruling: [Immunity to Pathogens buff] (Item 90)
    • If a given Disease does not, after Penetration, get past the Hardened Armor that Immunity provides, it does not build up with repeated exposure like most diseases do.
      • As an example, a +12 to Disease Resistance and 6 Automatic Hit level of Immunity to Pathogens would completely render a character immune to Power 5, Penetration 1 disease no matter how long they remain exposed to it.
  • Council ruling: [FAB 3] (Item 147)
    • Please refer to the rules in 4th edition's Street Magic for FAB III mechanics.