Fantasy Alive Play-Test Rules

Here you can find the newest Play-Test rules put in place at all Fantasy Alive games.

We welcome feedback about our Play-Tests! If you have some thoughts to share, please send them in an email to: rules@fantasyalivelrp.com 

 

PLAY-TEST CHANGES IN EFFECT FROM NOVEMBER 24TH, 2023 EVENT ONWARDS:

Combat Trade Skills Playtest

 This playtest is designed to give some trade skills an in-combat option associated with their Trade Skills.  Specifically, this playtest addresses Alchemy, Herbalism, and Mechanic.  Details are below:

 

Alchemy Combat Attacks

Alchemists are masters of physical chemistry and they have learned the trick of quickly manufacturing some short duration items for attacking others during combat.  Alchemical Combat Attacks are physical attacks and can be blocked, parried, or dodged.  Certain monsters may be immune or susceptible to Alchemical Damage. These attacks are done by throwing a packet and calling the damage listed below.

Level 2 Alchemy

Alchemists can throw 3 Alchemical Combat Attacks per encounter.  Each attack is packet delivered does 4 Alchemical damage.

Level 6 Alchemy

Alchemists can make more attacks now.  Alchemists can throw 6 Alchemical Combat Attacks (not cumulative with level 2 Alchemy) per encounter.  Each attack does 4 Alchemical damage.

Level 10 Alchemy

Alchemists can make more attacks now.  Alchemists can throw 9 Alchemical Combat Attacks (not cumulative with level 2 or level 6 Alchemy) per encounter.  Each attack does 4 Alchemical damage.

  

Herbalism Combat Attacks

Herbalists are masters of biology and they have learned the trick of quickly manufacturing some short duration items for attacking others during combat.  Herbalism Combat Attacks are poison attacks that cannot be parried.  They can be dodged, and resisted with Resist Poison, and certain monsters may be immune or susceptible to Poison. These attacks are done by throwing a packet and calling the damage listed below.

Level 2 Herbalism

Herbalists can throw 3 Herbal Combat Attacks per encounter.  Each attack does 4 Poison damage.

Level 6 Herbalism

Herbalists can make more attacks now.  Herbalists can throw 6 Herbal Combat Attacks (not cumulative with level 2 Herbalism) per encounter.  Each attack does 4 Poison damage.

Level 10 Herbalism

Herbalists can make more attacks now.  Herbalists can throw 9 Herbal Combat Attacks (not cumulative with level 2 or level 6 Herbalism) per encounter.  Each attack does 4 Poison damage.

 

Mechanic Combat Attacks

Mechanics are masters of tinkering and they have learned the trick of quickly manufacturing some short duration items for attacking others during combat.  Mechanic Combat Attacks are physical attacks that can be blocked, parried and dodged. These attacks are done by throwing a packet and calling the damage listed below.

Level 2 Mechanic

Mechanics can throw 3 Mechanic Combat Attacks per encounter.  Each attack does 4 Steel damage.

Level 6 Mechanic

Mechanics can make more attacks now.  Mechanics can throw 6 Mechanic Combat Attacks (not cumulative with level 2 Mechanic) per encounter.  Each attack does 4 Steel damage.

Level 10 Mechanic

Mechanics can make more attacks now.  Mechanics can throw 9 Mechanic Combat Attacks (not cumulative with level 2 or level 6 Mechanic) per encounter.  Each attack does 4 Steel damage.

 

 

PLAY-TEST CHANGES IN EFFECT FROM JULY 14TH, 2023 EVENT ONWARDS:

THIS PLAYTEST WAS INITIALLY LAUNCHED WITH DEVOTION BEING THE SKILL THAT GRANTS SE REGENERATION IN A CHURCH.  THAT IS NOW BEING CHANGED TO PRAYER BEING THE SKILL THAT GRANTS SE REGENERATION IN A CHURCH.

Old Skill: Prayer: This skill improves the character’s ability to regain spiritual energy through prayer. For each time this skill is taken the character gains an additional 1 SE for every 10 minutes spent meditating on their holy symbol, or every 5 minutes spent meditating in a shrine.

New Skill: Prayer: This skill improves the character’s ability to regain spiritual energy through prayer. For each time this skill is taken the character gains an additional 1 SE for every 10 minutes spent meditating on their holy symbol, or every 5 minutes spent meditating in a shrine. 

When in a Church dedicated to their deity, the character automatically acts as they are using this skill to regain SE without any need for meditation on a holy symbol.




Old definition: (Pg 60) Regenerating Energy

Clerics may regain Spiritual Energy at a rate of 1 SE per 10 minutes when quietly concentrating (praying) with their hand upon their holy symbol; this time is cut in half if within a Shrine or Church dedicated to their deity.

New definition: (Pg 60) Regenerating Energy

Clerics may regain Spiritual Energy at a rate of 1 SE per 10 minutes when quietly concentrating (praying) with their hand upon their holy symbol; this time is cut in half if within a Shrine or Church dedicated to their deity.

Being in a Church dedicated to a deity for which a character has Cleric Investment allows a character to regain 1 SE per 5 minutes.  Characters with the Prayer skill gain SE faster when in a Church, regaining an additional 1 SE for each level of Prayer purchased for every 5 minutes spent.  To qualify, the Church luxury must have been maintained for that event, and the location must be decorated or designated in some way as a church of that deity.

A cleric may also regenerate SE by performing tasks which relate to their deity’s domain. This can be creating holy symbols of their god, preaching or performing a task related to their deity. This role-play worship acts the same as the normal methods of regaining SE at 1 per 10 minutes. During this time the cleric may not cast spells or use any combat skills. A quick list of possible actions that may regain SE are listed here; for any others, consult a Plot member for approval.




Old definition: (Pg 74) Working for a Cause

Clerics may spend time supporting the interests of their faith by using Clerical Investment to work for money. When working for a cause only Clerical Investment can be used, and it functions similar to the way Craftsman or Labourer skills are used to Work for a Living. Characters may only work for their own god’s cause in this way. The amount that is earned is calculated as 5cp for each level of Clerical Investment per 8 hours worked, divided by two. This is less efficient than Working for a Living as half of everything earned is used up in day-to-day religious activities and costs. This amount can also be modified by other influences, such as having a church. Clerical Investment may only be used to make money through Working for a Cause.

New definition: (Pg 74) Working for a Cause

Clerics may spend time supporting the interests of their faith by using Clerical Investment to work for money. When working for a cause only Clerical Investment can be used, and it functions similar to the way Craftsman or Labourer skills are used to Work for a Living. Characters may only work for their own god’s cause in this way. The amount that is earned is calculated as 2.5 cp for each level of Clerical Investment per 8 hours worked, rounded down. This amount can also be modified by other influences, such as having a Church. Clerical Investment may only be used to make money through Working for a Cause.



New Addition to Self-Assessed XP:

Church Decoration - Zero to 5 XP.

Added to help promote the setup of churches at events to improve the environment and immersion of the game.