Please note that these rules will undergo one revision before the first event. If you have questions or comments about the rules, please send them to email@example.com so the staff can discuss any issues and ensure that we give consistent responses. Happy reading!
There will be a new version of the rules released next week. There are no substantial changes to skills and spells, but a number of costs (both CP and attributes) will be changed, as well as a few skills and spells. We had planned to wait until after the playtest to make these changes, but since they will significantly impact the way many people build characters we want to be able to do the playtest with these changes in place. I will post a change log for everything other than CP/attribute cost changes.
Version 1.1 of the Rulebook should be uploaded later today.
Change Log, release 1.0 -> release 1.1 - Added Accelerant Core Rules with Ascendant-specific text - Switching between Phantasm and Temporal forms takes 1 minute of rest and does not have to be in a Place of Peace - Character Rewrite description added in “Character Points” section - Focus CP costs changed - Focus changed to one pool shared by Temporal and Phantasm forms - Phantasms may buy Crafting skills - Phantasms may not buy Info skills unless they are in the Phantasm Skill Set (these are not currently available but might be added later) - Added text to Crafting skills that makes Craft-specific traits work like Stacking Traits used to - Added Martial (M) and Stealth (S) designation to some skills. These will be used to satisfy some Advanced Skill prerequisites. - Changed Greater Channeling skill to modify non-Evocation spells - Changed Earthquake spell to be unaffected by modifiers - Adjusted some CP and Attribute costs - Added Advanced Skill section
The rulebook will be re-released late next week with the incorporation of changes based on the playtests and feedback from players. This will be the final revision before the first event. If you have any questions, comments, or suggestions please send them to firstname.lastname@example.org soon so that they can be considered before this revision
The new version of the rulebook has been uploaded and the link above has been changed. Here is the Change Log for those of you who don't want to read it all again (I strongly recommend reading skills you are planning to buy again anyway, as I didn't put every single wording change in the Change Log).
Change Log, Release 1.1 -> Release 1.2
Fixed some places where text had not been changed consistently when rules changed and added some clarifying text to stuff people were confused about.
Changed Vitality cost to 2,2,3,5,7,9,11,13
Greater Channeling – changed to only Damage non-evocation spells.
Changed per event and Event Attribute Defenses, Grants, and Imbues to be “X by <Virtue>.” Attacks are still “With/By <Virtue>…”
Observe the Pattern – Changed to 2/event with no Focus cost.
Moved ability to rest off Drain Quiver in 1 minute from Quiver to Archery.
Taking Advantage of Distraction – changed to 1/event.
Courier – Changed to Major Info Skill but can use up to 3 times.
Alchemy – clarified that if you consume an alchemical substance then switch forms, you keep the effect.
Switching forms - clarified that Grants and Inflicts remain active but Imbues do not. Imbues will reactivate when you switch back to the form that has them (e.g. if you activate Dexterity Armor in your Temporal form, you will not have it when you switch to Phantasm form but when you switch back to Temporal form you do NOT have to spend another point of Intent to have Dexterity Armor; you only need to refresh it with the required 1 minute of Activity).
Life Is But A Dream – added that if used for ongoing skills, it will last until you rest in a Place of Peace or shift forms, whichever comes first.
Racial Vulnerabilities – clarified that the additional damage is considered called damage and that the original effect happens first, then the additional damage from the Vulnerability.
Initiate, Experienced, and Accomplished – raised the threshold for each of these by 10 CP and added a description to the Rules Specific To Ascendant section.
Fatal Fascination – changed “Captivated” to “Prey”.
Unearthly Elegance – removed Focus cost.
Poison Extraction – Changed to 5 Damage by poison instead of variable Grant. Clarified that Cure must work to get Grant.
Changed any damage “to self” that was intended to bypass Armor to Waste Vitality.
Stormwall – changed to Short Repel.
Deadly Forewarning – changed to Short Repel.
Siphon Life – changed to allow hitting multiple targets.
Fugue – skill added to Phantasm Skill Set.
Does This Smell Like Chloroform To You? – changed name to Modified Missile.
Knockback – changed to Short Repel.
Added the following text to the Minor Information Skill spells in 3rd tier: If you purchase this spell on your Phantasm card then you may use it at events but may not use it as an Information Skill between events.
Drunken Dance – changed to Resist melee, packet, or missile.
Affliction – changed to Short Maim.
Incite Lunacy – changed to Heal 5 and Frenzy.
Wrenching Assault – changed to go to Spirit and travel to a Place of Peace and are Paralyzed once you get there, renamed Mixed Blessing.
Clarification: We interpret "healing" and "refreshing Vitality" as equivalent, so the Core Rules statement "Wasted attribute points and skill uses can be refreshed" means that, in Ascendant, Wasted Vitality points can be healed normally.