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Rules Updates

From Future's End Wiki

26/04/2018

Following feedback from both player and crew, several rules changes have taken place to enhance several areas of the game. These updates are effective immediately and detailed below;

Combat Rules

Following player feedback, the combat rules have been altered to reflect a more diverse combat system, one in keeping with Future's End's setting and feel.
All characters may now use a Small Weapon.
The way armour interacts with the game world has been altered significantly.

Small Weapon Use

All characters at Future’s End have the ability to use a small melee weapon (between 7 inches and 18 inches in length). This free skill, which does not need to be purchased, allows a character to use a small melee weapon of between 7 and 18 inches in length in combat.
This is to allow all players to be involved in combat if they so wish, without spending BP.
Further Reading and Clarification

Changes to Armour

We have changed how damage and armour work at Future's End. We took feedback from the player base and reworked the existing damage system to allow everyone to be effective in combat.
Armour no longer naturally provides Damage Reduction, but instead gives additional hits (Armour Value). Please see below;

ARMOUR HITS AND UPGRADE SLOTS

Light Armour: +1 AV Hit (plus one upgrade slot: damage reduction up to DR2 or call)
Heavy Armour: +2 AV Hits (plus two upgrade slot: damage reduction up to DR3 and call)
Power Armour: +2 AV Hits (plus three upgrade slots: DR up to DR3 and Call and Element)
Hard Skin 1: +2 NAV Hits (cannot be upgraded with DR or Immunities)
Hard Skin 2: +4 NAV Hits (cannot be upgraded with DR or Immunities)

As per usual rules, armour upgrades will last a year, except in special circumstances.

All Racial and Armour skills have been updated to reflect these changes, and the Items with Multiple Effects section has been updated under the Engineering section.
Further Reading and Clarification

Repairing Armour

Every Engineer knows the “Field Repair” and “Mend” skills. These abilities allows them to perform basic and more advanced repairs on broken armour.
When armour has been reduced to zero AV, and Engineer can take ten seconds of appropriate roleplay to use the “Field Repair” skill, which will restore one point of AV to one armoured location. The Field Repair skill only restores AV, and does not fix any lammie upgrades if the armour has been hit by Smash.
DR and Immunities are considered Upgrades, and require use of the Mend skill. The Mend skill requires five minutes of appropriate roleplay in a suitable Engineering location to restore all AV to a suit of armour and repair Smashed/Shattered lammies to their full potential.
Further Reading and Clarification

Pistols & Rifles

The amount of darts players will have in their player packs has been increased.
Pistols now come with 12 darts, instead of 6.
Rifles now come with 6 darts, instead of 3.
Wording has been updated on both of these skills to reflect this change.

Resources

Gun Shop Account

To reflect the changes in starting ammunition for Pistols and Rifles, the Gun Shop Resource now gives 12 Pistol darts and 6 Rifle darts per event.

Racial Skills

We have made changes to the way some Racial skills work.

Hard Skin

Hard skin has been updated in line with the new Armour Rules. This effects Mutants, Aliens and Ethereals with the Hard Skin skill.

HARD SKIN (LEVEL 1 / 2)
This skill gives +2 (Level 1) or +4 (Level 2) NAV per location.
This skill does not stack with the AV provided by physical armour.
Hard Skin cannot be upgraded using Chemistry or Engineering skills to provide extra hits, damage reduction or immunities.

Shadow/Light Empowerment

Clarification on LHV increases/decreases in line with new Armour Rules. This skill remains unchanged, this is a wording update.


Changes to Psykers

Focus cards will no longer be given as part of character packs.
Players are to keep accurate track of their Focus use. Suggested methods of Focus tracking can include using tokens/counters, knots tied onto a ribbon or string, or even prayer beads. We encourage Psyker players to make Focus Trackers that work as part of their IC kit.
Further Reading and Clarification

Spell Vocals have been shortened, with Essential Vocals given for each spell, for example, the vocals to cast Sixth Sense are now "By my psychic power, I use my Sixth Sense".
Target, Effect and Location of Damage remains the same as part of your vocals.
Please see individual spells for the Essential Vocals.

Changes to Geokenisis

Rock Armour has been updated to reflect the new Armour Rules.
Essential Vocals have been changed to reflect the new casting rules.

Rock Armour (Self & Other)

The skill Rock Armour (Self) and Rock Armour (Other) have been updated to reflect the changes in Damage Reduction.
These skills now makes the target immune to Melee Damage and all calls attached to them for 30 seconds. This effect ends early when hit by the SMASH call. This effect cannot resist any damage or call that use the HYDRO element. This effect cannot resist damage from firearms, psyker spells, mage spells, global calls or mass calls. You must announce “No effect Melee” when struck by applicable Melee Damage.
Further Reading and Clarification

Changes to Mages

Mana cards will no longer be given as part of character packs.
Players are to keep accurate track of their Mana use. Suggested methods of Mana tracking can include using tokens/counters, knots tied onto a ribbon or string, or even prayer beads. We encourage Mage players to make Mana Trackers that work as part of their IC kit.
Further Reading and Clarification

Spell Vocals have been shortened, with Essential Vocals given for each spell, for example, the vocals to cast Astral Bolt are now "By my Astral Power, I case Astral Bolt <Target>, Astral Single, <Location>".
Target, Effect and Location of Damage remains the same as part of your vocals.
Please see individual spells for the Essential Vocals.

Ritual Magic

Ritual Magic has been changed significantly. We have done this to allow more interaction with the ritual game for all Mage players.
There are now 2 types of Astral rift where a ritual can be cast;
Unstable Astral Rift.
Stable Astral Rift.

In the Rituals section you will find the full update on the changes made.
Further Reading and Clarification

Rites

We have further clarified what a rite is for, and the types of Rite you can perform.

Structured Rites

Structured Rites are the term used for when a group of mages join their power together to create more powerful versions of known spells, or to direct an effect that’d usually only be on themselves onto a third-party target.
Further Reading and Clarification

Experimental Rites

Experimental rites are akin to minor rituals and involve a group of mages joining their powers for a potentially endless list of possible effects. They are volatile, and have a lower chance of success than a Structured Rite, but also can be used in a far wider number of scenarios.
Further Reading and Clarification