Errata

A collection of errata and clarification to the core rules.

Clarifications
Concentration

When casting spells, activating Relics, or other abilities that require Concentration, a character may move about, make basic melee attacks, use items such as potions, but must complete all verbal and casting components without taking wounds, being rendered unconscious, or needing to call active defenses (Parry, Spell Flux, Side Step, Counter Spell, Dodge). Damage taken completely on Armor, Vigor or Shell protective does not count as taking a Wound. While Concentrating, no other skills or abilities may be used. If Concentration is broken, the ability is expended.
Source: August 2022 Rules Revisions

Voice Effects

Effects delivered by Voice that must strike a valid hit location (Such as Shards) are considered to have struck the Torso.
Source: August 2022 Rules Revisions

Wounded Limbs

Wounded limbs remain Wounded until treated, or until the next event, whichever comes first.
Source: August 2022 Rules Revisions

Skill Prerequisites

Purchasable abilities that require specific prerequisite abilities to use do not have those prerequisites met if the required ability comes from a magic item.
Source: August 2022 Rules Revisions

Astral

Beings that are in an Astral state may also be represented by a character’s arms or weapons crossed in front of the chest, in place of blue headbands and/or blue glow bracelets
Source: August 2022 Rules Revisions

Kalari Monk

Balanced Body – Phys-Rep maximum lengths are now 20″ at Apprentice, 24″ at Intermediate, and 33″ at Master.
Source: August 2022 Rules Revisions

Tinkering Pattern: Splitting Prism

Requires Attunement as per a Focus for Wizards and Sorcerers.
Source: August 2022 Rules Revisions

Survival

Skinning – Skinning may be used to harvest bones from a dead target.
Source: August 2022 Rules Revisions

Healing

Thanatology – Lotus Bulbs are not required to utilize this skill (as of a prior update), so Masterwork Healing Kits also do not require Lotus Bulbs. Verbiage to the contrary on a tag may be ignored.
Source: August 2022 Rules Revisions

Cookie Personal Rewards

Transcription – This allows for up to 2 additional copies, in total, to be made of any documents the character has access to. Example: Sara the Scribe wants to make two copies of a helpful Sapstick Reed buyer’s guide pamphlet she is holding. She spends 3 cookies, and receives two additional copies of her pamphlet. Later on, Olive the Other Scribe wants to make a copy of the pamphlet, but also of a Smithing formula that Sara is letting Olive borrow. Olive spends 3 Cookies, and receives one copy each of those documents.
Source: August 2022 Rules Revisions

Errata
All Protectives

All protectives now require 1 minute of Concentration to activate, regardless of source.(Unless Expressly Instant)
Source: August 2022 Rules Revisions

Resists

Resist protectives will now only stack 3 of the same type. Different types of Resists continue to stack infinitely. Example: A character may have no more than 3 Resist vs. Magic effects active at one time, from any source. A character may, however, have Resist vs. Magic, Resist vs. Poison, Resist vs. Nature, Resist vs. Fire, etc. all active at once.
Source: August 2022 Rules Revisions

Fated

A character may have as many Fated effects active as desired so long as they are all different Fated effects. Example: A character may have only 1 Fated Awaken active at one time, from any source. A character may, however, have a Fated Awaken, a Fated Heal Wound 2, and a Fated Cleanse all active at once.
Source: August 2022 Rules Revisions

Triggered

A character may have as many Triggered effects active as desired so long as they are all different Triggered effects. Example: A character may have only 1 Triggered Cleanse active at one time, from any source. A character may, however, have a Triggered Cleanse, a Triggered Heal Wound 2, and a Triggered Awaken all active at once.
Source: August 2022 Rules Revisions

Flurry

To activate a Flurry, the character must speak the activation verbal (either a full verbal for Witch spells, or “Activate”), then “Flurry” followed by the number of the Flurry. The character then has 10 seconds to use up to the number of Flurry effects. While uses remain, the character is otherwise considered to be Concentrating.
Source: August 2022 Rules Revisions

Intoxicant

This effect is now ROLEPLAY ONLY. Characters under the effects of Intoxicant should role play high intoxication until the effect ends.
Source: August 2022 Rules Revisions

Betrayal

Addendum: If a target of Betrayal has no known allies nearby, this effect acts as a Stupefy.
Source: August 2022 Rules Revisions

Lightstone Weapons

Lightstone Weapons (and any Smithing or Tinkering update that allows for glowing weapons to be used) may be used to “generate” glow sticks as desired.
Source: August 2022 Rules Revisions

Celestial: Shining Light

No longer requires concentration for the duration of the effect, but does require 1 minute of concentration to activate.
Source: August 2022 Rules Revisions

Tinkering Pattern: Spell Chamber

Addendum: “Ranged weapons with this pattern allow packet delivered effects to be delivered instead as spellstrikes using the weapon. Further the Chamber can store up to 2 non-packet delivered spells cast with the weapon as a target that may then be delivered as spellstrikes as desired. At Reset (Sunrise or Sunset), the Spell Chamber is emptied of any spells remaining within. More than one Spell Chamber may be applied to a single weapon.”
Source:

Is the “walk slowly” effect of Hobble and Disease the same?

“Hobble is a attack to one specific leg, the target must drag that leg and take no more than one step per second. Disease is an overall feeling of being sick you should walk slowly but as long as you don’t break out into a full on run your fine.”
Source: Rules Forum/Channel

Are you limited to “thrusting” attack only with a spear?

“Spear functions as any other bastard weapon except for the requirement of the smaller striking surfaces. So no you are not limited to only thrusting with spears.”
Source: Rules Forum/Channel

Is there a limit to the number of combat abilities you can use in single fight?

“You can use all your combat abilities and a max of 3 lesser defenses and 3 greater defenses. Someone with Brutality 4 might call 8 Crit Strikes in a fight and 3 Parries, 2 Dodges and 1 Counterspell.”
Source: Rules Forum/Channel

Can I use “lesser” version of Armor or Shield?

“When buying up to a bigger amount of armor or a bigger shield you only pay the difference. You automatically have the use of any cheaper forms of armor or shields.”
Source: Rules Forum/Channel

Can a Healer perform Stabilize or Rapid Recovery on themselves?

“Yes, you can work on your own legs (if your arms are still functional).”
Source: Rules Forum/Channel

Does Research Assistant need to be purchased for the other skills to work properly?

“Research Apprentice is being used as a title for the Tier 1 Academic Abilities this is not intend to imply a need to purchase that ability first.”
Source: Rules Forum/Channel

How do you pick locks and disarm traps?

“Thieves tools consist of two parts first a standard Tangram set and secondly any physical tools you bring with you for the purpose of disarming traps. Locks are solved using a Tangram patterns. Traps are based on the traditional mousetraps at basic levels but their will be other sorts of traps as well such as weighted plates and spring traps as well.”
Source: Rules Forum/Channel

How do you make copies of recipes, spells, formula and what resources are required?

“The crafter must have the physical formula for crafting all formulas cost 1 cp to copy unless otherwise noted but must be copied with that craft skill cookies or the academic skill. “
“If you wanted a smith to get a copy of your formula you could either copy it yourself for 1 cp if you where a smith or another smith could copy it for 1 cp (they would get their own copy ) it cost no money to copy a formula. Other options would be using 2 cookies to make up to 3 copies of a formula/spells. Or the academic transcription skill to copy a formula.”
Source: Rules Forum/Channel

Do tags need to have items to accompany them? Or is the tag considered to be the entirety of the item?

“With all general Alchemicals the tag is the item and no additional phys rep is needed. All kits must be phys-repped in some way.”
Source: Rules Forum/Channel

What does Drain affect?

“Drain effects will almost always target specific abilities/items such as Drain Brutality, Drain Focus, Drain Fatigue, and so on. Drain can however get much more general with things like Drain Trait or Drain Magic.”
Source: Rules Forum/Channel

How does Drain All work?

“Non-Combat/Non-Magic skills are not impacted by a Drain All.” (all other powers/abilities are affected)
Source: Rules Forum/Channel

Can a person choose to intentionally Break or Destroy an item they possess?

A text prop that is tagged can be destroyed by anyone. A Strength effect can be used to call a Break effect to an item in a non-combat scenario. A Strength +5 or higher can be used to call a Destroy effect in a non-combat scenario. We will clarify these in the Strength effects list. (This is all assuming the item has no magical protective making it resist Breaks/Destroy effects.)
Source: Rules Forum/Channel

Removing Screens

For clarity, the Screen protective has been removed from the rules. This leaves two types of generic Protectives; Wyrdings and Resist. All previous Screens will become Wyrdings.
Source: Rules Forum/Channel

Betrayal effect updates

(Betrayal) will now be upgraded and treated as a higher level spell. Lower level effects that had Betrayal will be Replaced with Stupefy on both a PC and NPC level. Under the intense panic induced betrayal you can not use offensive abilities.
Source: Rules Forum/Channel

Point-Delivered Effects updates

We are removing all point delivered effects. These have now been changed to be packet-delivered, including racial (abilities).
Source: Rules Forum/Channel

Can you “Fight to Destroy Shields”?

No, we do not have fighting to destroy shield rules in Altera Awakens.
Source: Rules Forum/Channel

Can spell and crafting research be performed “on site” during a game event?

Yes. This requires a staff member, uses your investigation and is not as efficient as BGA research, however.
Source: Rules Forum/Channel

Spell Tagline Clarifications

Effects that are spells; Shard, Missile, Barrage, Obliteration, or Death are ALWAYS magical. The effect Spell Strike is to represent the active casting of a spell with a swing. This will not always be the case, a creature swinging spell effects is emanating magical energy that is not the result of mental spell casting. Many creatures that lack the mental abilities to cast magic still have natural magical effects. In turn many player effects grant Shard X , on every swing that are not called as spell strikes. Just for clarification Crits, Maiming Strikes, Killing Strikes are also always Physical
Source: Rules Forum/Channel

How does opening/closing a door work (including interaction of Strength effects)?

Doors remain in their current state, shut or open, if someone is physically present (manning the door) and electing to keep the door in its current state. An uncontested door without anyone manning it or in-game effects/devices (magic,in-game door bars or locks, etc) applied to it may be opened/closed. If one party contesting to open or close a door has a superior Strength effect, the door opens or closed for that party. In the case of equal Strength effects, the door remains in its current state. Under no circumstances should players engage in a physical confrontation over opening or closing a door.
Source: Rules Forum/Channel

What is the difference between Smithing Enhancement and Tinkering Augments, and how to they interact?

Tinkering and Smithing effects work on completely different methods of augments/enhancement as such an item may not have both a Smithing Enhancement and a Tinkering Augment. Smithed Items of magical materials may NOT have Tinkered Augments. Smithing “base items” without any magic/enhancement, even ones made of rare MU’s like copper, silver gold can be Augmented with Tinkering. Tinkered items do not have Maintenance (typically 6 months), instead they simply return to a normal state after the Augments run their course, typical 6 events.
Source: Discord Channel

Healing Clarification: Torso Wounds

It takes 2 points of Healing to heal a Vigor or a Torso wound. Example: If you take a Heal 8, you assign the healing as you need, if you took a Heal 7 and you used 6 of it you could not use the remaining 1 to heal a Vigor
Source: Discord Channel

Healing Clarification: Heal Vigor

A Heal Vigor effect is a unique effect that does exactly as it says, it heals 1 point of Vigor. It can not be used to heal a Torso wound or anything other than Vigor.
Source: Discord Channel

Healing Clarification: Multiple Heals

You can not chain together two Heal 1’s to heal Vigor or a Torso wound.
Source: Discord Channel

Healing Clarification: Healing Assignment

Healing is applied by the target/recipient. The healer states Heal X and the target distributes the healing as they need. Also note, all wounds are consider stable after healing takes effect (1 minute unless otherwise noted). See Walking Wounded.
Source: Discord Channel

Egerton Duelist Clarification: Weapon Usage

The Egerton style is a one-handed fighting style to be correctly fighting in style you should be fighting with a one-handed long sword in one hand.
Source: Discord Channel

Rules Clarification: Relics

Relics do not display any obvious outward appearance to suggest they are anything but the objects they appear to be, and do not appear magical in any clearly discernible way (such as markings, runes, exotic materials, etc). Only persons with Relic Casting, Magic Sense, Identify Magic Items, or Tinkering may determine if the object is a Relic. Relic identification is a “self-marshaled” aspect of the game and we rely on the good sportsmanship of our players in this aspect.
Source: Discord Channel

Rules Clarification: Trade Contracts

Q:  Does all the CP for a Trade Contract have to come from a single skill? i.e. Could a multi-talented crafter, contribute 5 Tinkering CP and 5 Smithing CP?
A;  All Trade Contracts are for specific goods (i.e. shields for the Dragonian Guard, Healing Brews for the Verinfall Town Guard, etc) They can only be made with one Production skill