Symposium 2025 Multi-Item Thread

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Jack Y.

Adept
Assistant General Manager
Marshal
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Entangle - PASS​

Binding 5 Minutes

This effect completely immobilizes the target. The target may still talk freely, but may not be moved in any way. This target can be searched and can be given a Killing Blow.

An Oil of Slipperiness applied to the body less than ten minutes beforehand will protect against the next Entangle effect, calling “Entangle Block.”

A target who has been affected by an Endow effect can rip themselves or someone else free by expending the Endow and performing a counted action of at least three seconds.

The target can be freed by another character using claws or a tagged weapon, but this takes at least three seconds as a counted action.

Release, Alchemical Solvent, Oil of Slipperiness, Dispel or Purify will remove this effect.

(Note: Other text changes will need to be made to the rulebook as a result of the addition of this Effect. ARC and Docs will coordinate to make sure that is handled.)


Summary: Add "Entangle" effect to the Binding effect group, Monster Abilities.



Vote: Add Entangle

MN Proposed, seconded by VA.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None


Synopsis of conversations: Conversations overwhelmingly for the inclusion of Entangle, most conversation centered around details such as ways to remove Entangle effect or cut a character out of it. After straw poll and discussion regarding which weapons should be applicable to remove Entangle, with final result being inclusion of all tagged weapons as well as claws. Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Flight - PASS​

Monster Ability

Flight is a monster ability which requires Focus and is represented by waving at least one outstretched arm in a flapping motion. This arm cannot be used for any other purpose. A player engaged in Flight may touchcast on themself, use defensive abilities, and make packet and radius attacks.

While flying, the creature is immune to Targeted attacks made from within 10 feet and any successfully resolved binding effect will break this focus instead of its normal effect. Any effect or combination of effects that would incapacitate them, remove their focus, or prevent them from continuing to meet the physical requirements of the flight mechanic will immediately force the creature to land on a three count. Creatures may otherwise take flight or land on a three count and are vulnerable to targeted attacks during this time.


Summary: Add "Flight" Monster Ability, giving mechanical support for flying monsters.


Vote: Add "Flight" Monster Ability

Proposed by MN, seconded by WI.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None


Synopsis of conversations: Conversations underlined significant player enjoyment of the LCO monster ability. Concerns were focused on timing of landing as a counted action or instant landings with respect to safety concerns. Question was raised if a body could be flown away with, consensus was that it could become an ensure resurrection but comes down to game management to determine if it is appropriate to use in that manner in a situation and that NPCs using Flight should know whether or not they are Ensure Res. Addition of ability to use one hand while flying and represent the flight with one hand was discussed and eventually added for more flexibility/use of the ability. Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Spray - PASS​

(Sub Delivery within Targeted)
Unlike a standard targeted attack, this ability allows for multiple packets to be thrown at once, by preceding the attack verbal with “Spray.” A target hit by multiple packets in the same Spray attack will only take the effect of the attack once and only need to defend against a single instance of the attack.


Summary: Add "Spray" sub-delivery within Targeted, allowing use of multiple packets carrying the same effect in attacks.



Vote: Add Spray

MN Proposed, seconded by XR.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None


Synopsis of conversations:
Conversation was majorly in favor of the inclusion of Spray as a monster ability in the rulebook. Successful implementation in chapters where it was used as an LCO effect supported the initiative, with reported player enjoyment and interest. Minor concerns were raised regarding unintended face-shots, and more stringent guidance that due to potential complexity, the mechanic should never be applied to Player-accessible abilities. The majority of the continuing conversation focused on fine-tuning wording and clarifying what space the "Spray" keyword occupied, Delivery or Qualifier. The inclusion of a maximum limit for the amount of packets or codifying a throwing style for a Spray effect was considered but put aside.

Ultimate proposal includes room for Alliance Rules Committee to review and adjust wording to ensure it works as intended with existing rules. Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Eat Me Not - PASS​

Skill Requirement: Alchemy 10
Duration: 1 time ever
Ingredients: 2 Leather, 3 Herbs, 1 Ore
Target: Item <Potion Physrep>
A Character can expend this item to gain three Engulf Blocks that will expire at the end of the LP. While these charges remain, the first three times the targeted character is affected by a completed Engulf, they must respond “Engulf Block” and will not take the effect. Any additional Eat Me Nots consumed will restore the character to the maximum of three Engulf Block charges, regardless of how many they currently have.

Summary: Alter Eat Me Not functionality to remove immunity to Engulf and replace with proactive-use Engulf Blocks.

Vote: Change Eat Me Not functionality

CHI Proposed, seconded by CO

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None


Synopsis of conversations: Consensus was reached that full Logistics Period immunity to Engulf which could be expended at-will was too powerful for a Superior Equipment. Conversation revolved around whether uses should stack, how long the Engulf Blocks would last, and if the protection from Engulf would last for a period of time per each charge to prevent "double tap". Questions were also raised to understand how many Engulfs were typically put on to each monster card to ensure that balancing would not totally remove Eat Me Not effectiveness.

Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Panacea - PASS​

Panacea
Skill Requirement: Brewing 20
Duration: until used
Ingredients: Up to 20 identical pieces of Brewing Adventuring Equipment, 5 Vellum, 5 Herbs, 3 Ink
Target: Item capable of containing at least 50 mL.
This item has a number of charges equal to the number of potions used in its creation. While the rep is in hand, and you are holding no weapons, sources, or other larger game items in that hand, a character may expend an item charge to touch cast “Elemental <Effect>” with <Effect> matching the potions used in the item’s creation.

Summary: Alter Panacea functionality to add interaction with the Panacea representation.

Vote: Change Panacea functionality

CHI Proposed, seconded by MN

9/0/1 - PASS

The following chapters voted for this policy: AGB, ATL, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: CAAZ


Synopsis of conversations: General consensus was that the effect of Panacea was too powerful if no interaction with the rep continued to be required to activate it, placing it above other comparable Superior Equipment in terms of usefulness. Concerns about Panacea included the source of the effect not being visible to marshals, and no risk or vulnerability to use. With Panacea wielded in hand, more options are available to put the wielder and Panacea at risk. Proposal raised to require Panacea to be wielded in hand - not just held from a piece of costuming.

Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Store Ability - PASS​

The Store Ability Ritual allows the Ritual Caster to absorb a Skill into a Target Item or Body, as a once ever charge. The Skill must be expended and subsequently absorbed into the Target by a character possessing an unused charge of that Skill while touching the Ritual Target and stating the Skill name within the Circle of Power. This expends the Skill as if it had been used for that Logistics Period.

At the time of casting if the Skill has an Effect, the Caster has the option to allow that Effect to also be absorbed into the Ritual Target. If an Effect is listed on the enchanted item tag, then that Effect must manifest with the Skill when the Ritual Effect is activated. If no Effect is listed, then the Effect is assumed to be "Normal" and the bearer may apply any additional Effects or spells.

No additional ritual effects, skill abilities, enchanted items, spells, or effects can change the damage or damage type if it is already present in the Target. To use a skill from a Store Ability ritual that requires the use of a weapon, the wielder must have the appropriate weapon in hand and the skill to use that weapon.

In order for charges from the Store Ability ritual to be used, the item must be registered in the CMA, or with appropriate chapter staff, and the charge(s) of the ability to be used must be removed from the item, either via preregistration, at Check-in, or during Logistics, and are added to the player’s character card. Once added to the character card, the item charge for this ability is consumed from the item. The option to use the ability will last until the end of the event.

You can store 1 Charge of a Skill from the list below:
Sleep/Paralysis Blow, Silence/Stun Blow, Slow/Weakness Blow, Fear/Pin Blow, Evade, Dodge, Assassinate, Doom Blow, Counteract, Break/Disarm Strike, Sleep/Enfeeble Strike, Weakness/Shun Strike, Destruction/Stun Blow, Repel Strike, Precise Blow, Parry, Riposting Blow, Slay, Taunt Strike, Intercept, Resolute, Mettle, Dispelling Strike, Purifying/Draining Strike.

This Ritual requires 2 Reagents to cast as listed on the scroll.

Spellcrafting:

This ritual can not be spellcrafted.
Summary: Change Store Ability ritual to add pre-loading Store Ability charges onto battleboard, add CMA support for loading.

Vote: Change Store Ability Ritual

CO Proposed, seconded by NH

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: Membership expressed concerns about ability to track and have visibility of Store Ability items being used to produce effects, as well as the "pocket full of dodges" perennial concern of Store Ability. Various ideas were brought forward, including the potential of changing Store Ability to have a functionality similar to Recharge Prowess, which was put aside with concerns that this would remove martial and stealth skills from casters, while martial and stealth characters would still have access to effects like Memory Strike and Spell Store. The idea of adding a verbal to Store Ability to show its use was also floated. Eventually, consensus was found in pre-loading Store Ability charges to a character sheet for use during the event in which it was loaded in a use-it-or-lose-it fashion. Tech was consulted for feasibility in adding this function to the CMA for self-service during pre-registration.

Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Remove Mechanical - PASS​

ARC will work with Docs for the next rulebook update to remove references to mechanical and replace with massive or reword where appropriate.

Summary: Remove "Mechanical" effect from Rulebook, replace instances with Massive.

Vote: Remove "Mechanical" effect.

ATL Proposed, seconded by XR.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: Minimal conversation occurred, consensus that understanding of "Mechanical" effect was not well supported in Rulebook, leading to lack of player and gamerunner knowledge about its differentiation from other types of damage.

Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Pierce - PASS​

Modify the following section:
Damage from <damage type or effect> (pg 114)

Remove 2nd paragraph. Replace with:

Some monster cards may say “Takes body damage from <effect>.” This means that any damaging attacks with this effect will bypass the monster’s armor and deal damage directly to their body. Anyone hit by such an attack, unless it is Healing, Chaos, or Body, must state “Pierce” to indicate the attack was taken correctly.

Summary: Add "Pierce" verbal to indicate when a damaging attack has bypassed armor and dealt damage directly to body.

Vote: Add "Pierce" verbal

CHI Proposed, seconded by WI

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: The idea of an out-of-game call for attacks which are effective against a monster and bypass armor was well-received. Further conversation hashed out whether all players or only monsters would be expected to state "Pierce" and if it would be stated each time or if it would function similarly to other calls like No Effect, where it only needs to be stated when first relevant.

Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Taunt + Taunt Strike - PASS​

Taunt
Greater Command
10 seconds

This effect will cause the target to attempt to exclusively engage the caster, or those preventing engagement with the caster, in combat for the duration of the effect. The target must either engage the caster using ranged attacks or attempt to advance into melee range, but never in a manner that will cause direct harm to the target.

The Player of a Character affected by Taunt may make an out-of-game choice whether they want their Character to utilize per day abilities and equipment, based on how the player wishes to use their Character’s abilities and equipment. Characters are not forced to use Necromantic abilities or items unless the Player chooses to, with full understanding that this may impact their Character in game.

Taunt Strike*
Martial
Daily
Meditatable
Prereq: Weapon Skill, 1 per 60 Martial XP
This skill allows the character to make a single attack and call “Weapon Strike Taunt”.

Summary: Add new effect "Taunt" and new ability "Taunt Strike". Taunt Strike is a replacement for Eviscerating Blow from the Martial XP category. Players who do not wish to have Taunt Strike will be offered a means of exchanging Taunt Strike for other skills.

Vote: Add "Taunt" and "Taunt Strike"

CHI Proposed, seconded by MN.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: Concerns were raised that Taunt Strike is not a replacement for the niche Eviscerating Blow filled, with counter points being raised that nothing would quite fill the same niche and that Taunt Strike aligns more closely with the core identity of martial skills. The effect group of Taunt Strike was discussed, with Greater Command being agreed upon as a ten second effect. With the idea that players build their characters around particular capstone or near capstone skills, membership discussed sellbacks to replace Taunt Strike with other skills. National staff was authorized to produce a plan for replacement of converted Eviscerating Blow skills for impacted individuals in a way which would allow their card to remain valid as they hit Martial XP prerequisites with the XP previously occupied by Eviscerating Blow.

Some consensus was reached that it Eviscerating Blow as a skill was powerful enough to make finding a satisfying replacement difficult, and that a replacement will by nature need to be different. Offering a means of rebuilding for those who built around Eviscerate was authorized, with details to be announced by National Staff during and after implementation.

Finalized wording sent to ARC for implementation in Alliance Rulebook 2.1.3 (December release.)
 

Change to RSO Policy - FAIL​

Reference: Current National RSO Policy
Summary: Add language to RSO policy to read that individuals banned by the policy may be subject to individual chapter owner exceptions for non-violent offenses which allow those individuals to play their chapters. They must advise the other chapter owners within a week of that decision."

Vote: Amend RSO Policy

CAAZ proposes, CO seconds.

2/8/0 - FAIL

The following chapters voted for this policy: CAAZ, CO

The following chapters voted against this policy: AGB, ATL, CHI, MN, NH, VA, WI, XR

The following chapters abstained from vote: None


Synopsis of conversations:

The blanket nature of the RSO Policy as it stands may cause individuals who have been subject to inconsistent state laws to be unfairly penalized. Membership briefly talked about National ban lists, the consideration of one, and how individuals would be added to one if it became a tool available to members. A request was made for national support instructing banned players on what to do after you have been banned from a chapter. GM team requested feedback pursuant to work from the Policy Revision Committee to harmonize best practices for harm prevention.

Concerns raised included wanting to ensure that the organization has robust support to prevent harm to players and staff throughout the organization while opening an appeals process for those who have been targeted by inconsistent or heavy-handed state laws. The ability of advanced criminals to outmaneuver franchisees due to limited technical and investigatory activities was raised as a call to find alternatives which safeguard players.
 

Amend Bylaws Section 7.4.3. - PASS​


Summary: Amend Bylaws Section 7.4.3. (National Chapter Player Policy) to allow purchase of Game Items and Game Preparation as listed in the Goblin Stamps section of the Alliance Rulebook during preregistration for National events. These items can be purchased with Goblin Stamps from any chapter.

Vote: Amend Bylaws Section 7.4.3. - Add Game Items, Game Preparation for preregistration for National events.

MN Proposes, seconded by ATL

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: A quick concern about the technical challenge was raised but allayed, and the requirement for the purchase to be made during preregistration was added. Conversation was brief and overwhelmingly positive. Finalized language to be included in upcoming bylaws update.
 

Add Symposium Rules Proposal Probationary Period - PASS​

Summary: Add section to Bylaws which allows for a 60-day probationary period for Rules changes voted on at Symposium to give ARC time to return finalized wording for Member review. This probationary period can be overridden in the specific votes for the rules.

Vote: Add Symposium Rules Proposal Probationary Period

WI Proposed, seconded by MN.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: Conversations brief, pursuant to previous conversations from ARC requesting time to stress test and finalize language. Concern regarding what happens if ARC does not return finalized language addressed by pointing out means and methods of changing committee composition if they fail to follow instructions.

Finalized language to be added in Bylaws update.
 

Allow Racial Prosthetic and Makeup Accommodations - PASS​

Summary: Add language to rulebook which will give owners ability to make reasonable accommodations for players who need modifications to their prosthetics and makeups, as long as they remain recognizable as that race. Modifications are documented and reported to other members for consistency and communication.

Vote: Add Racial Prosthetic and Makeup Accommodations

WI Proposed, seconded by CO.

10/0/0 - PASS

The following chapters voted for this policy: AGB, ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: None

The following chapters abstained from vote: None


Synopsis of conversations: Conversations brief and overwhelmingly positive, desired immediate implementation. Reporting standard added to allow other members (chapter owners) to know what reasonable accommodations are being made.
 

Add Quarterly Digital Owner Meetings - PASS​

Summary: Add bylaws section for Quarterly digital attendance Owner Meetings with membership.

Vote: Add Quarterly Digital Owner Meetings

XR Proposed, seconded by MN.

9/1/0 - PASS

The following chapters voted for this policy: ATL, CAAZ, CHI, CO, MN, NH, WI, VA, XR

The following chapters voted against this policy: AGB

The following chapters abstained from vote: None


Synopsis of conversations: Conversations regarding quarterly meetings were interspersed throughout Symposium, desire for updates to membership from committees and ability to adjust 2.1 and policies and plan for eventual 2.2 changes. Quarterly meetings with members and GM team allow for greater transparency, flexibility, and direction. These digital meetings were clarified not to have direct votes or vote impacts.
 
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