Hi.
Here is the motions document for the EGM to be held at 7.00pm on Tuesday
12th October 2004, location to be confirmed, but probably Elvet Riverside
somewhere.
Apologies for Absence
Motion 1: Removal of Hit Doubling
The Society Notes:
1) That the head and torso locations currently have double the hits of
limbs.
2) That elves have half the hits of a standard human character.
3) That direct damage spells would be disproportionately effective if
head/torso hits were halved.
4) Ditto venoms.
5) The armour rules.
6) The spell 'Firedart'
The Society Believes:
1) We should NO LONGER double head/torso hit points.
2) We should change the damage rules to ensure that no unfair advantage is
gained by removing the doubling.
The Society Resolves:
1) To change the rules so that:
a) All locations start on 2 hits
b) 4 levels of health/fitness/fortitude gives +1 to every location.
c) That elves start on 1 hit for limbs & 2 hits for head/torso
d) That hits are called long form (single, double...) for standard
damage and short form (one, two...) for damage affecting the torso only
eg: Spirit Bolt = Spirit Three
eg: Cause Light = Spirit Single
e) That the venom strengths are changed to 1,2,3,4,5,6,7,10
f) That venoms are called "[damage] Venom [short form strength]
g) That blade venoms only take effect on a blow causing hitpoint damage.
h) That a venom attack reduces current AND maximum torso hitpoints.
i) That direct damage spells DO NOT go through armour.
j) That a dispell cast at an elf does damage equivalent to half the
dispell level (rounded down).
k) That anti-venoms only restore the possible maximum hitpoints, not the
damage caused by the vemon.
l) That physical armour should come in four strengths:
1 Point: Leathers
2 Point: Studded Leathers/Light Chain
3 Point: Heavy Chain/Scale
4 Point: Rigid Plate
m) That armour should regenerate to full between encounters.
n) That the effect of Firedart be changed to 'momentary pain which
disrups casting' thus removing any damage element.
Motion 2: Anti-venoms
The Society Notes
1) The lack of clarity in the rules on anti-venoms
The Society Believes
1) In this case, clarity is a good thing.
The Society Resolves
1) To ammend the rules so that:
a) Anti-venoms can be taken to cure or prevent venom effects.
b) If taken to prevent, the anti-venom works for 30 minutes after having
been taken to protect the character from the amount of venom damage equal
to the strenght of the anti-venom.
c) If taken to cure, the anti-venom restores the possible maximum
hit-points of the torso by the level of the anti-venom or to full for the
character, whichever is the lower, but does not heal venom damage. Any
excess cure is becomes protection (see above).
d) That specific venoms (e.g. weakness) require specific anti-venoms.
e) That generic anti-venoms strengths are 1,2,3,4,5,6 and 7.
Motion 4: Clarifications
The Society Notes:
1) The spell, 'Evasions'
2) Armour types
3) Halving effects
The Society Believes:
1) These rules need clarification.
The Society Resolves:
1) That evasions falls under the category of 'Magic Armour'
2) That when resolving damage, Spirit Armour is reduced first, followed by
Magic, DAC and Physical in that order.
3) That Armour is effcetive as follows.
Spirit : Effective against- Spirit, Magic, Through, Physical damage.
Magic : Effective against- Magic, Through, Physical damage.
DAC : Effective against- Spirit, Magic, Physical damage.
Physical: Effective against- Physical damage only.
3) That when something causes damage to halve, this only has effect on
hitpoint damage, and only halves physical or through damage.
eg: Bob has 1 Point armour, 2 hits + Refract up. He is being hit with
singles. First hit takes out the armour, second hit is reduced by refract
as that is causing hitpoint damage.
Any Other Business
Any ammendments to the motions should be submitted to
treasure.trap.RemoveThis@durham.ac.uk ASAP.
This agenda and any ammendments will be available on
www.the-requiem.net
as well.
Anybody who has not paid membership will NOT be allowed a personal or
proxy vote at the meeting.
Please note the first events of term:
1) Pub Meet: Swan & 3 Cygnets on Elvet Bridge, Thurs 7th October from
7.30pm.
2) First Interactive: Vane Tempest Hall (DSU). Thurs 14th October, Time
in from 7.30pm
3) Basic (part 1): Armoury (DSU), 10.00am, Saturday 16th October. (Written
by Will, Liss and Rob)
Please make a special effort to attend this, as we would like the freshers
to have a really great adventure. Thanks.
See you all soon.
*** Durham University Treasure Trap -- the Entity on the Ether ***
(Message Sent By Rob Taylor on behalf of DUTT)
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