(follow on content from HELP TODO for Gamesystem II development)
- NN2: replacement interactive narratives over academy and school, latter as optional gold quest bean-stacks
- ECONOMICS: giving the global breakdown of all production->creation->tribute->traded->citystock/villagestock/invstock << total + / price / total - >> destroyed<-used craft<-used construct<-used legion<-offered-<farming/labours<-otherusage + bought/sold = total overview of the global economy movement, factors, supply and demand and usages.
- SIXTY EXPERIENCE QUEST: updating those requiring it but XP LIST adding (QXP is the type) the sixty experience quests and ensuring each serve purpose: non-essential but rewarding independent 'player knows this/player can do this' gauges covering the whole gamesystem. Example: enlist or liberate ten young men of foreign guild or city. Real easy sure but its completion checks a bunch of boxes of player knowhow that adds up to more stuff they know how to do, less reason to be bored, better Avalon players. Liberate is included to ensure pacifists/war haters have their outlet. Process is the same and knowledge gained is also the same. Player after the 60 quests may reject half of the potential as incompatible with their role/preferred game but it becomes a 'no' with insight.
Professions - Skills - CONFIG ABILITIES:
- THIEF: grappling lines system
- THIEF: advanced trapping abilities integrated
- SEER: oracle ether interplay, tempest / violent ether aspects
- SEER: truemystic doppleganger thorough testing
- SEER: modernising legacy mysticism (human, revive et al)
- SEER: farsight layered attack and sphere vs blackening/enslaving updating
- BARD: canto omissions in Songs, expanded symphony, familiars in Dramatics
- BARD: troubadour, demagogue, inquisitor, dramaturgist (inc method of acquisition) with accord/dischord and saga inc inversion
- SORCERER: fog Thaumaturgy completed function and abilities
- SORCERER: modernising evocation / demonology (damnation/immolation etc)
- KNIGHT: second crusade implemented
- KNIGHT: marking and nicking
- LOREMASTER: opalescence to completion (topaz, obsidian, ebony) including poise/position/momentum
- LOREMASTER: skymastery (firefall, vortex, forestry)
- LOREMASTER: completion and expansion of the dot tag rune (and pear?)
- MAGE: bolts/circles/vortices elementalism completed function and abilities inc cataclysm
- MAGE: definitive elemental experience gains
- MAGE: full candescent light/dark interplay
- THIEF: shadows run through, method of teaching, AB config listing
- RANGER: completed function of sylvan tree powers and totems
- RANGER: falconry abilities to completion
- DRUID: ornithology abilities to completion
- DRUID: tree and sylvan/animism functions to completion
General Skills - Notes:
- FISTICUFFS: Spinning, roundhouse
- ITEMLORE: Belts and listing contents
- RIDING: Grooming, cantering and berserking
Gamesystem - Notes:
- WARFARE: line of sight, point to point moving, interlocation moving points, blocking in destination point
- WARFARE: Trench tunnelling caves/oil deposits/rivers/flooding and heights/depths interplay
- WARFARE: Dispatch chaining, dispatch engage and automatic strike / defence retaliation

