Skills
Rouge tree necromancy skills
         During early drafts of the rouge skill tree their were 3 necromantic/assasin skills. The first dark illusion allowed the rouge to carry a weapon Phys rep, although it didn't really work. Why, i don't remember. The second skill Death's wind allowed them to talk to a recently deceased Player. The third allowed the rouge to revive a recently deceased PC for 5 minutes. These skills were seen as too wierd and out of flavor for the game.
Iron skin/Natural ressistance
            Problematic from the begining, iron skin turned out to be simply too powerfull as a skill. NAtural ressistance was originally the most powerfull defensive ability in the game, but after a lot of nerfing it became pathetically useless. Iron skin has since been dropped, and Natural resistance changed to it's current XPD state.
Destroy
       The most recent rejected rule this new sorcerrer skill would have alowed the caster to phase someone out in one packet. After much arguing this skill was ultimatley removed, although it may come back in one form of another.
Alchemy
       The actuall skill of alchemy but the idea has always been bounced around. Originally spells required you to posses real components, such as leaves, feathers, etc. This was a ridiculous idea that was dropped in one of the early drafts. When the skill alchemy was fist discussed it went back to idea of real components, such as golems dropping physical screws.  Paper was eventually decided on as a far cheaper alternative then aquiring gremlin hair.
Astral Magic
          Contrary to popular beleif all PC's know astral magic. All you have to do is punch yourself in the groin 3 times. I will cause intense Pain to any victim. Try it sometime. Also feel free to experiment around, as these ambitious sages have.
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