This is a changelog of all the rules adjustments that have been made, since the public playtest has gone live. You will find the most recent changes at the top of the page, with older notes being consolidated below it.
- Swiftness will be renamed to Agility (sorry for another ability score name change, Swiftness although a good name, was really long compared to the other ability scores and felt out of place, in addition using it at the table felt like a mouthfull).
- Made Manipulate a skill accessible to any class.
- Ability Scores reduce the cost of actions only once per round. Instead of reducing the cost of every action (which worked in the past combat system), the ability score will now serve as a total number of points that can be reduced per round.
- Reducing the cost of an action below 0, now grants a +1 to your roll for every point below 0 you reduce.
- Clarified how Dashes and Intevention Points fit within the new action-energy system.
- Recap: In the new combat system you can perform as many actions as you like with the first action costing 0 energy, and each subsequent action increasing that cost by +1.
- Unless specified as a (Reaction), Dash abilities and Intervention abilities count as an action when determining subsequent energy costs.
- Made a complete overhaul of all energy costs and damage outputs.
- Fixed a number of damage entries that were showing 1[w] instead of [w].
- Modified ranges for abilities that didn’t rely on a weapon range.
- Dash ability, Temporal Tear (delver), was no longer relevant in the new energy economy, the ability has been changed to reduce the cost of your next action by 3.
- Intervention ability, Awaken the Ancients (wielder), combat application has been changed to impact up to two tiles, dealing 2[nerve] + 2. (damage of 10 was a typo).
- Moved to a (free/move/skill) action system to a freeform one, each consecutive action after the first cost one additional energy. So first action costs 0 plus the action/talent cost, and then second action would cost 1 + the action/talent cost and so forth. As so far ability scores reduce the cost of all actions, and dashes count as an action in this system.
- Renamed the Thresholds (Judgment, Temperance, Fortune)
- Renamed Retaliations to Consequences
- Added Components and Ingredients, resources for crafting and healing
- Discipline minimum is now set to 14 at character creation
- Specialization changed now to Reduce the cost of your chosen skills by 2 (once per round), and you can reroll that skill as if you spent an intervention point (once per scene). Each specialization has to be from a different Discipline.
- Bits have three states (pieces, bits and cores), 4 pieces make a bit and 4 bits make a core.
- Species added Racoonfolk
- Removed Species buffs and replaced with boons, which can be selected by any species. These boons reduce a Judgement skill threshold by 2.
- Made tweaks to Knacks
- Changed 1[w] to just [w]
- Added two missing delver talents
- Made a series of balance and language tweaks
- Added Skill, common uses and common consequences
- Clarified turn order to be a Reflex or Awareness roll.
- Adjusted combat actions cost to be more in line with the new action economy
- Added Bestiary (only three enemies to start)
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