Finished a lengthy play test session and the following modifications have been made to the game: Tie-breakers for Initiative are now – Calculated Initiative, Initiative <N>, Soft Strength [SS], and then single card flip. (It didn’t include <N> before) Changed medium and

Major editing today. Ran some of the pages through a grammar checker and also re-read everything myself for Chapters 1, 2 and 3. Some obvious glaring mistakes (such as old references to multi-classing and Physical STUN vs. Mental STUN, neither of which

Some Nature spells added. Clarified (or attempted to) the difference between <ER> and <IR>, physical and mental damage, etc. It feels simple to me, but it definitely wasn’t clear. Also, I really need to work on some more spells that do mental

Big addition – Monster creation, monster traits (used during creation), and a monster manual! Another big edition – For Advantages, I’ve changed all “once per” to “twice per” to make them more attractive, since Advantages are limited. Added the Courier’s Duster magical

After receiving feedback, fixed the Combat Example. It had a reference to the “Too Many Cards” rule, but I changed it up from 3 to 4, and it was no longer valid in the sample combat. Also fixed the “Profession” skill. It

Clarified that some of the towers ARE in the northern wastes and southern deserts, after re-reading the nonsense I wrote. Added a brief blurb about the Great Coastal War. Added a very large section at the end of Chapter 17 – The