Changed monster creation skills. No longer is it suggested in the format “4 skill 2, 2 skill 1”. Instead, I suggest just using a total amount of skill points and allocating them how it makes sense. Added a few more monster traits.
Author: Scott Anderson
Big news! The Google Sheets character sheet is ready for alpha testing. https://docs.google.com/spreadsheets/d/1K4Szm0JnjF90NWOrzJGPv-L_WtuGEjErnv4hYW2RZt4/edit?usp=sharing Should be viewable by anyone who uses the above link. Don’t worry. No viruses or embedded macros or malicious spyware. Just good ole fashioned VLOOKUPs everywhere!
Added Lucky Weapon. Added Consecrated Weapon.
I feel like the system is complete enough to label it 1.0. Of course I don’t know how (or if) I would want to try to “announce” this to a wider audience, but the system is finished and I don’t expect any
Added a section in Chapter 17 – The World to talk about the railroads. The idea is that the railways are no longer allowed as military targets, etc. I also wanted the idea of independent trains. I didn’t want all trains to
Added quite a few new spells. Added some additional monster traits. Changed the companion rules to be more general, including constructs, undead, and other summons. Added the rank 3 Bird of Prey for the Falconer. Added minor fire elemental to the monster
Added quite a bit of background to Chapter 17 – The World. Sections on the Great Coastal War, expanded upon the Organizations, and added some details to the creatures of the Shadow. Added the Cinderbrand and Frostbound classes. Completely revisited Skills and
Added some limits to Endless Bag of Bullets. Added a Ring of Cold Resistance.
More internal playtesting. No major changes. Some typos updated. Upcoming roadmap: More spells! More classes!
Added Squad Mage class. Various clean-up of typos.
Some cleanup. Added the Desert Scuttler creature.
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
Added a random name generator Appendix.
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
Added a section on NPCs and Skill Checks to explain the GM can use Unopposed Skill Checks in some situations where it may seem like an Opposed Skill Check would normally be used. Added a bunch of new manufacturers and names for
Made the pretty important decision to start everyone out with an Initiative of 2 instead of 1, PCs and NPCs. I had concerns about a single bad flip making someone miss an entire fight. Unlike other Combat Values, Initiative is only really