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Changes in the new print run


RosenMcStern

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As anticipated, the new print run will contain some changes, additions and options that integrate errata and observations we have received so far. While many points of the rules will undergo a change, the basic system is still the same, and the most significant changes have been kept optional so that we do not invalidate the rules that most people have already purchased. The softcover book still contains the official version of the rules, regardless of how Exertion Points are called. Name changes are purely cosmetical, to aid comprehension.

The PDF will be updated automatically with these changes.

·         [Errata] All that has been discovered so far

·         [Renaming] Manipulation Traits become Manipulation Stunts

·         [Renaming] Life Points become Exertion Points

·         [Renaming] Torso is renamed as Body for humanoids, too.

·         [Streamlining] A result of Advantage-vs-Advantage in Advanced Combat is brought in line with generic Conflict and Basic Combat, that is it becomes the equivalent of a Success-vs-Success.

·         [Streamlining] Readying missiles now costs the same SR needed to fire them, not half.

·         [Streamlining] Once you have successfully crafted one item with a base Value equal to your Craft / 10 without Consequences, you can create new specimens without a Conflict in one Time Unit.

·         [Streamlining, optional] Instead of halving Protection on a coverage roll of 0, you can now ignore magical armour actively by bringing the Coverage roll to -1 with an Aimed Blow Effect. This is an exception to the rule that the Coverage roll cannot go below 0. If this fits your game world, the Narrator can require that the attacker has Second Sight active or knows a specific Stunt in order to use this technique.

·         [Clarification] The extended cost of 20 for the first action when using the Ranged Opening Move applies also to non-attack opening actions like Aim or defences. If you do not shoot immediately, you lose the advantage of using a ranged weapon.

·          [Clarification] A character can always make a “fake” Close Combat Attack with the main weapon, even when an opponent is not within range, in order to move. If enemies are very close, this may be more sensible than charging.

·         [Clarification] If you Wait before executing a Move action you can use the Free Action to move five Strike Rank later at no Strike Rank cost. This is useful if you are waiting for your allies to bring an entrenched opponent to zero Strike Rank with Suppress before moving.

·         [Clarification] Loading a projectile like an arrow is a generic Ready Item action and costs five Strike Rank regardless of the cost of firing the weapon

·         [Clarification] Should an Overwhelm Effect be used against an opponent who has only a Missile Weapon ready, the weapon has a Parry value of 1 if one-handed, 2 if two-handed.

·         [Clarification] When making or enhancing ammunition or portable power sources, one single Conflict produces ten items, not just one.

·         [Clarification] Duration of clips for energy weapons is expressed in Might. A standard clip holds 20 Might, that is 10 pistol shots but just five Heavy Rifle shots. Weapons capable of bursts require heavy clips holding 90 Might, and even these can fire just 3 ten-shot bursts or 10 three-shot bursts.

·         [Balance, Optional] Bypass Defence is limited by the unit die roll, not the tens one.

·         [Balance, Optional] Project Energy can now be interpreted as converting the caster’s own Exertion Points into Energy, up to the Might of the spell, and not just creating Energy out of the blue. This increases the overall cost of physical attack spells.

·         [Balance] Dodging Projection spells now receives only one Penalty, as the target has some means of anticipating the incoming attack by looking at the caster concentrating.

·         [Additional Rule] If you do not want to use Fate Points, you can alternatively use a Motivation as a Positive Consequence once per session. You can attempt a Motivation roll to recover a spent Motivation before the next session.

·         [Additional rule] A new Stunt is added that allows you to use the difference in Status as “armour” in social Conflicts.

·         [Additional Rule] The cost of Altering Intents and switching to a different opening move is now unified with next action, which thus costs five SR more than usual.

·         [Additional Rule] Once you have Charged, you can automatically switch to a Close Combat Opening move without paying SR.

·         [Additional Rule] The Cybernetics innate power has been added as a prerequisite for integrating implants/gadgets into your own body.

 

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