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Patch 23.7.0 - Earthbenders rejoice!

This update has tons of new guidebook content, a new Effect, and a bunch of new website features! Cool!

Guidebook

Website

Major features

  • Reworked the front page!

  • Added a new button for GMs on the “View Upcoming Contract” page: “What else could I run for these Players?”

  • Appears under the “Accepted Invitations” section.

  • Shows you all of your Scenarios that the RSVPed set of Players aren’t spoiled on.

Improvements

  • Switched up some Hall of Fame categories and increased the number of entries shown to 15.

  • You can now log in with your username OR email instead of just username

  • Added edit buttons to Gifts on character sheets

  • Added a new type of guidebook page that must be opted-in to view. These pages contain mechanics and material that GMs may want to use to create content.

  • Improved the load times for character sheets

Bug Fixes

  • Fixed some display issues with artifacts on printable character sheets

  • Fixed several issues around Gift permissions

  • Fixed an issue with the guidebook where images loading would scroll the page away from the section you looked at.

  • Fixed several issues that would lead to internal server errors

  • Fixed a bug that would prevent you from changing your Contractor in a Contract when it’s full.

Mechanics

  • Source Regeneration change: now instead of having a single source regeneration condition, Contractors get one at Novice, one at Professional, and one at Veteran. Cooldown lowers from “once per day” at Novice to “once per hour” at Seasoned. Removed “once per minute” cooldown from Veterans.

  • Fixed the wording on the Assets that require an Attribute at 1 to be clearer.

  • Clarified that the Asset Clear Conscience can’t be used on Effect activation costs

  • Clarified that if you use Will To Survive on a Downtime, you do not have access to it on the next contract

  • Added a new Asset: Additional Language (like Polyglot but only one language)

  • The Liability Anti-Social has been changed to: “In order to start a conversation with someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.”

  • Added a new Liability: Short Fuse “Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.”

Gifts

New Effect: Terrain Control

  • Create walls, domes, tunnels, and more!

General

  • Enhancement Alien Origin changed to: “Determine if this target is Alien in origin or whether it has any Alien energy or outside influences. You receive information about the type of energy, including the name of the relevant Source pool or equivalent.”

  • Changed Drawback “It’s Alive!” to: “This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.”

  • Changed Drawback “Mage” to: “Activating this Effect requires three consecutive Actions and involves intricate use of the body and voice. If interrupted during activation, the Effect fails. It is obvious you are preparing to activate an Effect during casting.” (Can now be taken with Focus or Fuel but can no longer be taken with Concealed).

Sense Objects

  • Enhancement “Take Inventory” changed to: “When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.” [For example, you can see what each object looks, smells, and tastes like, even if it is concealed or you are not near it.]

  • Added extended system text: “This includes any objects that come into range during activation.”

Sense Beings

  • Removed Enhancement “GPS” and made the behavior default.

Memory Manipulation

  • The target may now roll Mind to resist memory manipulation. If they succeed, they realize you were attempting to manipulate their memories. Targets no longer roll when confronted with compelling evidence contrary to their memories.

Cleanse

  • Changed Enhancement “Instant Relief” to: “When you cure a poison or toxin, your target is healed for half the Damage they took from it.”

  • Changed base system to only affect non-Alien diseases, toxins, venoms, etc.

  • Added new Enhancement Curse Breaker: “You may attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.” (requires Miracle Worker, requires Seasoned)

Melee Mastery

  • Changed Enhancement “Two Swords Are Better Than One” to: “If you are wielding two melee weapons, your Weapon Damage is the highest of the two plus 1, and you receive an additional +2 dice to any Clash.” [This dice bonus stacks with the default mastery bonus]

  • Removed Drawback Focus

Pyromancy

  • System for extinguishing fires changed to: “Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics. An Outcome of x puts out the fire” [scales with Fire Size parameter].

  • Using Enhancement Flame Control no longer requires Exertion.

Send Message

  • Removed Enhancement “Conditionally Costless”

  • Added Enhancement “Costless”

  • Enhancement “Whisper Through the Aether” has been removed, and made default behavior.

  • Drawback “Call from Inside the House” changed to: “You may only target individuals within 300 feet.”

  • Enhancement “Conversational” changed to: “Instead of sending a single message, you open up a line of communication to your target. You may converse with them without any additional Exertion cost for as long as one of you maintains Concentration.”

Commune

  • Added new Enhancement Safe Words: “Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.” (Requires Seasoned)

Vehicle Mastery

  • Enhancement Daredevil changed to: “Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.”

Extraordinary Vehicle

  • Enhancement Daredevil changed to: “Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.”

Firearms Mastery

  • Added errata to Enhancement Curve the Bullet: “The bullet should have to make a maximum of a single turn to hit its target. It cannot traverse an arbitrarily complex path.”

  • Added new Enhancement Magic Bullet: “You may Exert your Mind to make a single attack against any target in range without penalty, regardless of cover, as long as there is a path the bullet could take to hit them.” (Requires I Shoot With My Mind, requires Curve the Bullet, requires Veteran)

  • Removed Drawback Focus

Archery Mastery

  • Added errata to Enhancement Arc the Arrow: “The arrow should have to make a maximum of a single turn to hit its target. It cannot traverse an arbitrarily complex path.”

  • Added Enhancement “I Shoot with my Mind”

  • Added new Enhancement Homing Arrow: “You may Exert your Mind to make a single attack against any target in range without penalty, regardless of cover, as long as there is a path the projectile could take to hit them.” (Requires Arc the Arrow, requires Veteran)

  • Removed Drawback Focus

Investigate Individual

  • Added new Enhancement Alien Autopsy: “You determine the effect of any active Alien energy detected, and you get an idea as to the sorts of ways that latent Alien energy may be channeled by the target.” (Requires Alien Origin, requires Seasoned)

Investigate Object

  • Added new Enhancement Alien Autopsy: “You determine the effect of any active Alien energy detected, and you get an idea as to the sorts of ways that latent Alien energy may be channeled by the target.” (Requires Alien Origin, requires Seasoned)

Investigate Area

  • Enhancement Ley Lines changed to: “You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.”

Augment

  • Added new Drawback Brain Hacks: “Your Augments count as Traumas instead of Battle Scars.” (Requires Implants)

Pilot Mastery

  • Removed Drawback Focus

Command Creature

  • Added to base system: “Sapient targets can resist by rolling Mind at Difficulty 6.”

Armor

  • Gift cost for Artifact Crafting Armor reduced by 1.

  • Drawback Bulky changed to: “You may activate or deactivate your armor as a Free Action on your Initiative. As long as your armor is active, your movement speed is halved and you suffer -2 dice to all Dexterity and Perception rolls. While deactivated, it offers no Armor.”

  • Added a new Enhancement, Lifesaver: “Once per Contract, anyone protected by this armor may use Will to Survive even if their own Will to Survive has been depleted. This ‘once per Contract’ limitation applies to the Armor itself and remains even if shared or given away.” [You can’t, for example, pass this Armor around in turn to grant everyone on your team an additional Will to Survive on a single Contract.] (Requires Seasoned).

  • Added a new Enhancement, The Critical Hour: “Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar (Severe scars become Major scars, Major become Minor, etc).”

Alternate Form

  • Added to the base system: “Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.”

  • Added a new Drawback, Super Shroom: “If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.”

  • Removed Enhancement “Triggered,” as it straddles the line between build trap and exploit with very little acceptable application.

Animate

  • Enhancement “Flutter” now requires Seasoned status.

Phase out

  • Fixed an issue that caused the Enhancement “Ticket for Two” to not display properly.

Project Senses

  • Default Duration increased to 30 minutes.

Mythic Intellect

  • Changed Enhancement Multithreaded to: “Instead of being unable to take Actions while maintaining Concentration, you may now take Actions at a -2 dice penalty. You may maintain Concentration from two different Effects, but you are unable to take Actions when doing so.”

Mythic Brawn

  • Enhancement Tough changed to: “You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded, and it protects against falling Damage.” [Armor from multiple sources does not stack. Instead, the highest is used.]

Suggestion

  • Enhancement “Bonded” changed to: “If a target fails to resist your suggestion, they receive the Condition “Bonded.” Whenever you give them any sort of command, they must succeed a Self-Control roll not to follow it. If they succeed, remove the Condition.” (requires Veteran)

Upgrade

  • Removed Duration level “The next three weeks”

  • Added the “Functional” style, allowing you to apply an Upgrade to Legendary Artifacts and via Artifact Crafting that lasts forever but only affects the one Artifact.

  • Added Gift Errata: “Extra dice from this Effect do not apply to Gift activation rolls.”

  • Enhancement Magic Wrench changed to: “You may Upgrade Alien Devices. This does not add bonus dice to any rolls related to the Device’s passive or activated Effects.”

Sleep

  • Removed extra instance of Enhancement Conduit

Possession

  • Eviction rules in the base Effect changed to: “If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.”

  • Enhancement Long Term Resident changed to: “You cannot be evicted from the host for crossing their Limits or putting them in danger if they fail their Mind resistance roll.”

Unarmed Mastery

  • Removed Drawback Chomp

Levitation

  • Enhancement “Commercial Flight” now requires Seasoned status instead of Veteran Status.

Regeneration

  • Changed base system to: “Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.”

  • Changed Enhancement “Clotting” to: “You may also Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.”

  • Changed Enhancement “Regrowth” to: “You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.” (Requires Seasoned. Requires Clotting)