Patch 24.1.0 - Kickstarter and System Updates
Kickstarter
We have officially announced our Kickstarter! Please watch our Kickstarter page for updates and to be notified when we launch.
Mechanics Changes
Improvements for Commission
- Contractors will now receive an Improvement every 3 times they earn Commission. This allows truly stand-out Players to earn bonus Improvements for their performance in-game.
Mind Damage from Violating Limits
- Now when you knowingly take an Action that will violate one of your Limits, you automatically take a Mind Damage in addition to having to roll Trauma. Our goal is to make Limits feel more like significant moral boundaries.
Secondary Abilities rolled at -2 Difficulty
- Now that Secondary Abilities are again relegated to non-combat applications, their Difficulty reduction has been restored to -2 Difficulty (from -1).
Grapple Rules
- The Grapple rules have been changed and rewritten based on community feedback.
Mob Rules
- Mob rules have been rewritten for greater clarity. Mobs can now only attack a number of targets equal to their count -2. Defending or Dodging against Mobs is now performed at +2 Difficulty. This should make them as dangerous as they would be if tracked as separate entities.
Armored Vehicles
- Armored Vehicles receive -3 dice to all drive rolls to account for their increased weight.
New / Improved Systems
Exposure
- We have added a Guidebook section on Exposure, which GMs can use to model difficult conditions such as extreme heat or cold.
Toxins
- Venoms, poisons, and tranquilizers now have their own subsystem that Players and GMs can use.
Shields
- We now have a system for shields that you can wield with one arm.
Explosives
- We have added systems for several new kinds of explosives and grenades.
The Illumination
Timeline
- We have added a new Timeline section to expand on some of the common “landmark Illuminations” within the setting.
Locus and Source
- We’ve added a new article on the science of the supernatural: Locus and Source.
New Circumstances
- Unacceptable Rental Risk - Car rental companies have deemed you an “unacceptable risk” and will no longer rent you a vehicle.
New Conditions
- Viral Lycanthropy - Dormant “You are infected with viral lycanthropy. It may be detected with a specialized ultrasound test and cured with surgery under anesthetic. If a significant amount of foreign animal DNA enters your bloodstream, replace this Condition with ‘Viral Lycanthropy - Transformations.’ and ‘Viral Lycanthropy - Contagious’”
- Viral Lycanthropy - Transformations “You are infected with active viral lycanthropy. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many days until you must transform. On the nights leading up to the full moon, you experience minor physical changes and all Mind rolls are +1 Difficulty. On day zero, you transform fully into your animal form. All Mind rolls are +2 Difficulty while transformed.”
- Viral Lycanthropy - Contagious “You are infected with active viral lycanthropy. Anyone exposed to your bodily fluids while you are transformed must succeed an Body roll at Difficulty 8 or gain the Condition ‘Viral Lycanthropy - Dormant.’”
Assets
- Asset “Stockpile” renamed to “Illicit Supplier” (Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside).
- From (You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.)
- Asset “Arsenal” changed to (Through some legal, licensed means, you have reliable access to a certain type of material others don’t. You may transport this material without the authorities interfering. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if normally illegal where you reside).
- From (You have an arsenal of a specific type of illegal weaponry or extremely rare and dangerous items. This does not include weapons of mass destruction, tanks, or assault helicopters. During a Downtime, you may obtain up to three items from your stockpile.)
- Asset “Beautiful” changed to (You’re quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.)
- From (You’re quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.)
- Asset “Pathetic” changed to (You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.)
- From (You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Self-Control to attack you instead of other targets in Combat.)
- Added new Asset “Confidant” (3 points): “Circumstance: You have a trusted person– a lover, close friend, or family member– whom you can confide in without fear of them revealing your secrets. (You may use your confidant in place of a therapist to treat your Traumas.)
- Added new Asset “Less Than Human” (3 points): “Condition: There is some particular class of person that you consider wholly deplorable and undeserving of compassion. (If you have the Limits Murder, Atrocities, and/or Life-Saver, they do not apply to your chosen class of person)”
Liabilities
- Removed Liability “Anosmia”
- Reasoning: It just doesn’t come up enough to be worthwhile to include.
Limits
- Limit “Injustice” changed to: “Any time you allow someone (through action or inaction) to escape your form of justice for a major crime, make a Trauma roll.”
- From: “Any time you allow someone (through action or inaction) to escape justice for a major crime, make a Trauma roll.”
Website
- The “Assign Gifts” button on the Character Sheet has been replaced with an “Advance Contractor” button. The Advance Contractor page now always shows buttons to add and improve gifts, even when the Contractor doesn’t have Gifts available.
- Reasoning: Playgroups that use homebrew rules have been asking for this one. We still use green highlighting and verbiage to guide advancement for contractors using the official rules.
- Fixed several small bugs and display issues.
Battle Scars
Minor
- Weak Stomach (Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up.)
- Shoulder Subluxation (One of your shoulders damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.)
- Tongueless (You cannot communicate verbally beyond grunts and shouts.)
- Chronic Ankle Instability (You cannot perform an all-out sprint)
- Concussive Neuropathy (Intellect rolls take twice as long (minimum of two Actions) and you receive a -2 dice penalty to all Initiative rolls.)
Major
- Migraines (Exerting your Mind causes you to take a -1 dice penalty to all subsequent Actions for the next 15 minutes.)
- Traumatic Brain Injury (You have suffered severe damage to your brain. All Mind rolls are made at +2 Difficulty).
- Bad Back (You can only carry 5 pounds per point of Brawn without being over-encumbered)
Severe
- Weakened Heart (Whenever you participate in strenuous physical activity, roll Body at difficulty 9. A failure sends your heart into arrhythmia, incurring a -2 Dice Penalty to all Actions for one hour. This effect can stack. If you botch, you receive a Severity-5 Injury as you enter cardiac arrest.)
- Neuropathy (You have permanently damaged your nerves. Actions utilizing any of your hands or feet are made at +2 Difficulty.)
- Narcolepsy (Once each hour the GM may ask you to roll Mind at Difficulty 7. If you fail or botch, you fall asleep.)
Extreme
- Skinned (Any Injuries you receive are increased in Severity by 3. Your Stress is always at a minimum of -3).
Effect Updates
Effect renames
- Sense Objects was renamed to Detect Objects
- Sense Beings was renamed to Detect Beings
Functional Weapon Damage
- Functional weapon Effects (Thrown Weapon, Melee Weapon, Special firearm, and Projectile Launcher) have had their Bonus Damage Parameters reduced by 1 across the board. Weapons that already had a +0 Parameter level had that level removed.
Masteries are Power Only
- You can no longer craft ability masteries with Artifact Crafting or add them to Legendary Artifacts. The exceptions are Unarmed Mastery and Medical Mastery.
- Reasoning: While this removes the ability to craft a cowboy hat that makes its wearer into a master marksman, it removes a troubling pattern of making all-in-one weapons. This ensures that the ultimate warrior is not just the result of their gear, but also their skills.
Armor Effectiveness
- The Armor Effectiveness Parameter has been removed from the game.
- Reasoning: Armor Effectiveness is a holdover from before we had a robust called-shots system. It often didn’t make much sense flavor-wise, and it led GMs to create super-armored enemies that were impossible to deal with if you didn’t have it. Finally, it just wasn’t that interesting and prevented people from spending their Gifts on more interesting Enhancements.
- Added the Enhancement “Shredder” to the Effects Unarmed Mastery, Special Firearm, Thrown Weapon, and Projectile Launcher.
General Enhancements
- Enhancement “Accursed Wounds” changed to: “Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.”
- From “Injuries caused by this Effect can be Stabilized but do not heal naturally. Any Effect that would heal them has its effectiveness reduced by 2 Severity Levels, to a minimum of 1 Severity level of healing.”
- Added to Effects: Unarmed Mastery, Thrown Weapon, Special Firearm, Projectile Launcher, and Melee Weapon.
- Enhancement “Triggered” now adds to the system text: “Your target should be intuitively based on the triggering event”.
- Enhancement “Bullet Parry” changed to: “You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.”
- From: “You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.”
- Reasoning: A slight nerf to Bullet Parry that also makes more flavor sense.
- Enhancement “Shredder” changed to: “If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.”
- From: “If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.”
General Drawbacks
- Drawbacks “Selfish” and “Traumatizing” can no longer be taken together.
- Reasoning: Traumatic is still available in these cases.
- Drawback “Disfiguring” changed to: “Possession of this Gift grants a minor Battle Scar that can only be cured by buying off this Drawback.” [E.g. chronic pain, wheezing, disfigurement, or a change in appearance that makes you obviously inhuman or similarly outlandish for settings where non-humans are common. See the stock Battle Scars on your character sheet for system references.]
- From: “Possession of this Gift grants a major Battle Scar that can only be cured by buying off this Drawback” [E.g. lost hand/foot, one eye, limp, a misshapen form that makes it difficult to use things built for humans, a mutation that makes you into a social pariah. See the stock Battle Scars on your character sheet for system references.]
- Reasoning: The effect this Drawback has on the Contractor’s Battle Scar economy is sufficiently punishing.
Advanced Movement
- Fixed description visibility requirements.
Afflict
- Enhancement “Airborne” can no longer be taken with “Ammo”
Animate
- Added new Enhancement: Soong’s Triumph (You may reactivate this Effect on an Animate target you previously animated. If you do, it becomes Sapient. Sapient animated targets may choose not to follow your commands and do not count toward your maximum active animated objects) (Requires Imbue, Veteran status)
Archery Mastery
- Enhancement “Bullseye” changed to: “If you are not making an attack or activating an Effect, any projectile you fire will be considered a complete success without needing to make a roll.”
- From: “If you are not making an attack, any projectile you fire will be considered a complete success without needing to make a roll.”
Armor
- Drawback “Recharging Shield” changed to: “Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.”
- From “Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.”
- Added new Enhancement: “Non-combatant” (Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.)
Augment
- Added new Drawback: “The Price of Perfection” (In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma).
Barrier
- Added Enhancement “Concealed” to Activated Style.
- Changed Enhancement “Reflect” to “Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full.”
- From: “Half the damage that was absorbed by the barrier is reflected back at the attacker. They may attempt to dodge if they have dice available, and any armor that they are wearing still applies.”
Blast
- Enhancement “No Friendly Fire” changed to: “When activating this Effect, you may specify one species or equivalent type of animate being that is immune to its Damage.”
- From: “When activating this Effect, you may specify one species or category of animate being that is immune to its Damage.”
- Enhancement “No Friendly Fire” can no longer be taken with Enhancement “Triggered”
Cleanse
- Enhancement “Curse Breaker” changed to: “You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.”
- From: “You may attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.”
- Reasoning: This change encourages GMs to provide interesting and flavorful cures for their curses and alien diseases. If they aren’t that creative, their lazy content is removed from the game.
Command Creature
- Command Creature no longer affects Alien creatures by default
- Added new Enhancement: Fantastic Beasts (You may target Alien Creatures.)
- “If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8”
- From “Sapient targets can resist by rolling Mind at Difficulty 6.”
- Fixed description visibility requirements.
Commune
- Targeted Style’s range increased to 50 feet.
- From “within arm’s reach”
- Removed Enhancement “Quick Learner” from Targeted Style.
- Added Enhancement “Commune: Writing” to Targeted Style.
Container of Holding
- Enhancement “Locked” changed to: “If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.”
- From: “Only you may open and close the container. Others can still destroy it to get at the contents”
- Added to base system: “When scanned or investigated without opening, the contents of your container appear normal and unremarkable.”
- Reasoning: Container of Holding is no longer foiled by the TSA!
Creature Possession
- No longer affects Alien creatures by default
- Added new Enhancement: Fantastic Beasts (You may target Alien Creatures.)
- Added to base system: “If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8”
Creature Transformation
- Added new Enhancement: Tough Exoskeleton (Your Body rating is considered the higher of your human and current form’s Body rating.) (Requires Veteran)
Destroy Object
- Enhancement “Sabotage” changed to: “Instead of breaking immediately, the targeted item is sabotaged. Select a condition. The target appears functional until the next time the condition is met, at which point the Effect occurs.”
- From: “Instead of breaking immediately, the targeted item is sabotaged. It appears functional until the next time a specific condition is met, at which point the effect occurs.”
Disguise
- Added the following Gift Errata: “‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.”
- Added to base system: “You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.”
Emotion Control
- Enhancement “Overwhelm” changed to: “The defensive Mind roll suffers a -3 dice penalty.”
- From “The defensive Mind roll is Difficulty 8.”
- Removed Enhancements “Breakdown” and “Your Feelings Betray You”.
- Enhancement “Strong Emotions” changed to: “Affected targets will take extreme and often out of character actions inspired by the chosen emotion. They also display the emotion obviously.”
- From: “If the target fails their roll, the action inspired is extreme and often out of character for the target.”
Energy Transfer
- Removed Enhancement “Concealed”
Extra Appendage
- Added Enhancement “Tools at Hand”
- Enhancement “Sticky Grip” changed to: “You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action.”
- From: “Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.”
- Fixed description visibility requirements.
Fabricate
- Enhancement “Sorcerer’s Stone” changed to: “You may create Non-Alien, generic objects that include rare materials such as radium or pharmaceuticals. Such objects and their materials last no longer than 45 minutes.”
- From: “You may create Non-Alien, generic objects that include rare materials such as radium or pharmaceuticals.”
Fascinate
- Range Parameter changed to [5 feet, 50 feet (default), 300 feet, 1000 feet (Seasoned)]
- From [5 feet, 50 feet (default), 300 feet, any distance (Seasoned)]
- Enhancement “Battle Cry” changed to: “The Effect no longer ends if violence occurs nearby or if your target is Injured. It does end if the target takes Damage from a source other than you.” [“Affected targets may still Attack you.”]
- From “You may fascinate targets in combat. This will likely lead to them attacking you if they are an enemy.”
- Enhancement “Center of Attention” changed to: “You may select a number of targets up to your Charisma rating. Audiences or mobs with a singular focus count as one target.”
- From: “All valid targets within range are affected.”
- Base system’s rules around leaving your perception clarified to: “If you pass from the target’s perception and they are unable to pursue you, the Effect ends. If they can follow you, they have 2 Rounds to do so or the Effect will end.”
- Trap Style ends if the subject of the trap is destroyed.
- Added new Enhancement: Would You Look at That? (You may opt to focus the target’s attention on any object or Being within range instead of yourself. If you do, you roll at +1 Difficulty.) (Requires Veteran).
Flight
- Base Gift Cost for this Effect has been reduced by 1.
- Fixed the Description visibility requirements.
Firearm Mastery
- Enhancement “Double Tap” changed to: “If you are wielding more than one firearm, you may make a single Attack roll to attack that many targets, splitting the Outcome evenly between them. You choose which target is hit by each weapon and how to allocate any remaining Outcome.” [When rolling, use the highest Difficulty among targets.]
- From: “If you are wielding more than one firearm, your Weapon Damage is the highest of all of them, plus 1 for each weapon after the first.”
Grit
- Enhancement “Stop When You’re Dead” changed to: “Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.”
- From: “Any dice penalty from being stunned, diseased, cold, hot, dizzy, sick, distracted, or similar circumstances is reduced to zero. Does not affect penalties from Powers you activated.”
Heal Wound
- Fixed a bug where the Healing Difficulty Parameter would not affect Consumables.
Heightened Senses
- Added new Enhancement: Ultrasound (You may spend an Action to ultrasound a surface within arm’s reach. Doing so reveals the internal structures of beings or objects. When used on the ground or a wall, you detect any tunnels, pipes, or hallways within 40 feet.) (Requires Echolocation)
- Enhancement category “Enhanced Sense” changed to “Sense”.
Immunity
- Bonus Resistance Parameter changed to [+0, +2 (default), +4 (Seasoned), +8 (Veteran)]
- From [+2 (default), +4 (Seasoned), +8 (Veteran)]
Injure
- Removed Drawback “Long Cast”
- Reasoning: Making it more difficult to create hyper-leveraged voodoo dolls without much application for other flavors.
- Enhancement “Chain Lighting” changed to: “This Effect spreads to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.”
- From: “This effect is applied to the target and all targets within 5 feet. It can “jump” up to 5 times.”
- Enhancement “Beam-O-War” changed to: “You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.”
- From: “You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.”
Mark
- Fixed a bug that caused the Enhancement “Connected” not to change the system text.
Melee Weapon
- Enhancement “Pin” changed to: “If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.”
- From: “If you Injure the target with an attack, the target is “pinned” to that location as long as your weapon remains in that spot. The target cannot remove the weapon.”
- Enhancement “Lasersaber” changed to: “Given time, you may demolish any object or wall. To destroy 1 cubic foot of material: spend 1 Action for material demolishable with a crowbar or sledgehammer, and 2 Actions for other materials (like steel).”
- From: “Given time, you may demolish any object or wall. To destroy 1 cubic foot of material: spend 2 Actions for material demolishable with a crowbar or sledgehammer, and 5 Actions for other materials (like steel).”
Mend Trauma
- Added visibility requirements to the Description.
Melee Mastery
- Added new Enhancement: “Quick Draw” (You may draw and equip yourself with any melee weapon on your person or within arm’s reach as a Free Action, as long as it is not being wielded by someone else.)
- Enhancement “Two Swords are Better than One” changed to: “If you are wielding more than one melee weapon, you may Attack with all using the highest Weapon Damage, plus 1 for each additional weapon. If you reserve a weapon, any Clash or Defend roll you make is -1 Difficulty, and mob penalties are ignored.”
- From: “If you are wielding more than one melee weapon, your Weapon Damage is the highest of all of them, plus 1 for each weapon after the first. You also receive an additional +2 dice to any Clash”
Mind Shields
- Bonus Resistance Parameter changed to [+0, +2 (default), +4 (Seasoned), +8 (Veteran)]
- From [+1, +2 (default), +4 (Seasoned), +8 (Veteran)]
- Added to errata Enhancement “Acute Self-Care”: “Does not work with augmentations or Traumas without downsides.”
Mythic Intellect
- Enhancement “Remarkably Self-Aware” changed to: “You may roll Intellect at Difficulty 6 to “scan” yourself for abnormalities. With Outcome 1-3, any outside influences on your thoughts/mind will be detected, as well as Traumas. With Outcome 4+, you may Exert your Mind to cancel the Effect. One attempt per Effect.”
- From: “You may roll Intellect at Difficulty 7 to “scan” yourself for abnormalities; any outside influences on your thoughts/mind will be detected, as well as Traumas, etc. If your Outcome is 3 or higher, you may Exert your Mind to cancel the effect.”
Obscure
- Passive Style now costs one Gift Credit less.
- Reasoning: Taking the “Switch” Enhancement is basically mandatory to avoid an “invisible man” scenario. That’s now accounted for in the price.
Project Senses
- Enhancement “X-Ray” changed to: “Instead of projecting to a target location, you may perceive clearly to at least your range. You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.”
- From “Instead of projecting to a target location, you may perceive anything within range. You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.”
- Reasoning: This allows x-ray sensors to smell things within their range.
Pyromancy
- Range Parameter level “20 feet” is now default instead of “arm’s reach”.
- Base system changed such that creating a fire always requires Exertion, and extinguishing a fire does not.
- Enhancement “Arsonist” changed to: “Starting fires has no Exertion cost. You must Exert your Mind to extinguish a fire.”
- From: “Starting fires has no Exertion cost.”
- Removed Enhancement “Firefighter”
Raise Dead
- Removed Drawback “Long Cast”
Regeneration
- Cooldown Parameter changed to [every 6 hours (default), each hour (Seasoned), every 10 minutes, each Round (Veteran)]
- From: [each day (default), every 6 hours , each hour (Seasoned), every 10 minutes, each Round (Veteran)]
- Enhancement “Clotting” changed 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.”
- From: “You may 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.”
- Enhancement “Healing Surge” changed to: “You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.”
- From “You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.”
- Fixed Description visibility requirements
Repel
- Added new Enhancement: Run! (Targets within range must use their Movement to run away from you.) (Cannot be taken with “Eject”)
- Changed the roll into a contested roll. You may choose Body or Mind, Difficulty 7 for the resistance.
- Range Parameter’s default range is now 45 feet.
- From: 15 feet
- The lowest level of the Duration Parameter is now 5 Rounds
- From: 3 Rounds
Restrict
- Added Enhancement “Exceptional Craftsmanship” to Consumable Crafting Gift Type.
- When Enhancements “Ethereal Chains” and “Encase” are taken together, the threshold for a successful Encase is now Mind divided by 2 (From: “Mind”).
Shape-Changing Object
- Effect Gift Cost reduced by 1.
- Enhancements “Flawless Forgery” and “Psychic Papers” can no longer be taken together.
- Enhancement “Psychic Papers” system text now reflects that it may appear as a specific, non-generic object to the person observing it.
- Both “Flawless Forgery” and “Psychic Papers” add the following system text: “When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results.”
- Reasoning: It’s a digital world! This Effect should be usable to get someone through security and onto a plane.
Signature Item
- Removed Drawback “Conditional”
Sleep
- Enhancement “Field of Poppies” changed to: “All targets within 20 feet of your primary target, besides yourself, are affected.”
- From “All targets within 20 feet of your target are affected.”
Spawn Minions
- Enhancement “Skilled” changed to: “Minions gain a Primary Ability of your choosing. Non-Attack Actions using it have a 7-dice pool and can utilize equipment.”
- From: “Minions gain a Primary Ability of your choosing. Actions using it have a 7-dice pool and can utilize equipment.”
Super Speed
- Fixed description visibility requirements.
Throwing Mastery
- Enhancement “It’s all about Reflexes” changed to: “You may use your throwing roll to Defend or Clash against any projectile Attack, even when unarmed. If you succeed a Defense, you catch their projectile. If you succeed a Clash, you make a throwing Attack against the target using the projectile.”
- Form “You may make your throwing roll to Defend against any projectile attack. If you succeed, you catch the projectile.”
Traumatize
- Enhancement “Mass Trauma” changed to: “All targets within 20 feet of your primary target, besides yourself, are affected.”
- From: “All targets within 20 feet of your target are affected.”
Travel
- Added new Enhancement: Spirit Paths (If you traverse a specific type of environment for one minute, you may activate this Effect and travel to the edge of any other environment of that type that you’re aware of, regardless of range.) [Eg you can walk through a graveyard and end up in a graveyard halfway across the world.]
Unarmed Mastery
- Added to base system: “You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.”
- Removed Enhancement “Armored Fist”
- Reasoning: This Enhancement was taken by all people who took Unarmed Mastery, meaning it robbed Players of an advancement choice and contributed to homogeny. As such, it is now default behavior.
- Enhancement “Precision Strikes” changed to: “You may use Dexterity instead of Brawn to Attack and Defend. If you would successfully incapacitate a target using Finesse, you may opt to knock them out for one hour instead of having them suffer an Injury.” (Requires, Finesse)
- From: “You may use Dexterity instead of Brawn to Attack and Defend.”
- Removed Enhancement “Hollywood Knockout”
- Reasoning: This Enhancement’s behavior has been folded into Precision Strikes.
- Added new Enhancement: “Bodyguard” (You may use your Reaction or a Desperate Defense to Defend against any Attack where the attacker, target, or line of fire is within 15 feet. If you do so, you may opt to take the Damage from the Attack instead of the target.)
Upgrade
- Enhancement “Armorer” changed to: “You may Upgrade a piece of Armor, increasing its Armor rating by half the extra dice amount. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.”
- From “You may Upgrade a piece of Armor, increasing its Armor rating by half the extra dice amount, rounded up.”
- Enhancement “Reinforce” changed to: “Upgraded objects cannot be destroyed. If you can upgrade Armor, it is shredded by half the normal amount.”
- From: “Upgraded objects cannot be destroyed. If you can upgrade Armor, it cannot be shredded.”
Warp Form
- Removed Enhancement “Concealed”.