ChangelistGrapple rules have changed: Grapples applies status as normal but also will allow the player to set the terms of a grapple if a succeeding strike is achieved, and gain an automatic press if an obliteration is achieved. The 2 bonust dice "Pressing the Advantage" rule has been removed. Also tightened the press rules with regards to dealing damage to players using the press. Get Grabby! Hazards: The rules for Hazards have been updated/clarified to allow the use of hazard avoiding skills and equipment in specific situations. Them Duke boys can now avoid whole heaps of trouble. Fluid Swapping: Changed Swap: One die is usable in another caste of action; and added Fluidity: up to 10 dice can be exchened for another effect at a ratio of 2:1. Better than nothing (what Swap was) Use it or loos it:clarified universal combo from equipment. Now you have to USE the item. Doom music: Changed General Theory of Existential Dooms to a proper section and moved it to chapter 1. It's real, and it's infecting us all. first, second, and third digree swoons: Characters can now accumulate multiple swoons and there is a mechanic for dying of it. Will you endure? Concentration: Clarified Concentration. Apologies Spartan. Tweaking: Rules for modifying existing equipment has been added. It ain't easy. Supernatural ModuleChose life: Added: [7]Ressurect with loss, [5]Re-incarnate. We can now do things at lower level. Nerfhammer of Death: Split cure swoon into: [3]guts, [4]cure swoon, [5] regeneration. The difference is scars. |