Updates
Changelog for Version 1.2
Core Rules
Boons and Conditions now grant 3d6 drop lowest / highest to attribute checks, instead of their d8 buff/debuff effects.
For brevity, Weakened is now called Feeble, Courageous is now called Bold, and Disheartened is now called Shaken.
Bold (formerly Courageous) now lets you ignore the penalties applied by conditions.
Dazed now halves your skill bonus.
Amaze results recovering from injury or illness now provide XP.
Mid-level XP requirements have been lowered slightly.
Glory resource has been removed. Now, glory is a token that can be spent. Earned XP can be sacrificed to regain it. Characters with high Destiny have a decent chance to re-use a glory token. Special abilities involving glory are now more powerful. The Glorious trait has been updated to fit this change.
Equipment Rules
Readying items in your inventory did not grant enough depth to justify its tracking. This has been removed.
The armor table has been revised slightly.
Shields now add Armor instead of Counter. Kite shields now add +1 Counter vs. shots.
Cartographer's Kit now grants 1 starting progress in previously traveled lands, including lands that have been left and returned to, without requiring complete exploration. No longer grants 1 free progress in all new lands.
Pack slot default count increased by +2.
You now check equipment damage on armor when you are bloodied in battle and on tools whenever they provide a benefit.
Venom now causes direct damage.
Dart Blowers now cause bonus direct damage with their Trick.
Encumbrance now adds +1 to all Spirit Point costs, and no other effects except the optional -1 check penalty. In addition, you may now become encumbered by stacking two items in one pack slot.
Travel Clothes, and Warm outfits in general as a mechanic, have been scrapped in favor of the apparel items (hood, cloak, etc.)
Legacy Items now progress directly from the initial bonus to tier 1, then tier 2, then tier 3. When the third bonus is selected, that item has its progression capped and future legacy points must apply to a second item.
Legacy item - Merciful Tier I (Accept Surrender): Moved to tier II.
Legacy item - Merciful Tier I (Careful Deflection): Adds +1 max guard at the start of battle.
Legacy item - Merciful Tier II (Second Chances): Moved to tier I.
Legacy Item - Merciful Tier III (Merciful Guardian): Now causes all adjacent allies to regain 1 guard at the start of your turn.
Legacy Item - Secretive Tier II (Distant Shots): Now adds +1 Damage instead of +1 Fight.
Legacy Item - Valorous Initial: Now grants +1 Damage when you have two or more boons.
Legacy Item - Valorous Tier I (Glory and Valor): Now grants glory whenever you level up.
Legacy Item - Valorous Tier II (Fearsome Weapon): Now grants +1 Damage against foes with a condition.
Legacy Item - Valorous Tier III (Valorous Charge): Grants three actions on your first two turns in close combat.
Journey Rules
Carousing discovery now grants SP equal to your Destiny, to be distributed to the party as desired.
Weather effects now start at a predictable time and last for a random duration rather than the whole day. However, they are more severe and can sometimes linger into the following day.
Downtime Rules
Battle Rules
Default battle actions and reactions have been changed.
During a turn, each character may perform two unique actions. No actions can be repeated in a turn except Move. Only one action can be an ability and only one action can be an attack. Stunned causes you to lose one of your actions.
Off-paw Strike is now an action that can follow another attack, rather than a reaction.
Push has been renamed to Shove for clarity about its updated movement options, such as dragging and switching.
Guard Mode now extends zone of control against foe movement and grants immunity to flanking and swarming instead of math bonuses. Guard Mode now recovers guard points equal to Armor (down from 1 + Armor) when it ends, unless it is interrupted before the full duration. Guard mode is now activated as an action at the end of your turn rather than as a reaction. Costs 1 SP as an action.
Foes can now only stop movement for a single character. However, a foe in guard mode can stop the movement of any number of characters.
Bloodied can now be removed if the character fully recovers their guard points.
Swarmed is now completely protected against by being adjacent to an ally.
Beasts
Shrew special feature now applies to equipment loss as well as equipment damage.
Badgers now receive +1 Health and +1 Damage instead of +2 Fight.
Badger - Primeval Guardian: Now allows you to enter guard mode if you are being attacked.
Badger - Unstoppable Force: Now removes a condition before your attack.
Hare - Perilous Beast: No longer requires a boon to activate.
Hedgehog - Hedgehog Roll: Now enters guard mode, allows movement, and causes damage to attackers while guarding.
Hedgehog - Stand Alone: Now allows you to enter guard mode for free if you are alone.
Mouse - Small Greatness: No longer has once-per-rest limit.
Mouse - Heroic Mercy: Now restores 3 guard to you and the target.
Shrews now receive +1 Counter and +1 Damage instead of +2 Counter.
Shrew - Guosim Windmill: Now allows you to attack and enter guard mode if you are adjacent to an ally.
Squirrel - Rapid Action: Cannot be used to attack. Instead may be used to Shove.
Squirrel - Effortless Dodge: Now allows you to use the Sidestep reaction even when an attack successfully hits you.
Voles now add +2 Spirit and regain all SP at the end of a session.
Classes
All starting boosts and progression options which contained Glory have been modified with other benefits.
Boxer - Bob and Weave: Cost reduced to 0.
Boxer - Unassailable: Now restores 4 guard. Activation requirement removed.
Boxer - Retaliatory Dodge: Allows you to combine Retaliate and Sidestep as a single reaction.
Duelist - Quick Draw: Removed, as no longer relevant.
Duelist - Battle Ready: Now also adds +1 Damage and +1 Armor.
Duelist - Riposte: Now adds +1 Damage instead of +1 Fight.
Duelist - Thrill of Victory: Now restores 4 guard.
Duelist - Press the Attack: Now restores 1 guard each time you hit a foe with a tactical penalty.
Duelist - Expert Disarm: Now a trait that prevents targets you stun from using attack actions.
Healer - Preemptive Care: Once per rest limit removed.
Healer - Inspiring Caretaker: Now also triggers from reviving characters. Now restores all SP on you and the other character.
Hermit - Roughing It: Now restores 1 extra HP when resting outdoors.
Hermit - Crab Claws: Now makes a basic strike and then puts you in guard mode at the end of your turn.
Hermit - Pack Tactics: Now restores 3 guard on both you and your companion.
Hermit - Ensnare: Now does 2 damage in addition to causing Slowed.
Hermit - Independent Companion: Now grants your companion +1 Fight and Counter while not adjacent to an ally.
Hermit - Companions may now take two actions per turn when you reach level 3.
Performer - Encouraging Performer: Allows you to gamble your glory to restore it on other characters.
Performer - Encouraging Refrain: May now remove any condition. Cost increased to 2 SP.
Performer - Vengeful Refrain: Now drains 2 guard.
Scholar - Tutor: Now can be activated for free, but once per rest.
Scholar - Confound: Now causes 2 damage to dazed targets.
Scholar - Harmless Appearance: Now promotes the attack if you have not caused damage during the battle instead of adding +2 Fight.
Scholar - Comforting Stories: Now restores 2 guard and does not require glory.
Scholar - Know Thy Enemy: Can now demote an attack regardless of its result.
Scout - Nimble: Is now used as an action and costs nothing.
Scout - Observant Risk-Taker: Can now be used to re-roll a risk die after seeing the result.
Scout - Evasive Stance: Now enters guard mode and demotes incoming ranged attacks.
Scout - Split Chase: No longer Telegraph. Cost increased to 2 SP.
Scout - Swift Escape: Now demotes the incoming attack rather than forcing a miss.
Seer - Destiny's Dreams: Removed.
Seer - Premonitions: No cost; usable once per rest.
Seer - Enigma and all Seer Abilities have been modified. Most Seer abilities now are not Telegraph by default, but become Telegraph when empowered.
Seer - Spirited Enigma: Now reduces the cost of an empowered ability by 1.
Seer - Dark Forest Guide: Now allows defeated party members to use your Destiny, spirit, and glory.
Seer - Paw of Doom: Now may be activated as a reaction with no glory cost, but only on an Amaze.
Warrior - Superior Parry: Now restores 2 guard.
Warrior - Interposing Block: Now passes the other half of the damage to you.
Warrior - War Cry: No glory cost. Now affects adjacent allies. Cost increased to 3 SP.
Warrior - Press On: Now removes any condition. Cost increased to 2 SP.
Warrior - Tactical Retreat: Now shifts 2 hexes and enters guard mode.
Warrior - Perseverance: Now revives with full guard. Cost increased to 3 SP.
Destiny Traits
New trait: Imposing - In battle, enemies must stop when they move adjacent to you even when you are not in guard mode.
Changelog for Version 1.1
Core Rules
Regardless of modifiers, rolling highest doubles (12 on 2d6 or 16 on 2d8) always results in an Amaze. Rolling lowest doubles (two 1's) always results in a FOPP.
New Mechanic: Promotion and Demotion. Some effects may promote or demote the result of a check. This means the result is raised or lowered, respectively, by one level. A Pass can be demoted to a Squeak, or a FOPP promoted to a Fail, as examples.
The Mighty boon now reduces incoming hostile Shove effects by 1.
The Courageous boon now causes a check rerolled with glory to be promoted. The secondary effect to Fight and Counter has been removed.
Increased XP required per level by around 50%.
The Destiny traits table has been revamped and now has a better proportion of generally good traits versus situational traits.
Beasts
Badger's Bloodwrath ability has been altered.
Hare's Blood and Vinegar ability has been altered.
Hedgehog abilities have been altered: Hedgehog Roll, Stand Alone.
Moles receive +1 Brains and +1 Dexterity.
Mole abilities have been altered: Practical Logic, Supportive.
Mouse abilities have been altered: Selfless Heroism, Small Greatness, Heroic Mercy.
Otters receive +1 Brains and +1 Destiny.
Otter abilities have been altered: Challenger's Shot, Swashbuckler's Strike, Fierce Avenger.
Shrews receive +2 Brains. Special trait can now negate equipment damage on any party member.
Shrew abilities have been altered: Stubborn Endurance, Guosim Windmill.
Squirrels receive +1 Brawn and +1 Destiny.
Squirrel abilities have been altered: Rapid Action, Surprise Attack.
Voles now gain glory when their party earns certain bonus XP rewards.
Vole abilities have been altered: Stout Creature, Skittish.
Classes
Each class now receives a class-specific attribute boost at levels 3 and 5.
Class default weapon and outfit options have been opened up to choosing based on value.
Boxer traits and abilities have been altered: Fur'n'Fury, Low Blow, Field of Valor, Peak Fitness.
Duelist traits and abilities have been altered: Battle Ready, Final Thrust, Expert Disarm, Backswing, Duel of Ages, Audacious Challenger, Prized Possessions, Prized Legacy.
Healer traits and abilities have been altered: Deceptively Peaceful, Superior Health, Versatile Cure, Field Medic, Pound of Cure, Call for Peace, Robust Revive, Herbalist.
Hermit traits and abilities have been altered: Pack Tactics, Loyal Companion, Slippery as an Eel, Ensnare, Battle Companion.
Performer traits and abilities have been altered: Encouraging Performer, Ballad of Tammo, Ballad of Matthias, Ballad of Sunflash, Ballad of Laterose, Ballad of Gabool, Vengeful Refrain, Tales of Hope, Bold Leader.
Scholar traits and abilities have been altered: Confound, Harmless Appearance, Plan of Attack, Historic Maneuver, Efficient Planning, Calculated Attack, Outwit, Know Thy Enemy.
Scout traits and abilities have been altered: Hearthguard, Observant Risk-taker, Deadeye Shot, Rapid Shot, Evasive Stance, Ambush, Lead On, Fellowship, Travel Guide.
Seer traits and abilities have been altered: Malefic Visions, Fateful Guide, Fateful Hindrance, Words of Valor.
Warrior traits and abilities have been altered: Interposing Block, War Cry, Issue Challenge, Soldier's Focus, Heroic Feats.
Equipment Rules
All Outfits have +1 Armor value. (This broad change also applies to NPCs.)
Gambeson req reduced to 2.
Full Plate Armor req reduced to 7.
Weapons are now sorted into three categories, effectively sorted by social class: Brawler, Ruffian, and Soldier.
Weapons no longer have inherent Fight and Counter bonuses. Some other stats adjusted accordingly.
Weapon Reqs and Tricks have been rebalanced across numerous weapons.
Longbow renamed to War Bow (just for Joe).
Shields now have -1 Damage.
Food Rules
DCs for recipes have been largely moved toward the center. Most DC 0 are now DC 2 and some DC 8 are now DC 6, etc.
Amaze result on a recipe now grants XP if the DC is higher than your party level.
Journey Rules
Land Variants: these modifiers can be applied to any land, modifying its base stats and changing its difficulty. These variants can be stacked with each other and change the likelihood of acquiring bonus XP from completing difficult lands.
D20 event check results of 1 cause two more events to occur.
Discovery table changes:
Three categories now exist: Bounty (water, foraging, gathering), Scouting (evidence, hideout, shelter, shortcut, site, vista), and Fellowship (new social discovery category).
Scouting discoveries (except shelter and vista) are less common.
Evidence discovery now grants a Shortcut if there is no undiscovered information to reveal.
Shelter discovery now protects from weather for one watch if traveling instead of camping.
Vista discovery now reveals special sites and rolls a random discovery if hostility is already default.
Foraging discovery now occurs 50% more often than Gathering discovery.
Hideout discoveries can now lead to random encounters and counter ambushes.
NEW: Introspection discovery (Bargaining): You and another party member may spend glory to grant the party 1 XP.
NEW: Coaxing discovery (Coercion): Another party member can make travel progress at no cost for this watch.
NEW: Encouragement discovery (Influence): Grant any boon to another party member.
NEW: Carousing discovery (Performance): Restore 1 SP to a number of party members equal to your Destiny.
Downtime Rules
Downtime progress has been abstracted from specific units of time (hours, days, etc.) to generalized downtime progress points to prevent confusion on the direct passage of time during a downtime project.
Battle Rules
Attack results are now as follows:
Amaze - causes 1 direct damage and stuns
Pass - causes full damage
Squeak - causes half damage
Fail - causes 1 damage to guard only.
FOPP - causes no damage.
Ranged weapons no longer require reloading - this mechanic has been removed.
New default actions have been added to skirmish sequences: Charge, Evade, Take Aim, and Draw Fire.
When the players win a battle without any of their characters being killed, their characters now restore half of their missing spirit points.