General Rules of Play
- There are a lot of projectiles flying, eye protection is recommended, but not required. If you do choose to wear eye protection, please make it look period or “Steampunked” to fit the game aesthetic.
- We are applying the Flurry Rule to missile weapons as well as melee weapons, you can find this in General Rules of Play under Speed of Attacks.
Weapons
- If you have questions if a brand is approved, please ask us before you spend your hard earned money!
- Reminder that White darts are restricted to Staff use only.
- Recommended darts include Nerf, My Valentine, Koosh, Ekind Hollow Out Soft Head and Captain Slugs
- Foam Darts. Based upon further research we are banning the use of several foam dart types including FVJs, Voberries, and Stefans.
- The sections where weapon colors are outlined have been updated. The takeaway is that weapons should be period/genre appropriate in period/genre appropriate colors.
- We have decided to move away from Red for Claws & Fists, opting for more natural colors based upon the creature/character using them.
- Clarified that Claws & Fists are susceptible to Disarm (cannot use the arm for the duration), however the Claw/Fist does not need to be dropped.
Attribute and Skill Costs
- Character Point progression costs have been adjusted and CP Spent prerequisites added to advance to certain levels of Attributes and Skills.
Counts
- If a character is coming into play using a count “phasing in 10, phasing in 9, etc” they are not vulnerable to attack until they have completed their count.
Durations
- If no Duration is included in a verbal, the Duration should be taken as Brief (10 seconds)
Disarm
- Disarm works on characters using Claws or Fists, it makes the arm unusable for the duration of the effect, though the weapon does not need to be dropped.
Impair
- Clarified the Impair effect in both Wounds & Healing and the Effects List, Impair adds a 3 second Aim count to Theurgy and Manteia effects.
Shootin’
- The Shootin’ skill has been overhauled. We have added a Combat Slot system similar to that used by Fightin’ with a few Aim effects remaining. There are also special rules for single shot Rifles to make them more effective.
Learning
- Translate Document PP clarified
Profession
- Removed Background Profession, Profession 1 now costs 0CP and grants $10 caps.
Dexterity
- Changes to Shootin’ necessitated changes to the Dexterity Deeds and Passives.
Devotion
- Devotion has gone through a redesign with the completion of all the Mystic Paths to better balance the abilities
Untrained Melee
- Combat & Weapons sections have been updated. Characters may now block with Small Weapons without any Fightin skill.
- Characters may still use Medium Weapons untrained, but blocking an attack will inflict a wound to the arm holding the weapon.
Edges
- Outfitted and Well Outfitted have been rolled into one Edge with Multiple levels. Each level grants the character an additional $150 starting cash.
- Added Edge: Strong Constitution
- Added Edge: Inheritance
Gear List
- Gear list is now live. Characters may choose their starting gear from this list and this represents common items and average pricing that will be available at the General Store.
We have several more updates we are working on including:
Secondary Skill: Demolition
Walls & Circles clarifications
Mystic Path effects lists updated