==== 2019-06-21 ====
* The damage for dual-wielding has been adjusted, and is no longer dependent on weapon speed.
* Players are now limited to picking up 5 pieces of equipment per session.
==== 2019-06-20 ====
* "I literally cannot stop sucking cocks."
* Modified the status effect Lust to be a failure-on-holds instead of a damage effect.
* Added the status effect Longing, which is similar to Lust but with more consequences.
* Added the failure condition Defeat, to complement Unconscious and Death.
==== 2019-05-28 ====
* The Might move Elemental Breath has been strengthened.
* The damage has been greatly increased.
* 7-9 now comes with varying drawbacks instead of restrictions.
* 10+ now has no restrictions or drawbacks.
* The perk Iron Lungs has been replaced with Sweet Breath.
* The perk Deep Breath has been modified to provide additional damage at a cost.
* The perk Shallow Breath has been modified to allow Elemental Breath to be used for effects instead of damage at greatly reduced risk.
==== 2019-05-07 ====
* Magic grades have been decreased by one tier each. Tier 1 is now 0, 2 is now 1 and so forth.
* Move behavior is (mostly) the same, but many spells will be much easier to cast.
* Due to the change to magic, the following things have been modified:
* The perk Creation Expert has been changed to reduce grades of all applicable schools over 1 by 1.
* The perk Destruction Expert has changed to reduce grades of all applicable schools over 1 by 1.
* The perk Master Naturalist has changed to reduce grades of all applicable schools over 1 by 1.
* The perk Chunin has been adjusted to apply to grade 0 skills.
* The perk Jonin has been adjusted to apply to grade 1 skills.
* The perk Swift Strike has been adjusted to read "Grade 1 or lower" instead of Grade 1
* The perk Ninja Vanish! has been adjusted to read "Grade 1 or lower" instead of Grade 1.
* The perk Taiyo-ken has been adjusted to Grade 1 rolling Flat instead of -1.
* The perk Tenkachi has been adjusted to Grade 2 spells rolling at -1 instead of -2.
* The move Magus has been adjusted to read Grade 1 instead of Grade 2.
* The perk Master Magus has been adjusted to read Grade 1 as Grade 0 instead of Grade 2 as grade 1.
* the move Maniac has been adjusted as appropriate.
* The perk Necromancer has had a spelling correction.
==== 2019-04-03 ====
* Alchemy was adjusted.
* User may use another move on 10+
* The perk features from "Enhanced Formula" have been moved into the move itself.
* The perk "Secret Sauce" was added, and permits miscellaneous effects.
* The move now specifies that potions can be given to someone.
* The perk "Efficient Formulator" now gives between 2 and 3 potions instead of just 2.
==== 2019-03-11 ====
* Give It, Role Reversal and Tease replaced with Seduce and Claim
* Claim and Seduce de-emphasise D/S roles and provide more options.
* Seduce was re-written.
==== 2019-01-30 ====
* Ethereal Weaponry: Correct Strength to Might
* Added the magic discipline: Mimic
==== 2019-01-14 ====
* Clarification has been added regarding rewards for criminal behavior.
* Transmutation has had some grammar/spelling improvements.
* Spell Weaver is no longer a draft move.
* The perk Titillate can now be stacked without limit, and adds 1d3 lust instead of 1d2.
* Ethereal Weaponry has been adjusted.
* Slight wording/formatting adjustments.
* Changing the weapon's form now requires use of a hold.
* Rather than 'when damaging an enemy', holds are now used when the weapon is used in an attack successfully.
* Consuming a hold to ignore armor now applies to the whole attack.
* The starting holds for 7-9 are increased to 5, and 10+ to 7.
* Tangential Realization now transfers holds to the person the weapon is given to.
* The weapon can now be thrown or drop, costing one hold to return it to your hand.
* Applying an elemental effect to the weapon is now persistent.
==== 2018-12-17 ====
* The implementation of hand-to-hand weapons has been specified.
* Magic has had some casting conditions clarified.
* Several informational pages have been edited in the past few weeks, specifically clarification regarding;
* Actions that the player can typically do without advancing time versus moving the plot forward.
* Suggestions for non-explicit consequences the GM can implement against the player.
==== 2018-11-22 ====
* Martial Arts has been re-adjusted.
* The 7-9 options have expanded, and have harsher drawbacks for dealing more damage.
* Footwork has been adjusted to better balance 10+ and 7-9.
* The move's damage output should be more in line with other means of dealing damage.
==== 2018-11-13 ====
* Martial Arts has been improved
* The move now uses your base Unarmed damage instead of 1d3
* The move is now considered a replacement for Attack by default, rather than needing a perk for it.
* The perk "Empty Hands" - a perk allowing Martial Arts to be used like Attack was removed.
* The perk "Counterstance" - a perk allowing the use of Martial Arts defensively was added.
==== 2018-11-10 ====
* Added the experimental basic move Analyze - A high risk/reward gamble of the player's judgement.
==== 2018-09-30 ====
* Significant revisions to Hunt and Track (Hybrid)
* Move is intended to function as a movement/prep move with stronger benefits and simple resolution.
* Perks updated to reflect this change.
* Significant revisions to Play Tricks (Hybrid)
* Perks vastly revised (all of them)
* Nothing Up My Sleeve has become Holdout, and permits holding a specific number of items.
* Speedy Gonzales was replaced which enhances Flee
* All in the Wrist was replaced by Charismatic, which grants bonuses on talk-like skills.
* An unsuspecting target is not an automatic victory, but you take +1 against them.
* The move now permits doing more kinds of things, up to whatever your imagination concocts!
* The move now clarifies when a target can be fooled again.
==== 2018-09-29 ====
* Possessor is no longer a draft move.
* The perk: Chainsnatcher now gains an advantage when used against targets that trust your target.
* The rules surrounding distance have been clarified.
* The option to make basic moves as them now permits calculating benefits from equipment or other effects.
* The re-take prohibition now permits taking someone after an in-game day has passed.
* Spell Weaver now has perks!
* They are fairly experimental. Try them out!
==== 2018-09-28 ====
* Hybrid moves have had some of their formatting and text cleaned up. Including:
* Take Flight
* Sunder Defenses
* Righteous Smite
* No tresspassing
* Bondage Bunny
* The effects of the following moves are now named for faster reference;
* Sunder Defenses
* Bondage bunny
==== 2018-09-21 ====
* Formatting changes on:
* Battle Cry
* Blood Magic
* Beserk
* Battle Cry: Still Waiting has had it's description changed.
* Beserk:
* Expanded the debility ignoring option to include ailments.
* Corrected the sweep option.
==== 2018-09-12 ====
* There is now an XP bonus when a session ends with new players.
* Quick Character Creation sheets have been added.
* Formatting and spelling corrections have been made on a significant number of moves, including:
* Abjuration
* Alluring Dance
* Arcane Arts
* Bewitching Curse
* Call outsider
* Enchantment
* Healing Font
* Iron Will
* Telepathy
* Alchemy
* Conjuration
* Control Obscura
* First Aid
* Summon Monster
* Telepathy
* Telepathy effects are now named.
==== 2018-09-04 ====
* Added draft version of **Healing Font**
* **Service** may now be used on multiple targets outside of combat.
==== 2018-08-21 ====
* Forceful Technique has had it's roll effects changed to "Deal your damage"/"Deal half your damage"
* Changed the description of Berserk (but the move is the same.)
* Clean-ups of formatting/spelling for:
* Shield Up
* Unbreakable
* Shake the Earth
* Rock the Dragon
* Perk: Fatal Contact
* Regeneration
* Removed superfluous outcome text.
* Juggernaut
* Protector
* Power Throw
* Corrected spelling of the perk Major League
* Forceful Technique
==== 2018-08-10 ====
* Changes to the template:
* Made moves a little easier to see by adding borders to the headings.
* Fixed the text color in the page comparison.
* Basic Moves (very much at the credit of Zoht for pointing out most of these issues.)
* Cleaned up some roll+x entries.
* **Attack**
* Included Unarmed Damage in description of move.
* Rearranged to be a little more readable.
* Unarmed Damage can be rolled with either +Speed or +Might when using attack, specifically.
* Changed order of 10+/7-9: to reflect other moves.
* **Volley**
* Clarified that avoiding counterattacks while in melee range is not possible.
* **Block**
* Adjusted wording of third option to give +1 forward to an ally.
* **Defy Danger**
* Adjusted wording of 7-9 option.
* Adjusted optional uses of Defy Danger.
* **Cast**
* Fixed a typo.
* **Enscrollment**
* Made wording of school-spells more obvious.
* 10+ now lets you cast immediately.
* The leftover footnote about consuming two combat turns has been removed.
* Removed language referencing memory or spellbooks.
* Made in-combat and out of combat use of the move more obvious.
* Added common spells.
* Reduced duration of approximate time.
* Now allows enscrolling multiple spells at once onto a weapon that takes multiple spells.
* **Take a rest**
* Simplified the roll modifiers.
* Allowed stacking of HP.
* Changed to a simpler "Choose X" result.
* **Negotiate**
* Specify that it's intended to be used on hostile targets or in more tense situations.
* Adjusted to 7-9/10+ success.
* Adjusted how the roll is performed to be more standard.
* **Parley**
* Added footnote about it's use in less important situations.
* **Take It**
* Clarified the application of Lust damage when dealing counter-damage.
* **Role Reversal**
* Cleaned up description and options.
* **Service**
* Adjusted options to be more obvious about stacking.
* Made more apparent that it can be used in or out of battle.
* **Tease**
* Now lets you name up to 3 targets.
* 7-9 now lets you deal more lust at the side-effect of hitting an ally.
* **Upkeep**
* Minor formatting/typo adjustments.
* Moved into limbo for the following reasons:
* Implementation is complicated.
* Balance of spell duration can be dealt with directly.
* Ongoing spells haven't been a problem so far.
* **Discern Realities**
* Now permits asking two questions on 7-9.
* **Hustle and Bustle**
* Slight wording adjustments.
* Clarification of intended use in footnotes.
==== 2018-07-22 ====
* Added a page about **Time**.
* Two draft Wits moves were added; **Spell Weaver** and **Possessor**.
* **Spell Weaver** is intended to be an Attack substitute.
* **Possessor** is intended to be a social environment manipulation move for Wits.
* **Telepathy** and **Possessor** have been modified to clarify the target lock-out duration to the session.
==== 2018-07-17 ====
* **The Vitals Section of the Character Sheet template has been updated! Please review it!**
* **Lust** was formally added to the game as a defined effect.
* **Unarmed Damage** was added to character sheets, combat and level information.
* The Basic Sexual moves have been updated.
* Mostly wording clean-up.
* **Role Reversal**, **Give It** and **Take It** have been clearly mechanically defined.
* **Hustle and Bustle** has been reformatted.
* **Assassin** was given clarified weapon compatibility.
* **Called Shot** has been modified.
* Instead of permitting damage without rolling, it now gives +1 against unsuspecting targets.
* The move now clearly permits taking shots against suspecting targets.
* **Called Shot** can now be used instead of **Volley** in the case of **Sniper**
* **Blood Magic** had a small correction to the **Intoxify** option.
==== 2018-07-16 ====
* **Leaf on the Wind** has been updated.
* The move no longer requires rolling Attack to do damage on 7+ for it's option.
* The perk **Cutting Wind** has been changed with **Razor Wind**, which permits doing more damage.
* The perk **Impossible Grace** has been changed from giving a bonus on 12+ to allow trading a restriction for an additional option.
* The perk **Fluid Dynamics** has had a very small wording change.
* The perk **Like a Tree** has had a wording change for clarity.
* The skill **Thievery** has had a slight formatting change, but no change to the way it works.
==== 2018-07-07 ====
* Cleaned up the Character Creation and Combat pages somewhat.
* They still suck. They're just less sucky.
* Corrected the description of the **Blood Magic** perk: **Transfusion**
* The language is no longer ambiguous concerning the amounts to deduct or heal.
* Corrected spelling on perks for the following moves:
* **Escape Artist**
* **Thievery**
* **Sniper**
* **Transmutation**
* **Iron Will**
* Reformatted and sorted several move pages to make the All Moves page read more coherently.
* **Maniac** has had it's perks updated.
* The character creation page now clarifies a point about Basic Moves.
* Added additional information to the Magic page.
* Adjusted the standard penalty to Bad Endings
* Includes removal of half of XP.
* Simplified (and reduced) calculation of LP to remove.
* Renamed Bad End to Defeat in the Death page.
==== 2018-07-06 ====
* **Changeling** has been added to Charm Moves.
* Permits taking on a different race, humanoid analogue of **Shapeshifter**
* Perks allow taking damage without losing form, and impersonation.
* This move obsoletes **Impersonator**.
==== 2018-07-05 ====
* **Bend Elements** has been rebuilt into **Elemental Effluence**
* Now supports multiple stats, similar to **Take Flight**, but one must be chosen on assignment.
* Supports either raw elements or material elements.
* 7-9 is no longer retarded.
* Perks are now straightforward with the move itself.
==== 2018-07-02 ====
* [[Debug Mode]] has been re-added to the game.
==== 2018-07-01 ====
* **Rock the Dragon** may now be used wherever attack is specified, and has had a slight wording fix.
==== 2018-06-30 ====
* Gold distribution adjusted.
* Basic reward guidelines published.
* Sacrifice now specifically indicates that you may not go below starting values.
==== 2018-06-23 ====
* **Utility Belt** rescued from Limbo.
* Perks permit additonal utility, extra carrying capacity, and dispensable, consumable weapons.
* **Power Throw** has been updated
* The damage option now simply does your mainhand damage.
* The perk **Flawless Throw** was replaced with **Major Leauge**
* The perk **Impactful Presenatation** now permits other allies to benefit from negotiations.
* The perk **Elbow Grease** was replaced with **Bruiser** which permits more damage but stiuplates a time limit.
* The perk **Bombs Away** was replaced by **Throwing Bowlders** which has more current language.
* **Shake The Earth** has been updated slightly.
* The perk **Serenity** was replaced by **Rocks Fall**
* The perk **Deliverance** had it's description corrected.
* **Battle Cry** has been updated
* The options have been given names.
* Perks have been made directly relevant to the move, giving functions such as;
* Extra bonuses when outnumbered for you and allies.
* Putting a temporary pause on magic users.
* Stalling enemy advances.
* **Blood Magic** has been updated.
* Because:
* 7-9 is literally fucking cancer.
* The perks are complicated, overly specific garbage.
* Perks have been cleaned up.
* Options have been made simpler.
* **Berserk** has been updated.
* The 7-9 condition has been made simpler to manage.
* Perks have been cleaned up.
* **Unbreakable** has been updated.
* Perks cleaned up to modern standards.
* It still needs a little work.
* **Summon Monster** has been updated.
* Of all the moves, I expect this one to be the one I get angry notes about.
* The base HP was increased.
* 7-9 now gives two bonuses instead of 1.
* Elemental does exactly what you think it does.
* The perk that lets you summon multple monsters now only lets you summon two, but gives better results.
* **Take Flight** has been modified.
* 7-9 no longer imposes direct penalties, instead 10+ imposes benefits.
* Perks have been modified to gain benefits under 7-9.
* The move now requires you to pick a stat while taking it, but it can be taken with any stat.
* The move now permits you to take flight while not in combat without rolling, minus the benefit of in-flight entertainment.
* **Turn Outsiders** has been renamed **Divine Ward**
* This move now gives a better general sense of it's function.
* The description has been simplified.
* The perks have been updated for readability, though their function is mostly the same.
* **Bend Light** has been updated.
* The move has been given several **very** useful perks.
* The 7-9 penalty has been reduced.
* A stipulation limiting the number of effects has been added.
* Names have been assigned to the effects.
* **Call Outsider** has been updated.
* The move is a little easier to read, but not perfect.
* The perks have been streamlined significantly.
* **Rousing Performance** has been updated.
* The move now consistently grants Inspiration.
* Perks heavily modified.
* An additional option has been added.
* **All common moves have been revised.**
* Character creation now permits sacrificing stat for 3LP, regardless of how it is used.
* The character sheet template now links to this site!
* **Healer**
* Perks have had their texts corrected.
* **Creation Expert** now applies a benefit to grade 2 and 3 spells.
==== 2018-06-22 ====
* **Transmutation** has been updated.
* The drawbacks have been made compatible with this system's balance.
* Perks have been modified to be readable.
* **Whip Driver** has been updated.
* 7-9 no longer sucks.
* Perks have been modified to be more move-centric.
* **Alchemy** has been updated.
* It's behaviour has been streamlined.
* It's perks have been updated.
* **Absorb Magic** has been updated.
* **Dispeller** has been replaced with **Mimicry**
* **Control Obscura** has been updated.
* **Enchanter** has been renamed to **Wizard Eyes**
* **Transference, ****Magisitri Obscura, **and **Enchanter's Soul** have had their descriptions simplified,
* **Permanent Wonder** has been replaced with **Rewriter**
* **Artificer** has been replaced with **Dispeller**
* **Create Illusion** has been updated.
* The 7-9 trade-offs have been adjusted.
* **Major Illusion** has been replaced with **Puppeteer**
* **Imaginary Friend** has been given general purpose.
* **Terrifying Phantasm** and **Mass Hallucination** have had their descriptions simplified.
* **Iron Palm** has been renamed to **Deflector**
* All of it's perks have been replaced.
* 7-9 options have been modified.
* **Bewitching Curse** has been updated.
* Perks have been modified heavily to be more straightforward and compatible with this system.
* **Flee** has been converted into a Basic Move.
* It's old version has been put into the graveyard.
* **Utility Belt** has been moved into Limbo.
* While revisions to the move have proven fruitful, the perks are a bit of a mess, and the move fits awkwardly into the combat system.
==== 2018-06-13 ====
* **Bombard** has been moved into Limbo.
* This whole move can literally be replaced by a spell or item. Change my mind.
* Added the spells: **Lesser Bomb** and **Greater Bomb**.
* Added the items: **Small Explosive** and **Large Explosive**
* Your item carry capacity can now be increased with LP.
* **Telekinesis** was updated.
* The move has been re-balanced. Some of the perks have been weakened, but…
* The move gives more holds for 7-9 now.
* The move actually specifies a general range of damage.
* I'm not sure I'm thrilled with it, but it needs testing.
==== 2018-06-13 ====
* Finished editing** Thievery**.
* The move now permits planting, or leaving an item on someone.
* Perks updated.
* **Mugger** is now a perk that permits doing damage while stealing something.
* **Thug **is now a perk that permits lesser success on failure.
* **Wiles** is a perk that lets you talk your way out of failure.
* **Pockets** increases your inventory.
* **Paydirt** gives you extra gold on 10
* **Channel Divinity **is no longer a burning dumpster fire.
* The move's abilities are no longer taken away on use.
* The healing has been improved from 1d4 to 1d6.
* The funcitons the move provides have been expanded upon.
* The 1 to Saving Throw has been changed to give 1 to any basic move.
* The perks have been replaced entirely to permit optional enhancements to the move.
* **First Aid** is no longer useless garbage.
* In contrast to **Channel Divinity** the move is single-target only, but heals fixed health, and has no preventitive options.
* The perk **Caretaker's Insight** has been changed into a **Discern Realities** perk.
* Other perks that have been added make it a more effective healing move outside of combat.
* An old copy has been moved into the Graveyard.
* Added the first Grade 3 spell: **Raise Dead**.
* Defined gold prices for spell purchases.
==== 2018-06-10 ====
* Some revisions to **Shake The Earth** have been made, but they are not finished yet.
* **Martial Arts** has been revised.
* The move does more damage now.
* The perks have been modified to provide utility to the move, in exchange for damage while using it.
* **Absorb Magic** has had an update to it's perks.
* **Makarakarn** only requires 10 now.
* **Tinfoil Hat** had it's formatting adjusted.
* **Reposte** had a minor reformatting for it and it's perks.
* **Juggernaut** was modified to permit doing damage instead of "unarmed damage"
* Removed temporary HP references from:
* **Battle Cry**
* **Juggernaut**
* **Blood Magic**
* **Alchemy**
* **Sadomasochism**
* **Rallying Banner**
* **Abjuration**
* **Rousing Performance**
==== 2018-06-08 ====
* Perks have been removed from **Basic Moves** with the sole exception of **Discern Realities**
* Everyone may take a perk from **Discern Realities**, with a limit of taking one of them.
* **Volley** has been re-balanced.
* Most of it's downsides are removed.
* Ranged weapons do less damage than direct melee attacks.
* Ranged weapons cannot be used on multiple targets like melee weapons can.
* It has been clarified to benefit from moves which benefit Attack.
* The user will always be vulnerable to a counterattack in Melee range.
* **Take a Rest** has been added experimentally, permitting Player adjustments with GM discretion.
* **Tease** now inflicts one or two debilities on success instead of more complicated side-effects.
* **Service** is a little more useful and broken down into options, merging in some of the perks.
* **Parley** was given a more simplified description with more flexibility for the GM.
* **Spout Lore** has had it's failure consequence simplified.
==== 2018-06-07 ====
* **Call Shadows** had it's wording revised.
* Effects have shortened names for easier reference.
* Perks have been reformatted to fit the standards.
* Some perks have been slightly modified or renamed, they are mostly minor/syntax modifications.
* **Rousing Performance** has been modified to supply 2 INSPIRATION on 7-9 instead of 1.
* **Rock The Dragon** no longer punishes you for taking it.
* The move no longer disables mid session when you fail it for no fucking reason.
* The move is no longer fucking trash on a 7-9.
* The effects of spending hold are readable.
* The move no longer requires not having armor or weapons.
* You can actually do stuff when using the move.
* Perks are all relevant to the move itself now, and actually make the move better.
==== 2018-06-04 ====
* **Cover Fire** has been moved into the graveyard.
* It's functions are duplicated by **Called Shot**
* Why are there perks about missles here?
* **Take Position** has been replaced by **Sniper**
* Much simpler description.
* Bringing an ally with you now requires a perk but…
* 7-9 no longer carries the distinct detremental effects.
* Perks have been completely replaced.
* The move still serves it's function, effectively being a stance where ranged damage is increased.
* Rebuilt **Called Shot**
* The move always permits doing damage.
* The perks have been vastly changed.
* Misercorde was badly overpowered unfortunately.
* Camoflauge was useful, but overpowered as well.
* Other perks have been turned into additional options.
* Move options have been simplified in description.
* Minor changes to **Silver Tongued**
* 7-9 now gives 2 hold and no longer includes scrutiny.
* The perk **Really Long Tongue** has been replaced with
==== 2018-06-03 ====
* **Spell Shunt** has been moved into the Graveyard.
* Not compatible with revised magic system.
* Not necessary in current magic system either.
* **Dangerous and Sexy** has been moved into the Graveyard.
* Please just take Aluring dance instead.
* **Battle Cry** has been changed to a **Might Exclusive** move.
* **Life Of Crime** has been turned into several perks for **Discern Realities** and put into **Move Limbo**
* The move is little more than an enhanced version of Discern Realities that works based on Speed or Charm.
* Neither of those attributes actually help you know ot discern the answers to questions. Talking does though.
* TAKE. SOMETHING. USEFUL.
* **Aluring Dance** has been modified.
* 7-9 no longer permits the GM to make the move useless.
* Perks have been modified heavily, and are more directly relevant to the move.
==== 2018-05-26 ====
* Many edits to **Doppelganger Rush**
* The move has been modified to be usable more than a few times per session.
* The 7-9 limitations have been made more clear.
* The number of clones has been reduced to 1d4 to 1d2 however a perk has been added to change this to 1d2 1
* The restriction on defensive moves has been removed.
* More edits to **Shield Up**
* Move now permits blocking physical-type magic attacks.
* The move now permits mitigating side-effects as an option.
* Adjusted perks. They're not perfect and need testing, but they're adjusted!
* Old change: **Defend** was renamed to **Block**
* **Like A Ghost** has been moved into the graveyard.
* Moves should determine if they can be done quietly or not.
* Made for some silly combinations at times.
* **You Only Live Twice** has been moved into the graveyard.
* A little too overpowered.
* Removes too much risk from the game.
==== 2018-05-24 ====
* Draft edits to **Shield Up**
* 6- no longer makes you drop your fucking shield. I mean really.
* Damage reduction has been reduced to a third, stacking as two choices.
* Move now permits striking the enemy as an option.
* Move now permits reducing an enemy's damage output as an option.
==== 2018-05-23 ====
* **Wall of Steel** has been reformed into **Protector**
* Perks have been made more move-centric.
* The bonuses for 10-12 have been removed.
* The penalties for 7-9 have been simplified and incoming damage halved.
* **Wall Of Steel** has been moved into the graveyard.
* Clarified turn order behavior of the move.
* **On A Mirror's Edge** has been moved into the graveyard.
* This move is basically a worse duplicate of **Cat Burglar**.
* Added information about [[1e:effects|Effects]].
* **Shapeshifter:** The perk Uncanny only requires 10 instead of 12 .
* Updated **Conjuration**
* The cheap man-made item has had it's maximum size increased.
* Perk descriptions shortened.
* The perk **Elemental Conjuration** has been modified to apply an elemental effect to a summoned item, and requires a roll to do so on 7-9.
* This removes redundancy with any school of magic.
* The perk **Greater Conjuration** has had it's description has been simplified.
* The perk **Instant Summons** specifies a maximum size and no longer requires re-marking an object.
* The perk **Combat Conjuration** has been removed.
* The perk **Ranged Conjuration** has been added.
==== 2018-05-20 ====
* Begin import of **Hybrid Moves**
* The move **Signature Weapon** has been moved to the graveyard. **Signature Armor** has not been imported.
* Weapons and Armor are rewards from GMs.
* The moves are incompatible with this combat system.
* Weapon features are attached to weapons and should not be moves.
* Almost all functionality in this move is duplicated by other moves.
* This frees up a move for players to use on any weapon.
* Changed **Dual Wielding** to enable dual wielding medium weapons.
* The move **Iron Will** has been modified.
* 7-9 isn't useless or complicated anymore.
* 10 is more effective.
* The move permits taking another offensive action if you restrict it's re-use.
* Perks have been revamped.
* **Climactic Finish**, **Slept On My 'Arm'**, and **Do not Quit, Resist** have been struck or replaced.
* Perks have been added to make the move more effective on 7 /10
* These changes effectively make this a counter-move for sexual moves and mind control.
* The move **Obey Me** has been moved to the graveyard.
* This game permits players to change moves at will before sessions, encouraging players to metagame this move.
* The effective commands are feeble compared to other, similar moves or spells.
* This game does not specify types of opponents or people to the level of detail facilitated by this move.
* Changes to **Sneak**
* The specification of 6- consequences has been removed for now.
* The word **Stealth** has been replaced with **Cover** for clarification. Moves need to be modified to reflect this change.
* Clarified language about re-rolling sneak and what breaks cover.
* The perk **Quite Stealthy** has been struck.
* The game does not use a cover meter anymore.
* The perk **Into Thin Air** has been struck.
* **Cat Burglar** and **Escape Artist** offer similar functions.
* The perk **Trap Mastery** has been struck.
* No move or perk should give an automatic 7-9.
* The perk **Extremely Careful** has been struck.
* No move or perk should give an automatic 7-9.
* The perk **Cat’s Grace** has been struck.
* This is literally **Cat Burglar**.
* Changes to **Parley**
* The perk **Binding Arbitration** has been struck.
* I don't think anyone ever used this?
* This is almost impossible to enforce meaningfully.
* The perk **Influencer** has been struck.
* Functionality is duplicated with **Negotiate**
* The perk** Truth or Consequences** has been replaced with **Devil's Gaze**
* More summary version of the functionality.
* Allows use more than once per session.
* Enhances **Parley** specifically.
* **Charming and Open** has been moved into the graveyard.
* May be converted into a perk for Parley
* Perks may be moved into Parley.
* **Dominate** has been replaced with **Intimidate**
* More hold options.
* 7-9 is more effective.
* Perks have been made move-centric.
* **Dominate** has been moved into the graveyard.
* **Personal Diety** has been moved into the graveyard.
* A bit ambiguous in actionable results.
* There's actual dieties now!
* **Experiment** has been moved into the graveyard.
* Just a worse, non magical version of **Arcane Ritual**
* **Homemaker** Has been moved into the graveyard.
* Just kind of weird and misogynistic.
* **Hardened Resolve** Has been moved into the graveyard.
* This game has no hooks,
* All of it's effects are duplicated in other moves.
* **Keeper of Curios** has been moved into the graveyard.
* Essentially a worse version of **Slayers Arsenal** or **Utility Belt**
* **Arcane Ritual** has been moved into [[legacy:move_limbo|Move Limbo]]
* The move takes too much time for a GM
* The move can take a game entirely off rails for other participating players.
* In a magic-rich environment, it's the kind of thing that any player could hypothetically do. Perhaps this could be a basic move instead?
* If someone can suggest a version that does not have these issues, the move will be restored. The move is still usable, but is not considered standard.
* **GM/Player Feedback on this move strongly advocates removal**
* Most GMs were unwilling to cooperate with the use and intent of said move.
* Multiple players who had taken the moves reported them useless.
==== 2018-05-17 ====
* **Perform Arcane Arts** has become **Arcane Arts**
* The basic abilities have been readjusted to be more predictable.
* The perks are now focused primarily on improving the abilities of the move.
* The move is sufficiently different enough that the old version has been put in the graveyard.
==== 2018-05-14 ====
* Adjustments to **Escape Artist**
* The third option has changed from giving 1 forward to acting with subtlety.
* Major retooling of the perks. Some weakened, some replaced outright. All now directly affect **Escape Artist**
* The move has been weakened in some aspects, but now permits freeing another person besides yourself.
* **Force Weaponry** has become **Ethereal Weaponry**
* Perks have been completely replaced.
* The move is more generally useful.
* The holds are only consumed on a weapon hit now.
* Weapon damage is now affected by wits.
* Since the move was significantly modified, **Force Weaponry** has been moved into the Move Graveyard.
* Retooled **Weapon Technique**
* **Forceful Technique** added to might moves as a derivitive of **Weapon Technique**
* **Weapon Technique** converted into **Swift Technique**
* All Perks for **Weapon Technique** were struck, consequentially; Artful Technique, Flowing Strike, Mighty Technique, Speak to Steel and Serpentine.
==== 2018-05-13 ====
* Imported **Weapon Technique** to figure out what needs changing.
* It will be split up into a speed and might versions, called **Artful Technique** and **Forceful Technique** respectively.
==== 2018-05-12 ====
* **Attack Surge** has become **Rush Attack**
* The move has been adjusted to do more damage overall.
* The perks of the move have been adjusted to make the move more potent, while sacrificing a cool-down period.
* The following perks have been struck: **Dirt Devil** , **Perfect Dervish** , **Instant Transmission**
==== 2018-05-10 ====
* **Abjuration** updates:
* Abjurations are now named.
* Abjuration is now a **Charm** move.
* Abjurations now last 2 turns minimum on 7-10.
* **Abjuration: Protect** Now gives 2 armor instead of 1.
* **Abjuration: Seal/Wall** Now match in behavior.
* Abjuration behavior now matches other similar abilities.
* **Absorb Magic** is now a **Wits** move.
==== 2018-05-06 ====
* Struck **Nature School**
* Overlaps with **Druidry**.
* Struck **Armor Mastery**
* It's not clear if it's expected to be permanent or session based.
* It's a neat idea but there's no way to recover it, making it a bad choice for long sessions.
* Even on a 10 it hurts you long-term.
==== 2018-05-03 ====
* Retooled **Enchancment School** into **Enchantment**
* Reformatted
* Gave the effects names for easier reference.
* Made **Lull** and other abilities work on groups but…
* Reduce move strength based on target count.
* Replaced **Conditioning** with **Soothsayer**
* Replaced **Split Attention** with **Mindflayer**
* The 7-9 option to make the effect duration shorter now specifies a minimum so a GM can't be a complete tool factory.
* The option to discourage the enemy from doing something has been replaced by **Command**.
* **Cast A Natural Spell** is obsoleted by **Druidry**
* **Illusion School** has become **Create Illusion**
* Struck **Traditional Medicine**
* It sucked exactly as much as real life homeopathy!
* **Cast a Chaotic Spell** has been turned into the **Maniac** discipline.
* **Maniac** allows you to cast high tier magic from two schools with greater risk.
==== 2018-04-30 ====
* Partially completed Magic Schools.
* Struck **Cast An Arcane Spell**
* You were always garbage.
* Replaced entirely with magic schools.
* Struck **Divination School**
* Redundant with magic schools.
* Struck **Evocation School**
* Every magic school can use elemental magic now.
* May be re-added if there is demand for it.
* Moved **Shapeshifter** from **Charm** to **Wits**.
==== 2018-04-27 ====
* Finished importing some of the Level 0 and 1 spells.
* Mapped many spells to spell types.
* Made many, small changes on import. Read the list carefully.
* Modified **Enscollment**.
* It now uses a roll to follow the pattern of other moves, but has reduced penalties compared to them.
* Rolls are based on the kind of spell.
==== 2018-04-23 ====
* Reworked **Utility Belt**
* Skill now just gives out items instead of holds.
* Changed items to be coherently described.
* Struck **Deduction**
* This is literally discern realities with dressing.
* Struck **Counterspell**
* It is redundant with **Absorb Magic.**
* May move **Absorb Magic** into wits?
* Struck **Lay On Hands**
* Literally a worse version of **Channel Divinity**
* Perks may be useful as reference.
* Struck **Meditate Calmly**
* Like no for real what is the point of this move?
* Tell me and I'll put it back but really seriously why.
==== 2018-04-22 ====
* Adjusted **Leaf on the Wind**
* Changes basically make **Leaf on the Wind** into a powerful version of **Defy Danger** for evasion.
* De-nerfed the damage adjustments because IW has lower base stats.
* Drastically modified the options.
* Removed the taunt option (Possibly re-add at another time.)
* Allow counterattacks with Attack, but not additional moves.
* Removed option to get out of range.
* Added option to not take a debility.
* Replaced **Gone with the Wind** with **Like a Tree**
* Moved the Take 1 Forward option to **Blowback** because taking stealth and 1 is a bit much.
* Replaced **Evasion** with **Blowbac****k**.
* Moves the 1 Forward option into it's own perk.
* Replaced **Fluid Motion** with **Fluid Dynamics**
* Adjusted to match modern distances.
* Replaced **Whirling Dervish** with **Stunning Beauty**
* tHP does not exist.
* Adding two options with one perk is kind of awkward anyway.
==== 2018-04-21 ====
* Recovered from yesterday.
* Struck **Shinobi** and **Daredevil**
* Completely redundant with Cat Burglar.
* Changed behavior of **Cat Burglar**
* Provide more options for movement and stealing items.
* Replaced **Convenient Setup** with **Masked** which is essentially **Passing **from **Shinobi**
* The move now effectively augments Sneak and Defy Danger without overlapping them.
* Removed the ability to steal things or disarm traps or locks from Cat Burglar so that those can remain in a different move.
* Changed **Thievery**
* **A**llow for unlocking and disarming things more broadly.
* Allow pickpocketing and taking goods without breaking stealth.
* Replaced **The Lock Undone** with **Misappropriation**
* Replaced **Master Theif** with **Mugger**
* Struck **Avoid Detection**
* It is literally **Sneak**
==== 2018-04-19 ====
* Modified **Cat Burglar**
* Made more active rather than it being a prep move.
* Used restricted behavior instead of disabling until rest on 6-.
* Changed language of holds to be clearer.
* Replaced **Battle Dancer** with **Baton Pass**
* Let's see what happens if I do this.
* Precise isn't a tag anymore.
* Replaced **Death Defying Grace** with **Antisocial Behavior**
* Simpler writing and interpretation, fewer features.
* Replaced **The Flash** with **Dodgy**
* It's a bit much to give more holds AND let them evade incoming attacks.
* Struck **Martial Practice**
* Kind of ineffectual.
* Cannot be used while in combat.
* Prep moves waste time during gameplay.
* The hold is kind of useful, but there could be a better implementation later.
* Struck **Lock and Load **
* Ammo is gone.
* Prep moves waste significant time during gameplay.
* Perks, and the idea of the ability in general can be moved into items or
* Struck **Tools of the Trade**
* No more prep moves.
* Prep moves consume time.
* All item prep is done at start.
* Redundant with **Utility Belt**
* Struck **Slayer's Arsenal **
* Redundant with **Utility Belt**
==== 2018-04-17 ====
* Updates to **Blink**
* Changed 7-9 consequences to be more easily interpreted by GMs.
* Clarified subtle-ness of blink.
* Replaced **Nearsighted** with **Farsighted**
* Matches changes in distance names.
* Replaced **Perfect Instincts** with **Nightmare**
* Who thought it would be a good idea to make **Discern Relaities **//never fail//?
* Renamed **Improved Blink** to **Fuck Physics**
* Replaced **Savvy Reflexes** with **Flicker**
* Overcomplicated, modifies things it shouldn't have, has nothing to do with Blink.
* Replaced **Serenity** with **Anticipator**
* Who the fuck uses **Defy Danger** in a calm situation?
* Who defines "Calmly"?
* Hesitantly struck **Cook A Meal**
* If you use this move, please inform Inari.
* Arguments to Keep:
* Buffs are good.
* Increased difficulty in IW means more buffs are more good.
* Rice Sushi Stealh Boys are kinda cool.
* Food poisoning is a neat idea.
* Arguments to Remove:
* Effectively the items in question are spells or purchasable items.
* Buff moves take too long to resolve.
* Purchasable items or casted spells are simpler to resolve.
* No one needs to eat.
* Complicated buffs are against the point of IW's designs.
* Improvements to **Service**
* Improved **Talented Lips** to include a bonus for 10
* Added **Nimble Fingers**, which allows removing additional debilities.
* Struck **Clean Up **
* Completely and totally redundant with service.
* Moved **Enhanced Formula** into **Service** in the form of **Nimble Fingers**
* Replace **Control Artifact** with **Control Obscura**
* Mind control for magic and machines!
* Allows targeting enemies and things.
* Permits control over a longer period of time and more kinds of things.
* Replace **Strings Attached** with **Magistri Obscura**
* Replace **Regenerate** with **Regeneration**
* Replace**Perfect ** ** Regen ** with **Improved Regen**
* Removed the ability to act immediately after.
* Increased healing to match increase in regen.
* Removed speed benefit and put it into **Fast Regen**
* Replace **Peculiar Anatomy** with **Fast Regen**
* Food has no place in this game.
* Replace **Bloody Ageis** with **Bloody Pool**
* Reduced maximum debilities to three.
* Restricted to fatal incoming damage.
* Replaced **Metabolic Surge** with **Metabolic Rush**
* Temporary HP has been removed.
* Changed 2d4 to 2d5
* prevent use of Regenerate while already regenerating.
* Added a fourth option to recover from a single debility.
* Removed the healing bonus during Regeneration.
* 10 now gives two options.
==== 2018-04-16 ====
* Added **Cast** to basic moves.
==== 2018-04-04 ====
* Changes to **Berserk**
* Attempting to make it scale with relative damage/power levels.
* Give the player more options by providing holds.
* Give the GM more options by describing punishments rather than prescribing them.
* Make it useful until the end of combat, but it now wears at the end of combat.
* Modified **Mindless Rage's** description, but not behavior.
* Replaced **Bloody Murder** with **Bloody Rampage**
* Essentially the same, but scales differently.
* Replaced **Killing Spree** with **Full Throttle**
* Screw it. Have another hold.
==== 2018-04-03 ====
* Put **Power Throw** back in
* It's now possible to make long throws at higher risk.
* You can't just throw a person without a perk.
* Replaced **Long Toss** with **Hail Marion**, which removes the cost to long throws.
* Replaced **Pretty Big Guy** with **Bombs Away**
* Replaced **Talk the Talk** with **Impactful Presentation**
* Replaced **Shattering Toss** with **Et Tu**
* **Shapeshifter** imported and modified.
* Clarified social and movement advantages.
* Provided stat changes based on size.
* Specified accessibility of moves in animal form.
* Gave example punishments for 7-9.
* **Perfect Shapeshift** replaced with **Uncanny**
* Gives bonuses on critical success.
* **Red Tooth and Claw** replaced with **Opposable Nothing**
* Ah, why the hell not?
* **Shed** replaced with **Revert**
* Using **Shapeshifter** is it's own risk, losing your form means having to re-roll for it.
* **Go Berserk** renamed to **Berserk**
* **Metalurgy** is striken.
* Equipment changes are not made in session.
* Damage is rarely done to equipment.
* Some of the perks actually require access to a forge?!
* **Power Throw ** is stricken.
* Basically garbage.
* Redundant from **Juggernaut**/**A Chair Is Fine Too**
* **Pretty Big Guy** is dumb beyond reason. How does a ranged weapon become brutal?
* **Flawless Throw** was kind of stupid and OP.
* **Long Toss**
* What is the point of **Power Throw** if you can't throw something at long range anyway?
* **Talk the Talk** a social skill in a might move? Come the fuck on.
* **Natural Resistance** stricken
* Redundant between **Unbreakable** and **Absorb Magic**.
* Most of it's perks were useless or entirely too specific for a narrative system.
* **Absorb Magic** retooled
* The move has been adjusted to be the magic version **Unbreakable**.
* **Greater Absorb's** touching requirement removed, but specifies the absorber must be part of the spell's targets.
* **Consume Magic** replaced by to **Makarakarn**, which specifically redirects magic back to the caster.
* **Countermeasures** renamed to **Dispeller**,
* **Arcane Ward** replaced by **Sublimation**, which is a more effective version.
* **Mental Block** replaced by **Tinfoil Hat**, which requires a 7 on **Absorb Magic**
* **Vision Unclouded** replaced by **Sacrificial Anode**, which allows the user to redirect spells toward themselves instead.
==== 2018-04-02 ====
* Greatly modified **Unbreakable**
* Specified physical damage instead of just damage.
* Specified behavior against attacks based on speed of attack.
* Removed **Bruce Willis** .
* Too OP.
* Made room for other moves.
* Removed **Steadfast**
* No real practical application when one of the options is to ignore other effects.
* Added **Mine Now**
* I'm imagining someone taking a sword that's been stabbed through their hand and that's awesome.
* Added **Reflexive**
* Renamed **Mister Glass** to **Desperation**
* **Pro Athlete** stricken.
* Useless in combat because it wears on damage.
* To situational to use in social situations.
* Not useful even when perks are taken.
* Overlaps daredevil.
* Merged **Bend Bars/Break Gates **into **Juggernaut**
* The move effectively a duplicate.
* Perks have been moved/replaced to accommodate
* **Just Improvise** renamed to **A Chair Is Fine Too**
* **Rolling Boulder** was renamed to **Bull**
* **Indomitable** struck
* Too situational for use
* Could be interpreted to apply in any situation, not just those intended by the move.
* **My Love For You is Like A Truck** struck because:
* Too situational for use.
* Requires use for a follow up.
* **No Context** struck because
* Too situational for use.
* **Construction Crew** struck
* Too situational for use
* Only covers two possible things, both of which are kind of too vague to be worth defining.
* **The Unmaker** struck
* No real use except as a flourish.
* **Monkey Grip **struck
* A bit OP, the idea of throwing a canon around is kind of absurd.
* Overlaps with **A Chair Is Fine Too**