==== 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**