Trace: changes

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

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 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 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 Blowback.
      • 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
    • Allow 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
    • ReplacePerfect 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
1e/changes.txt · Last modified: 2021/07/30 13:51
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