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GENERAL

  • Reduced the startup wealth for the character creation.
  • To simplify the game dynamics, the motivations per character have been reduced by 1. The maximum is 2.
  • The non-humanoid ancestries were left out of the ancestry appendix. This has been corrected.
  • The following conditions have been removed: compulsed, phobiac, palsied, starved, suffocated, and unprepared.
  • Every condition has been revised and rewritten for simplicity sake.
  • The presentation of the conditions has been reworked.
  • Improved the Moves Quick Reference layout.
  • [NEW] The items card set is now available.
  • [NEW] Added backs to the card sets (with the final name this supplement will get once released).
  • Improved the grammar and fixed some typos.
  • [NEW]  Adde the Sneezing Powder toxic substance. 

FOES

  • [NEW]  The foes mechanic has been entirely revamped for simplicity and the pursuit of workability.
  • Removed variations of the foe special aspects.
  • Foe's special aspects have been rewritten for clarity.
  • Removed the following foe special aspects: Exceptional Skilled or Powerful, Particularly Weak or Tiny.

MOVES

  • The Patch Equipment move now prompts you to "suffer -1 momentum or additional -1 supply (your choice)" (previously: -2 momentum).
  • The Trade move now clarifies that when you sell an item you take +wealth in exchange as per the item's weight or cost (whichever is lower).
  • The narrative trigger for the Enter the Fray move now states: "When you enter in combat against an aware foe...". The hit outcomes have been streamlined.
  • The Sojourn, Heal, and  Make Camp moves have been rewritten according to the conditions revision.
  • The Strike and Clash moves have been rewritten for simplicity and clarity.
  • Removed the Foe Inflicts Harm move.
  • Removed the miss options of the End the Fight move to offer a single outcome: "Clear half the harm done and Pay the Price."
  • The Take a Downtime move has been rewritten.
  • Rolling +iron with the Endure Harm move is now optional.
  • Removed the Out of Supply move.
  • The Worsening of the Situation table, from the Reveal a Danger move, has been adjusted according to the conditions revision.
  • The Long-term Insanity table, from the Manifest Insanity move, has been rewritten according to the conditions revision.

ITEMS

  • Made clearer the wording of the awkward weapon aspect.
  • Made clearer the wording of the light weapon aspect.
  • Added 1P harm to the bardiche weapon.
  • Removed 1P harm from the battle axe weapon.
  • Increased the club's harm dice size by 1.
  • Maul's harm is now 2d6 (previous: 1d8+1d4).
  • Trident's thrown harm is now 1d6+1 (previous: 1d8).
  • Poingard's harm is now 1d4+1P (previous: 1d4+1 (2P)).
  • Trident Dagger's harm is now 1d6 (2P) (previous: 1d6+1 (2P))
  • Thrusting sword's harm is now 1d4+1 (2P) (previous: 1d4+2 (1P)).
  • Darts now costs 2 wealth (previous: 4)
  • Bolas and Hunting Boomerang now have stock of 4 (previous: 2).
  • Bolas and Hunting Boomerang now cost 2 (previous: 1 and 3 respectively).
  • Decreased the harm when being unarmed (bare hands).
  • Decreased the piercing harm of claws.
  • Chain whip is now 1-handed, its range is +5 ft., and it is used with the recovery aspect if edge and iron are 1-3.
  • Flail weapon harm is now 2d4+1P (previous: 2d4).
  • Whip weapon precise aspect is now not optional.
  • Whip weapon now weights 1 (previous: 2).
  • Removed the reinforced coat armor.
  • Removed the duplicate wooden armor.
  • Armors have been rebalanced.
  • Buckler shield now costs 1 wealth (previous: 2).
  • Heater shield now costs 4 wealth (previous: 5).
  • Kite shield now costs 5 wealth (previous: 6).
  • Tower shield now costs 6 (wealth (previous: 5).
  • Removed the 2-handed harm from the tower shield.
  • [NEW] Hoplite and peltast shields are now two separate shields.
  • [NEW] Horns or tusks it is now an unarmed weapon.
  • The unarmed weapon has been renamed to nails or spiked gloves
  • Armors and shields won't longer have +1 as an Endure Harm addition, the minimum is 1d3.
  • Addons have been removed out of the game to simplify things even further. Artifacts (from Delve) already fits the concept addons were aiming for. Probably in the future, I will work on a standalone appendix (that won't be released with Ironcrunch) with magic items that would fill the need for these kinds of items.
  • Antivenom consumable item's uses have been reduced to 2 (previous: 3).
  • Enhancing Drink consumable item has been entirely rewritten and renamed Elixir.
  • Increased the uses of the Quality Bandages and Poultice to 4 (previous: 3).
  • Rebalanced the effects of the Healing Drink consumable items.
  • Reduced the effect of the Liquour consumable item.
  • Increased the effect of the Tonic consumable item.
  • Increased the positive effects of the Unstable Drink consumable item as well as the uses to 4 (previous: 3).
  •  [NEW]  Added the Alchemist Fire Kit consumable item.
  •  [NEW]  Added the Acid Kit consumable item.
  •  [NEW]  Added Bottled Lighting Kit consumable item.
  •  [NEW]  Added Burst Jars Kit consumable item.
  •  [NEW]  Added Flash Powders Kit consumable item.
  •  [NEW]  Added Grenades Kit consumable item.
  •  [NEW]  Added Liquid Ice Kit consumable item.
  •  [NEW]  Added Shard Gel consumable item.
  • Removed the Corrosive Goo and Gas Bomb Kit consumable items.
  • Removed variations of the Book of Knowledge consumable item.

SERVICES

  • Significantly increased the effect of the Health Care service.
  • Increased the effect of the Leisure service.
  • Increased the effect of the Lore Inquiry service.
  • [NEW]  Added the Lawyer service.
  • [NEW]  Added the Transport service.
  • [NEW]  Added guidelines on how to use gear items as quality consumable items.

Playtest Packages

Ironcrunch Patron Playtest Package (includes the Ancestries, Motivations, Conditions and Items card sets)

Ironcrunch Public Playtest Package 

Comments

Solanaar

"Adde the Sneezing Powder toxic substance." I didn't know I wanted this until now