Advantages in Medicine Checks
When rolling a Medicine check to heal a character, advantages generated by that Medicine check may be spent to heal wounds, with two advantages being worth one wound. Successes cannot be spent to restore strain.
Destiny Point Generation
In order to generate Destiny Points to populate a Destiny Pool, each player and the GM will roll one force die. The pips generated by each roll will be converted into an equal number of Destiny Points, with light pips becoming light Destiny Points and dark pips becoming dark Destiny Points.
Fall Damage
The wound and strain damage caused by Short and Medium range falls is halved (i.e., 10/10 becomes 5/5, 30/20 becomes 15/10).
Encumbrance
Encumbrance rules and mechanics are ignored unless relevant. If ever the carrying capacity of a player is brought into question, the player simply presents an argument to the table and/or GM for why they should be able to carry what they carry. If the table and/or GM rejects the argument, the player cannot carry this much. If the table and/or GM accepts it, the player can.
Mental Checks in Combat
During encounters with a determined initiative order, any Perception checks, Knowledge checks, or any other kinds of checks that do not actively interact with the world, but simply occur in the mind of the player, may be made using a maneuver instead of an action.
New Item Qualities
CLANGY
Characters using items with the Clangy quality add Setback Dice equal to the item’s rating in Clangy to all Stealth checks.
New Spell Types
A list of all the Magic actions and their rules, including the three new ones, may be found here.
DOWSE
The Dowse action represents using magic to sense the blood of living things, recently spilt blood, and active or recent magic. It is also used to read the emotions of others, suppress hostile magic, and heighten one’s reactions and abilities in combat.
ENCHANT
The Enchant action represents the use of blood glyphs to create lasting magical effects on items.
MASK
The Mask action represents using magic to create illusions or disguise appearances.
Post-Encounter Strain Recovery
Triumphs are considered to be worth three successes on checks made to recover strain after encounters.
Superior Item Quality Change
A Superior weapon generates an automatic advantage on all checks related to its use, and has its base damage increased by one. Superior armor has its soak value increased by one.
The Sooth Deck
The Sooth Deck contains nine cards: one for each of the Kembar. In order to draw a card from the Sooth Deck, a player must flip one Destiny Point. The cards are used to influence the narrative, typically at times when the odds do not look good for a player. They are all assigned unique tarot-like meanings; when a player chooses to draw a card, the meaning of that card is applied to the situation at hand and the GM and players work together to decide the outcome of the Sooth card’s influence. The specific effects of each card will not be revealed until they are drawn to preserve an element of mystery. After a card is drawn and its effects are determined and/or resolved, the card must be placed back into the Sooth deck, which should then be reshuffled.
Washes
When a dice roll results in a wash (all dice cancelling out), upgrade the positive and negative sides of the dice pool once and roll again. Repeat until there is a non-wash result.