15 Mar

Version 2.02

We took a nice, long development break over the holidays, letting the Homebrew Jam take center stage. But we’re back, and there are a lot of fixes, tweaks, and significant improvements to present!

Some highlights include:

  • New nomenclature: “base Trait” (for when you don’t want to include dishes, elixirs, or enchantments in your calculations)
  • Clearer and more unified rules for Natural Weapons
  • Foes that like to Grapple now list their Grapple bonus in their statblock
  • New Buildings and kinds of Shops in Rebuild
  • The option to compose your own Royal Password song (if you own a Castle)

You can download the new rules here or here, as always. And also as always, we’d love to hear your feedback!

Catch the full changelist below!

Reclaim the Wild (Core Rulebook)

  • Solidified a term for one’s unboosted Trait scores, “base Trait”.
  • Clarified throughout that base Traits are used for crafting, racial bonuses, and Feat requirements.
  • Unified the rules for Natural Weapons, and added them to the Weapon Spirit section. This removes those rules from the Talking Animal section (though Talking Animals can still, of course, have Natural Weapons).
  • Natural Weapons that have the Returning keyword can now be thrown.
  • Talking Animals’ “Armed” and “Armed, Magical” bonuses have been consolidated. Talking Animals may now select a one-handed weapon type of their choice, rather than being limited to Daggers and Rods.
  • The “Deku Shot” and “Flying Fins” Techniques are now Feats that grant Deku and Zora a Natural Weapon.
  • Zora can now pick Trick Shot as their free Technique at character creation.
  • Added more examples of events that might warrant a single Token reward, and clarified that “2-4 Tokens” are a good guideline for rewarding a session’s worth of play.
  • Clarified that “X Targets within Y Squares” attacks may target the same Swarm multiple times.
  • Added a new page, “Anatomy of an Attack”, to explain the individual lines of an attack’s information.
  • Clarified that you’ll always recover at least 1 Health, Magic, and Stamina when you rest, unless it’s arduous.
  • Clarified that Fire-enchanted Wooden Weapons do not light themselves on fire. (You can still light them on fire yourself with some other source of fire.)
  • Clarified that Slick terrain makes you slide down when climbing, rather than making you slide further.
  • Noted that you become Soaked when you enter water, and remain Soaked until you leave the water.
  • Clarified that, lest otherwise stated, all Basic Attacks, Maneuvers, Spells, and Techniques, are Standard Actions.
  • Clarified that Sneak Attack’s damaging Trait is based on your Weapon Type (with Arcane doing Willpower).
  • Clarified that the Predict Maneuver wants you to use an existing Reaction, like Parry or Deflect.
  • Added a new Feat, “Animal’s Arsenal”, which allows Armed Talking Animals to gain a second one-handed weapon, or change their existing Natural weapon into a two-handed weapon.
  • Specified what happens when a Spell or Technique doesn’t automatically hit (roll To-Hit vs. Evasion).
  • The Spell “Dark Brambles” now places 1×1 squares, but at half the previous cost.
  • Clarified that the Spell “Goron Goroll” forces you to Walk, and you can’t use any other Movement types.
  • Clarified that the Spell “Magnesis” only lasts the one round, but you can keep casting it to keep the effect going.
  • The Spell “Stone Spikes” has been reworked for clarity, and to remove useless scaling. It now costs 2 Magic, requires only a Minor Action, and only lasts until the start of your next turn.
  • The Technique “Two Against One” now correctly requires non-Defensive weapons, not just non-Shield weapons.
  • The Techniques “Orbit Throw” and “Wide Return” now correctly require Returning Weapons, not just Boomerangs.
  • Removed old wording about “Base Stats” from the Darknut and Kokiri Crafting Style Feats.
  • Clarified that the Accurate, Cloying, and Forceful Enchantments only work with To-Hit rolls made with that weapon.
  • The “Multi-Shot” Enchantment now specifies the Range of the mini-shots (it’s your original attack’s Range). Its additional rules regarding targets and Swarms has also been cleaned up slightly.
  • The “Waterborne” Enchantment now properly helps you hold your breath in combat, and its breath-holding boost is no longer limited solely to being underwater.
  • Added a copy of the table of Boosted Trait types to the Armor Enchantments section, to better help players understand what Traits various Enchantments actually boos – and to underline how those bonuses stack.
  • Clarified that a campfire made from Firewood casts a large Dim light, and a small bit of Fair light. Handy!
  • Clarified that, when you chain a series of Bomb explosions together, creatures only get hurt by one Bomb – the one that would cause them the most damage.
  • Added a new Master Mode rule, “Unknown Ingredient Effects”. This gave a proper home to the notion of eating an Ingredient to find out what it does, which is otherwise not present in the Core Rules.

Ravage the Wild (Bestiary)

  • Added a quick-reference for the Grapple check, on all foes that have Big Squeeze or otherwise specifically are built to grapple their foes.
  • Bokoblin Bodyguards’ Shield Strike basic attack and Shield Bash attack now have proper information listed. (Previously, the Strike was too accurate, and Shield Bash neglected to mention it was a 3 Stamina Free Action.)
  • Brigand Ruffian’s Serpent’s Fangs attack now lists the correct range (Weapon).
  • Altered the Chuchu’s Elemental Step passive to work on terrain it walks on, is standing on, or is pushed over.
  • Noted that Chuchu’s Elemental Mimicry passive triggers, even if the attack to the Chuchu is fatal.
  • Clarified the dangers of Navy Chuchu leaving behind Fresh Water terrain.
  • Ghini’s Ghastly Lick attack now properly lists its damage (11).
  • Queen Gohma’s Summon Larva technique now summons four squares of Larvae, rather than just one.
  • Derelict Guardians are now immune to Pushing effects.
  • Guardian Stalkers now drop 6 Materials upon defeat, since their built-in weapon is considered Natural.
  • Stalrobes’ MP has been reduced from 16, to 12.
  • Beamos have been significantly buffed and revamped, following player feedback.
  • Boosted Wizzrobes’ Hearts by 2 across the board, giving them 8 more HP each.

Rebuild the Wild (Supplement)

  • Added four new types of Building:
    • the Cooking Co-Op, where you can exchange Ingredients and help out the community.
    • the Garage, which provides mechanical expertise for a fee.
    • the Performance Hall, which can offer musical services for a price.
    • the Port, where you can book passage to other Ports.
  • Clarified how to deconstruct Buildings that use non-standard construction materials.
  • Clarified that all service prices are Market Prices, subject to haggling – unless Assist Mode rules are in effect.
  • Specified that Stone cannot be used to replace Rupees, Desired Ingredients, or other Special Requirements. This removes some immersion-breaking oddities of the system (such as using Stone to plant an apple tree).
  • Moved Cultural Monuments to be within the Building Types section. Despite their special function, they are just another type of Building, after all.
  • Clarified wording in how Guards cannot purchase Crafting Style Feats.
  • Enchanters now include a Forge as well, since you need a Forge to do Enchanting.
  • Clarified that Farms’ wares are based on its biome, usually referencing the Appendices of the Core Rulebook.
  • Clarified how Furriers’ resource nodes are harvested (using a straight roll, no Trait).
  • Added a new type of Mill: the Quarry, which provides Stone.
  • Clarified that Restaurants sell Dishes (rather than the old wording of “Food consumables”).
  • Added two new types of Shop:
    • the Mason, which sells Stone Materials.
    • and the Scrapyard, which sells Ancient Materials.
  • Clarified that the fee to register Mounts or Companions at a Stable is a one-time fee. Once paid, you’re good to go at any Stable.
  • Specified that Workshops can also craft Miscellaneous Tools for you (if you pay their surcharge).
  • Specified that crafting a Heavy Weapon requires (Rank x 2) base Smithing.
  • Specified that firing a Heavy Weapon uses the “Launch Shell” Basic Attack.
  • Updated the wording of crafting Cannonballs, to include the new “base Trait” terminology.
  • Specified that you must use the Desired Food Ingredient when planting a Tree. What you plant is what you get.
  • Further clarified that there are no rules for property parceling in Rebuild the Wild, but that Castles really do take up a lot of space.
  • Added the ability for Castle-owners to compose their own Royal Password, and use it to seal messages, doors, chests, and even complex mechanisms.