Version 2.03
It’s been a busy few months, but here is the final update made with EK’s direct involvement, and the first update where I personally implemented the majority of the changes.
Here are some highlights:
- A rework of the Hand and Belt slots.
- The benefits of Cultural Monuments have been standardized and systematized, with the use of the terms Profit Boost, For-Profit, and Non-Profit.
- Cooking Fixtures have been properly defined, rather than simply referred to.
- Pickpocket has been buffed.
- Daruk’s Protection has been reworked.
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)
- Page 58: Fixed a minor typographical error in the Subrosian Race’s Knack featurette.
- Page 62: Talking Animal’s Armored featurette now uses your base Fortitude, as intended. Ever-Ready now explicitly references Belt Slots.
- Page 64: The Twili bonus that grants two additional items on the hips now explicitly references Belt Slots. This change includes a preemptive clarification that items in those Slots are not hidden when In-Hand.
- Page 76: Removed Hand Slots and replaced them with two additional Belt Slots, as well as the In-Hand condition. This is intended to allow a Hero to hold up to 4 items, regardless of whether they are 1H or 2H items, without otherwise changing how sheathing and holding items work.
- Pages 94 & 97: Clarified that Maneuvers are Standard Actions unless otherwise stated.
- Page 98: Clarified that Pickpocket takes an entire stack of items on a success.
- Page 105: Clarified that, while Halted, you can’t do other things that would move you (such as Maneuvers or Techniques).
- Page 119: Fairy Friend: an enemy can now be Marked by multiple fairies, but the To-Hit bonus cannot stack if you do so. This will allow everyone to benefit from Fairy Friend Focus in a battle with only one enemy.
- Page 125: Doppelganger’s Movement now costs 8 Stamina, not 10.
- Page 128: Perfect Deflection no longer references “your Shield” in its Effect text; it instead refers to your Defensive Weapon. In addition, it now references the attacker’s Concentration instead of “the target’s”.
- Page 135: Daruk’s Protection has been reworked: it now guarantees a 50% reduction against all types of attacks, but on a successful To-Hit it will completely negate the attack’s damage and other negative effects.
- Page 176 & 202: For the Silvered enchantment and Silver Arrows, linked the “Ancient & Irredeemable Evil” section to help point people toward an idea of a “great evil”. Also made minor grammatical fixes.
- Page 186: Capitalized an instance of “Ingredient”.
- Page 190: Added a section detailing the Point Value of bought Dishes/Elixirs in the top table, as well as a reminder to check the appropriate section to determine what benefits the Dishes/Elixirs provide.
- Page 194: Bedrolls no longer contradict the Rest & Relaxation rules on page 75, as their entry now points to that section for their main benefit.
- Page 201: The Master Cycle now gains (Rank +1) Durability from most Materials, with Ancient Materials restoring ((Rank+1) x 4) Durability. This will allow rank 0 Materials to be useful.
- Page 210: Added text to the Weapon Spirit that clarifies that it can have two of the same Weapon Enchantment. Much like with Armor and Food Enchantments, their Ranks stack up to their regular maximum of 5.
- Page 211: Upgrading a Natural Weapon now uses your base Traits, as intended.
- Page 216: Added in text reminding people to keep track of partial Tokens for their Companions. Also some mild wording changes elsewhere.
- Page 253: The wording of the Repair Anything Assist Mode has been slightly changed to match its intended tone.
- Page 260: Added in a new Master Mode that allows Companions to gain Tokens when Heroes do, instead of when Heroes spend their Tokens.
Ravage the Wild (Bestiary)
- Fixed an old typo in the Kanonnier entry; their Basic Attacks are “Launch Shell”, as introduced in Rebuild the Wild.
Rebuild the Wild (Supplement)
- Page 9: Created two new keywords: For-Profit and Non-Profit. These keywords should help clarify which buildings benefit from Profit Boosts.
- Page 10: Profit Boosts have been added to standardize the effects of Cultural Monuments and easily allow other sources.
- Page 10 & 11: To fit with the new Profit Boosts, the Employee section has been moved next to it, and the Receiving Patronage and Magical Blessings sections have been added as other sources of Profit Boosts.
- Page 12: Clarified that it takes a single Extended Rest to repair a single wall of a Building.
- Pages 16-39: Added in the For-Profit and Non-Profit keywords for each Building, to clarify which benefit from Profit Boosts.
- Page 19, 21, 22: The Crafting tables for Cooking Co-Op, Enchanter, Garage, and Healer have been standardized to look like the Crafting table for the Workshop.
- Page 19, 21, 22, 25: Cooking Fixtures have been added to the descriptions of Cooking Co-Op, Healer, House, and Inn.
- Page 20: Cultural Monuments’ and Wonders’ effects are standardized as Profit Boosts.
- Page 20: Cultural Wonders now take 5 times the duration to construct, deconstruct, upgrade, and downgrade. Making the Temple of Time shouldn’t be done in a weekend!
- Page 21: Added in a line to the Enchanter’s chart showing the cost of creating Rank 0 Enchantments.
- Page 22: Clarified that a Healer can use Ingredients of a Rank equal to or less than the Rank of the Healer.
- Page 28: Added in that Minigame Owners get Profits.
- Page 35: Added a comma in the listing of example Shovel ranks.
- Page 41: Removed the paragraph in the Commons section that mentions “Cooking Pot”. No 2-for-1 Amenity building!
- Page 42: Added in the Cooking Fixture, to codify the “immovable Cooking Vessel that holds 5 Ingredients regardless of rank” that has been mentioned a few times in Rebuild.
- Page 52: Cooking Fire has been renamed to Cooking Fixture.