Game Changelog
This page records rules text updates for the game. Each entry includes a brief summary and an exact text diff.
How to read the diffs:
- Lines starting with
-were removed from the rules text. - Lines starting with
+were added to the rules text. - Unmarked lines provide surrounding context.
2026-01-06
- Clarifies how Conditions hinder actions.
- Removes that Conditions prevent recovery of Stamina, HP, or Attributes (see comment)
- Expands risk assessment guidance for Checks.
- Changes language for Checks and Saves to say that “extremely” difficulty cases may raise the number of Hits required.
Comments (from Discord)
In the original text it says:
While afflicted by a Condition, your character cannot recover Stamina, HP, or Attribute scores even if they rest
But there are two big problems with this. First, it’s super harsh and too generic since getting a single condition like “cold” means you can’t recover HP or Stamina and its been feeling really intense when playing. Also, if you get a fatigued condition, how do you get rid of it since the text says you can’t recover things even if you rest. It’s a bit of a weird wording.
So instead, I’m thinking of using this phrasing instead (i’ve bolded the most important changes)
When afflicted by Conditions such as fatigue, sickness, deprivation, poison, etc., fill a Slot with the Condition’s name. If no Slot is free, drop an Item to make room. Conditions always hinder characters and can make certain actions more difficult or outright impossible. Certain types of Conditions can worsen, taking more Slots over time. If all Slots are filled, your character drops to 1 HP. If more than half are taken by Conditions, they fall unconscious. Conditions are only cleared through actions in the fiction.
I feel like this is way more useful to use as a rule and to interpret. For example I could rule as a GM that a character with a “cold” condition may have an lesser effect when performing actions that requires dexterity and things like that.
-When afflicted by **Conditions** such as fatigue, sickness, deprivation, poison, etc., fill a Slot with the Condition's name. If no Slot is free, drop an Item to make room. Conditions may worsen and take more Slot over time. While afflicted by a Condition, your character cannot recover Stamina, HP, or Attribute scores even if they rest. Conditions can only be cleared through the fiction.
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-If all Slots are filled, your character drops to 1 HP. If more than half are taken by Conditions, they fall unconscious.
+When afflicted by **Conditions** such as fatigue, sickness, deprivation, poison, etc., fill a Slot with the Condition's name. If no Slot is free, drop an Item to make room.
+Conditions always hinder characters and can make certain actions more difficult or outright impossible. Certain types of Conditions can worsen, taking more Slots over time. If all Slots are filled, your character drops to 1 HP. If more than half are taken by Conditions, they fall unconscious. Conditions are only cleared through actions in the fiction.
-When your character does something challenging, assess if their action carries risk. A clever plan, the right Item, or an ally's help may remove that risk, allowing your character to succeed outright by spending enough time or resources.
+When your character does something challenging, assess the risk. A clever plan, the right Item, an ally’s help, or the fiction may increase the action’s impact, lessen the severity of consequences, or remove the need for a Check entirely.
-More difficult tasks may raise the number of Hits required to succeed a Check depending on the situation.
+Extremely difficult tasks may raise the number of Hits required to succeed a Check depending on the situation.
-After the roll, reduce your character's Stamina by 1 for every Miss, up to a maximum of 2. More dangerous consequences may raise the number of Hits required to succeed a Save depending on the situation.
+After the roll, reduce your character's Stamina by 1 for every Miss, up to a maximum of 2. Extremely dangerous consequences may raise the number of Hits required to succeed a Save depending on the situation.