Trying to address some of 'em
P.24: It can be her pulling her knife as well, narrating her momentum spend.
P.28: non issue. 3 points max, experience upgrade raises It by 1, thus increasing charms and creative stunts.
P.37: It can still refer to some creative Void Point use or some alternate bonecharm Power No mistake, It Is called creativity.
P.41: absolutely clear. -1 damage for 1 Truth. This can be done everytime you take damage, 1 time.
P.58: Truths are Truths, as clearly explained in the “because of X…” Example. +1d when ok, -1d when bad. They still represent narrative fact. If you take “lame” to “soak” 1 damage, you can’t run.
P.64: foldable sword. That’s It.
P64-104: I Guess It can be read like “you are not using uour action for this”. Being able to act Is the requirement, but you’re basically Just bolstering your own business.
As clearly stated at p. 30, some activities are considered simple and non-actions. You are maybe thinkin’ about ‘minor’ as a standard 2d20 approach, but this Is another game and should be read with no assumptions. Minor means “no action”.
P.64: Focus. Typo. Min 2 Max 5.
P.71/73 etc: the FIRST Is the FIRST. Means that if you roll 2d20 and get a 20, you ignore that. If you get two 20s, you only ignore one.
P.74: why would you lose points? You don’t “lose” a point. That’s an option, if you choose It and you have a focus at 5, you place a single +1. In general, if you put 5/3 on your Focuses, you’ll have 5/4 or 5/3/2. Can’t see the issue.
P.86: 30 coins, as written. The text explains how pistols and their AMMO are inredibly expensive. And that’s an intelligent balancing feature as well in a game where Truths are a thing and shooting with a firearm can be incredibly awesome and Dangerous.
VOID POINTS: You can only spend 1 VP per scene for common purposes. You can obviously spend more if It Is a Power cost. This shouldn’t limit the Number of Powers you can use in any given scene neither BUT Remember that you can never have more than 3 VPs at a time.
VOID POINTS REPRISE: This means that you have 2 points at character creation. Remember that your character Will start play After creation and, without this rule, you would have been unable to use some of the above mentioned Powers (since they cost 2 points). This way, you are granted a 2 VPs Power use as soon as the game starts, but from there on ,you’ll Need to gain your VPs as Always.
You gain 1 VP at the start of each session.
With the experience achievement, i.e.,You can now have 4 Max Void Points (gained normally). This interacts with runes/charms you can possess (which equals your VP maximum) and Will, in general, making you more powerful (i.e., you could be able to cast two 2VP powers in a single scene).
STRESS/HEALING: there Is no “healing”.
- Negative Truths are removed as any other Truth. You must take actions to do so.
- As clearly stated, you must take actions to empty or fill tracks. Do something in game like First aiding or personal care and your stress goes off, as for stealth tracks, i.e.
This game Is not about simulationism and doesn’t assume any standard 2d20 rule. This Is a standalone game with its own mindset. Rules are, as stated, there like tools in a toolbox. Wanna add strict healing rules? Go for It! But the game doesn’t, because the type of narration enforced here Is that you can almost kill people on a success, that you can change reality with momentum/caos and that you can expands the rules in any direction.
NPC/WEAPONS: if there’s a Number, that’s the Number. Maybe there’s some hidden balance, especially if you expect multiple enemies. It might be that sometimes they opted to go for lower damage values. Pretty common in many non simulationist RPGs.
VOID POWERS: P.102. “…LEARN USING A RUNE”. Runes required = A RUNE = 1, as clearly written and repeated on enchantments as well.
The 2 runes cost limit Is the typo.
About improving Powers, feels like We’ll soon get an option book. Pretty common to have basic options in a core rulebook referring to something not appearing yet.
MOVEMENT: movement and FAR reach have nothing to do with One another. Far reach Tells you an aproximate distance for pulling.
MOVEMENT Is abstract. On p. 30, though, It clearly states that you can go NEARBY during your Action. Distant means… Far. How far Is determined by the situation and, by the book, requires significant effort, probably your Action and the +1 difficulty increase for direct interactions. The game cares about what’s nearby in terms of relative/narrative positioning and you can move around with no effort. During your Action, you describe where you are going.
Tons of this “issues” come from the fact that this game Is a storytelling version of our beloved 2d20, with its own mindset and loose structure to allow players to narrate a story without many rules constrictions. The core rules are pretty clear and hacking requires zero time. If you look for Much complete rulesets, probably you are looking at the wrong game, imho.
This Is not about what they did; It Is about what YOU expected them to do.