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COWBOYS & VIKINGSCompendium of the Wild Wastes

What Changed

Release notes for each playtest version, newest first. They cover rules changes and the Foundry VTT system.

1.60.1

  • Thermal Vision fixes. Its vision mode and senses are now set up a step later in Foundry's start-up and each part separately, so a problem with one can't stop the rest. The thermal view now uses Foundry's own Darkvision set-up (gray, no light needed), so it no longer turns the screen dark.
  • More ways to switch pupils: a Switch to the thermal pupil row in the token right-click menu, and clicking the Thermal Vision genetic's icon on the character sheet. With the right-click menu turned off, the HUD button is still there.

1.60.0

  • Thermal Vision in Foundry. A token with the Thermal Vision genetic (or any token, for the GM) gets a token HUD button to switch pupils (1 AP in an encounter). Through the thermal pupil:
  • The view is gray, dim and flat out to 60 ft (a Game Setting), needs no light, and ordinary sight is closed.
  • Creatures appear as plain heat silhouettes, brighter the warmer they are, with no art, name, bars or effect icons. Cold creatures (undead, constructs, oozes, plants, most elementals) don't show; cool ones (vermin, snakes, frost creatures) show faintly; hot ones (fire creatures, anything burning) blaze. The GM can set any creature's temperature from its token HUD.
  • It sees through darkness, smoke and fog, but not through walls, closed doors or glass windows.
  • Walking creatures leave heat footprints that only thermal sight can see, fading over 10 rounds (a Game Setting).
  • Switching back restores the token's normal sight settings.

1.59.9

  • Skill Challenges run from one live chat card. In the GM Toolkit, set who rolls (a player character or a creature on the scene), the check (skill, ability check or save; for a skill, the ability, starting as the one on that character's sheet), the DC, Advantage or Disadvantage, and Fortune or Misfortune. Start Challenge posts a card that keeps updating:
  • Its Roll check button (numbered for each roll) opens the participant's roll dialog with the GM's settings filled in; the player can still change them before rolling.
  • Each result is listed on the card and the success and failure dots update; critical results remove one of the other side (or count twice when there is none).
  • A failed roll can be rerolled with a Fate Die (or the GM's Chaos Die for a creature); the new result replaces it.
  • The GM can change who rolls next and what between rolls, and still add results by hand with the Toolkit's buttons.
  • Opposed challenges: roll against an opponent's 1d20 + bonus instead of a DC, such as an item in an Attunement Challenge (its bonus starts as the item's Attunement Score, and it can roll with Fortune). Winning against an item offers to attune it.
  • Reset closes the old card.
  • Attunement slots in Foundry. Items need attunement when a rune gives the wielder an ability to control, or when their new Needs attunement box is ticked; each sets how many slots it uses. A link icon on the character sheet attunes or releases the item, and the Inventory tab shows Attunement used/10 (click it to manage them). Attuning past 10 is refused with a list of attuned items and a Release button for each; the GM can go over. An item given to another character arrives unattuned.
  • Attunement rules: the opening paragraph now says that any item that needs attunement besides those with abilities the wielder controls says so in its description.

1.59.8

  • Bonds are shared on both sheets. When a character adds a Bond and names the character they're bonded with, the same Bond (story, category and Teamwork Talent) appears on the partner's sheet, naming the first character as partner. Later changes to the story, category or unlocked tiers copy across both ways. A player can do this for a partner they don't own as long as a GM is logged in. If the partner already has 3 Bonds, nothing is added and the GM gets a whisper. Removing a Bond from one sheet leaves the partner's copy. Bonds already on sheets update the next time they're edited.
  • Every Bond category has 4 positive and 4 negative Bonds. Forty new positive Bonds (such as Blood Oath, Sparring Partners, Last Stand and The Long Road) each come with their own story and Suggested Talents. On the 1d8 they alternate: odd results are positive, even are negative. Each category page in the Bonds journal shows them in two columns, Positive and Negative, so you can roll 1d4 on either side. In Foundry, rolling a Bond asks for any (1d8), positive (1d4) or negative (1d4). Bonds already on character sheets aren't changed.
  • Striking rune (weapon, Edge essence). No Minor version. Lesser: the weapon rolls 1 extra damage die of its own size; Greater 2 extra; Major 3 extra. Foundry adds the dice to the weapon's damage roll.
  • Bloodless X condition. Your maximum Strain is X lower. Gaining it again adds to X. Strain left above the new maximum turns into exhaustion. It doesn't recover turn by turn: each long rest reduces X by 1. Blood Hunger now makes its victim Bloodless by the 1d6 blood-loss roll, and the feeder still restores that much maximum Strain. In Foundry, Bloodless is a token status (set its value on the token HUD); it lowers max Strain, settles any overflow into exhaustion, and drops by 1 on each long rest.
  • Hotbar: clicking More again brings the open window to the front instead of opening a second one.

1.59.7

  • Starting packages for the Soldier, Privateer and Criminal. Each Soldier and Criminal Specialty has its own gear package, and the Privateer has one. Every package is worth about 15 gp, and comes with a basic kit (uniform or traveler's clothes, backpack, bedroll, waterskin, a week of rations, flint and steel) and 5 gp.
  • Armor: choose heavy (scale mail, Might 2) or light (leather armor, plus 2 gp).
  • Weapons by culture: the packages list firearms. Vikings, Native peoples and Asian immigrants take their own weapons in place of each long gun or sidearm (for example a longbow and arrows, or a battle axe and light shield) and get any price difference back in coin.
  • The packages are in the Character Creation journal (Origins, Starting Packages) and on each origin item.
  • In Foundry, dropping one of these origins on a character asks for the package (which also sets the Specialty), the armor and the culture, then adds the items. Any coin paid back is added to the starting budget.
  • In the web character builder, the origin step has Armor and Weapons by culture choices, and the starting kit follows the Specialty.
  • Custom origins can take the basic kit and one package from these three origins, with 5 gp instead of 15.

1.59.6

  • Conceal Arcana is one Abjuration spell. The Illusion copy is gone from the compendium. The spell masks a creature, object or area; it's a ritual lasting 1 hour. Copies already on character sheets aren't changed.
  • Numb Pain works on wounds: for the duration, Light Wound conditions are suppressed and each Heavy Wound imposes its location's Light Wound condition instead (head Dazed, torso Chest Trauma 1, arm Weakened Grip 1, leg Slowed 10). On a critical success, Heavy Wound conditions are suppressed too. It covers wounds the target already has and new ones; the full conditions return when it ends.
  • Read the Wind uses Fortune: when you spend a Fate Die, the reroll is made with Fortune, or the Fate Die is rolled with Fortune when it adds to or reduces damage. The summary line says the same.
  • Crew ability Upgrades each give +1 to an ability that suits the crew's work: Assassins Reflex, Bravos Might, Essence Hunters Intellect, Hawkers Charisma, Prospectors Perception, Raiders Might, Shadows Reflex, Smugglers Charisma, Wardens Perception, Arcane Investigators Intellect. Upgrade items already on crew sheets keep their old text.
  • Checks, Dice & Fate: the critical results paragraph says the 15-point margin applies to all skill checks, ability checks, saves and defensive rolls.
  • When to Roll has the When to Roll Dice flowchart.

1.59.5

  • Sustaining a spell works like casting it again. When a spell's duration would end, spend 2 Reaction Points (in an encounter) and make a new Channeling check against the same DC. A success keeps the spell going for another interval at no Strain. A failure keeps it going, costs its total Strain and triggers a Wild Surge. A critical failure ends it, costs its Strain and rolls the negative Wild Surge. A spell with Sustain (X) uses DC 10 + X and costs X Strain on a failure. Spell cards for sustainable spells have a Sustain (2 RP) button that does all of this. Conjure Tool (Emergency) and Dispel (Power) now just say "sustain normally".
  • Magic journal matches the Strain rule: a successful or critically successful Channeling check costs no Strain; a failure or critical failure costs the spell's Strain. Push and Quick Cast Strain is always paid. The Quick Reference has a Strain line.
  • Cover gives Advantage: lesser cover 1 level, standard 2, greater 3, on your defense, Reflex saves against areas and Stealth to hide. Take Cover improves your current cover one step (none, lesser, standard, greater). Hide uses your cover's Advantage. The Tower Shield gives standard cover when raised and greater cover when you Take Cover behind it; its separate numeric cover bonus is gone from the shield sheet.
  • Expert Cohorts use the next level band (crew levels 1, 4, 8, 12, 16, 20) for Check Bonus, HP, Soak and damage: an Expert at Crew Level 1–3 uses the level 4 values, and so on up to level 20. Gangs are unchanged. Cohort sheets recalculate on load.
  • Still in Development page (Playing the Game journal). Every TBD value links to it: crew Upgrade costs, the Smugglers' starting vehicle, higher-level gear prices and the Potency rune's crafting cost.
  • Smugglers start with a vehicle, details set by the GM.
  • Crew Rules say plainly that any skill a Cohort isn't Strong or Weak in is Average.

1.59.4

  • Rules text reads as the game, for a first-time reader. Editor's notes about earlier versions, source corrections and ruling dates are gone from the journals and item text; where a note held a rule, the rule is now stated plainly. Pages touched: Checks, Dice & Fate (critical results), Origins (Cultist, Soldier, Privateer, Criminal), Ability Scores & Genetics, Building Adversaries, Adversary Ranks, Build Selections, Random Encounters, Underground Sites, Scenery Pieces, Essence, Afflictions & Poisons, Cover, Wild Surges and Magic summary, Negotiations, Crew Rules, and the creature-type roll tables. No rules changed.
  • Soldier, Privateer and Criminal now say plainly: no set kit, you start with 15 gp and agree on your gear with your GM.

1.59.3

  • Playing the Game › Checks, Dice & Fate no longer says Parry and Dodge use a 10-point critical margin. It's 15 for every check, attacks and defenses included (designer ruling 2026-10-12; the dice already worked this way since 1.58.0, only this sentence was left behind). Deadly Sniper's 10 for Aimed Shots is unchanged.
  • The chat card's re-roll check now defaults to the same 15-point margin (it was only ever called with the setting, so play is unchanged).

1.59.2

  • Lucky (genetic talent) reworded: when you spend a Fate Die to add to or subtract from an effect roll (damage, healing, or damage you take), roll the Fate Die with Fortune: roll it twice and use the better result.
  • Designer rulings (2026-10-13):
  • Magic Talent teaches one spell of exactly Complexity 1 from any school, not a cantrip. Cantrips come from Mysticism ranks (1 for every 2 ranks, any school) and Spell Attunement I. The spell list on the sheet labels the Magic Talent slot "Complexity 1". A cantrip a character already placed in that slot stays on the sheet but now shows as over the limit; move it to a free cantrip from ranks or remove it.
  • Custom origins start with 15 gp and the starting equipment of one existing origin of your choice. Added to the Custom Origin rules in the Character Creation journal.
  • Retaking a Spell Attunement talent gives a different spell (the same spell with new trappings is left to the table; nothing is automated for it).

1.59.1

  • Designer ruling (2026-10-12): prolonged exposure is Disadvantage, not a rising DC. Every G.R.A.P.H. hazard that used "DC +1 per previous check" now keeps its DC and gives 1 level of Disadvantage for each exposure check already made during the same continuous exposure (no limit; every check counts, pass or fail). Leaving the hazard resets it, and Advantage from gear, spells or talents cancels it as usual. This covers A3–A5, P5, P6, H0, H1, H5, H6 and radiation. Suffocation and going without food work the same way.
  • Afflictions from the environment: while you're still exposed, your interval saves against Radiation Sickness or Toxic Atmosphere Poisoning take the same Disadvantage. Once you're out, you roll against the DC alone.
  • Toxic air now has grades:
  • A3 mildly toxic: DC 10, checked every hour.
  • A3 toxic: DC 15, checked every 10 minutes.
  • A3 highly toxic: DC 20, checked every minute.
  • A4 Corrosive also calls for a check against Toxic Atmosphere Poisoning: DC 15, every minute.
  • A5 Super Corrosive does too: DC 20, every round.
  • One affliction each, set per environment: the compendium's Toxic Atmosphere Poisoning defaults to DC 15 (toxic), and Radiation Sickness defaults to DC 15 (R3). The GM edits the DC on the item for other environments. Copies already in worlds or on sheets keep their old DC.
  • Prolonged Exposure field on afflictions. Count the checks made so far, and the sheet shows how much Disadvantage applies.
  • Affliction sheets number stages 1–3 (they showed 0–2).

1.59.0

  • Weapons & Armor journal is now the full chapter (10 pages): Weapons (the four families, reading an entry, techniques, attacking); one page each for Melee, Missile, Firearms and Martial Arts weapons with the full table and every weapon's description (Firearms also has the firearms rules); Ranges & Ammunition (range increments, the ammunition table, reloading); Weapon Traits; Weapon Techniques (how they're learned and how they work, a table of all 21, then every technique written out); Armor (table, reading it, Soak, requirements and penalties, the proficiency talents, specialization, properties, durability, descriptions); Shields (using a shield, table, shield techniques, descriptions, every shield technique written out). Every weapon, ammunition bundle, technique, armor, shield and the Raise Shield/Bash/Shield Block actions link to their compendium entries. With this, every chapter of the book is in the compendiums.
  • Flourish reads "the target is Off-Balance" (it had a redundant "until it ends the condition").
  • Designer rulings (2026-10-12):
  • Weapon and shield specialization are retired. You learn techniques instead: 1 for every 2 Ranks in a weapon skill, usable with any weapon that meets the technique's requirement as long as you meet the weapon's ability requirement. The Specialized box is gone from weapon and shield sheets, and a specialized shield no longer gets +1 Bonus and +1 Hardness. Armor specialization (from the Armor Proficiency talents) stays.
  • Shields use techniques too. For every 2 Ranks in Shields, choose a shield technique: Reactive Shield (Buckler), Aggressive Block (Light Shield), Shoving Block (Heavy Shield) or Shield Warden (Tower Shield). Shield Block is no longer a technique: it's the Shields skill action anyone with 1+ Rank can use. The shield sheet's "Maneuvers" field is now "Techniques".
  • Shield techniques cost Reaction Points: 1 RP (Aggressive and Shoving Block are 1 more RP on top of the Shield Block). They were 1 Action Point "as a reaction".
  • Armor check penalty only applies when you're below the armor's Might requirement without its proficiency talent, like Max Reflex, the speed penalty and Encumbered. Before, it applied whenever you wore the armor. Flexible, Specialization and Masterwork still improve it when it applies. Meeting the Might requirement or having the talent is enough.
  • Characters keep the items they have. A Shield Block technique already on a sheet stays there; you can delete it, since the skill action does the same job.

1.58.0

  • Talents journal (32 pages, new under Rules): an overview (gaining talents, reading an entry: tiers, requirements, traits, AP/reaction/stance costs, Strain, Push, repeatable talents; the Commander/Grit/Panache die table and the Weak Spot damage table; every tree at a glance), then one page per tree (31) with a summary table and every talent written out, linked to the Talents compendium.
  • Fuller talent text where the compendium had lost detail: Rapid Mantle, Inventor, Craft Anything, Charming Liar, Slippery Secrets, Train Animal, Fascinating Performance, Multilingual and Read Lips. Trick Ammunition II's "electricity" is now lightning (the system's damage type).
  • Designer rulings (2026-10-12):
  • Critical margin is 15 for everything, attacks and defenses included. An attack is a critical hit when it beats the Parry/Dodge result by 15 or more (or on a natural 20); a defense is critical when it beats the attack by 15. (It was 10 for attacks and defenses.) Encounters journal, quick-reference text and the System Guide updated. Deadly Sniper brings it back down to 10 for Aimed Shots in your first range increment.
  • Every die-spending maneuver needs its die talent: the Commander maneuvers now require Commanding Presence, the Swashbuckler maneuvers require Swashbuckler's Panache, and Ambush requires Scoundrel's Grit (the other Scoundrel maneuvers already did). Characters who already have one of these without the die talent keep it; the sheet will just show the requirement as unmet.
  • Kip Up: standing up from Prone costs no movement and doesn't provoke reactions.
  • Aether-touched sky stays 17–20 at Leyline Strength 3. Weapon and armor ability requirements are modifiers (already converted).

1.57.2

  • Mirage restored from the designer's text (it was lost from the book when the tables were added): a Complexity 1, Strain 3 Concentration illusion lasting 5 rounds (one 5-ft cube without an area delivery), with eight modifiers: Lasting, Fine Detail, Mobile, Scripted Behavior, Obscuring, Audible, Lingering and ★ Anchored Mirage.
  • Designer rulings (2026-10-12): Scared to Death costs 1 AP (an action with no listed cost costs 1 AP); Affliction Resistance and Magic Resistance improve at levels 5, 9, 13 and 17, like every other scaling mutation (for characters and adversaries). Confirmed as already built: Always Prepared needs 5 Survival ranks; Athletic Resolve doesn't need Rugged; Locate's Pierce Wards needs only 5 ranks; Encumbered lasts until you're back at or under your Bulk limit.

1.57.1

  • Designer ruling (2026-10-12): cantrips scale every 3 Mysticism ranks. Grave Dart goes back to +1d6 per 3 ranks (1.57.0 wrongly "fixed" it to the book's 4), and the other scaling cantrips now follow the same pattern: Sparkshot (+1d6; its damage roll now scales automatically too), Chill Touch's critical damage (+1d6), Life Stitch (+1d4), Harden (+1 Hardness) and Mend Object (+1d4 Durability), all per 3 ranks. Ward Spark already scaled per 3.

1.57.0

  • Magic journal is now the full chapter (15 pages): Magic Overview (the Awakening, what magic is, spells and cantrips); Schools of Magic (all eight written out); Traditions & Trappings; Learning Magic; Casting a Spell (DC, results, targets, damage, critical saves, conditions, group casting, every delivery, casting times, sustaining, Concentration, Invested); Spell Modifiers (with every metamagic and Brew linked); Wild Surges and the quick reference; then one page per school with a spells-at-a-glance table, every spell written out in full (header with Complexity, Strain, casting time, duration and save; the effect, critical success and every modifier) and that school's whole Wild Surge table (1d30 and 2d8 index, Minor/Moderate/Major). Spell names link to the Spells compendium and surge tables to the Roll Tables.
  • Spells now carry their full rules text in the compendium too (all 91 book spells), instead of one-line summaries: delivery restrictions, critical-failure effects, special cases and full modifier text. Mastery modifiers now say they need School Mastery.
  • Fixes from the book: Conjure Item's Temporary Item modifier is +1 Complexity and −1 Strain (the cast dialog now handles a modifier that lowers Strain while raising Complexity); Dispel's Power modifier is open to everyone (only its critical-success extension needs School Mastery and 5 ranks); Conjure Item lasts 1 stretch.
  • Wild Surge tables spell out "the end of your next turn" / "the start of your next turn" instead of EoNT/SoNT.

1.56.1

  • Designer rulings (2026-10-12):
  • Three Build Selections at every rank. The book's older Trait Budget table is retired; the journal now says so (the Adversary Builder already worked this way).
  • Swarm Attack and Scattering Rush are defended like the attack they're built on: the target Parries or Dodges the attack roll by the usual rules. A Swarm Attack still does half damage on a successful defense and none on a critical success.
  • Essence tags that weren't one of the 15 essences now use the nearest one: Arcane, Earth (Stoneform) and Resilience → Ward; Radiance → Vitality; Wind and Water (Flowing Shape) → Motion; Earthshaking Weight → Motion; Drowning Haze → Death; Ash → Shadow; Summon → Space; Explosive → Fire; Sight → Edge.
  • Confirmed as already set: Hit and Fade's essence is Shadow; Burning Aura and Lingering Ruin deal Average damage for their level; Tactical Recovery costs no AP but is Taxing (once per round).

1.56.0

  • Adversaries journal is now the full chapter (32 pages): Building Adversaries (stat block contents, the Stat Block Template, every statistic table); Adversary Ranks (Minion, Standard, Elite and Solo with every Swarm, Elite Action, Incredible Action, Solo Package and Incredible Presence option written out); Build Selections (the order, the minimum build, the Trait Budget table, all baseline attacks, ability timing); Adversary Roles plus one page per Role with all its maneuvers; Generic Maneuvers; Creature Identity, then one page per Creature Type (Aberration through Vermin, plus Humanoid mutations and Aether-Touched) with its description, every subtype, senses, all its traits and maneuvers and the afflictions they deliver; Building an Encounter (now with Example 2, Solo vs. a large party, and the note on going over budget); Adversary Morale; Reaction Rolls; NPC Tools (how to use the tables, the Jasper Thorne example, the NPC Roleplay Template); and One-Roll Generators (Frontier Patron, Wilderness and Frontier Town written out, plus the Tag Reference). Maneuver names link to the Maneuvers compendium and table names to the Roll Tables compendium.
  • Every adversary maneuver now states its save DC (46 maneuvers): rider saves after damage say DC 10 + half the damage taken, the rest say "against this creature's action check" (the Solo's, for Solo options). This was the chapter's general rule; the maneuver roller now picks the right DC for the second save on Hit and Fade too. Adversaries already in a world keep their old text until re-imported.
  • Open rulings marked in the journal: the Trait Budget (a Solo's 2–4 traits) vs. three Build Selections; which save a Swarm Attack and Scattering Rush call for (Reflex suggested, against the attack roll).

1.55.0

  • Completion Tracks tool (new button in the token controls, open to everyone; GM-only changes): world tracks plus every active mission's tracks in one panel. Each track has a name, goal and size; +1 for a success, +2 for a critical success, − to undo, or click a box. Optional deadline on the world clock (a span from now or a date and time, with a live "time left"), optional danger track it races (either, both or neither). The eye hides a track from players; players see shown tracks live but can't change them. A chat notice goes out once when a track fills, loses its race or runs out of time (public for shown tracks, GM-only for hidden ones), and resets quietly if the clock goes back.
  • Mission clocks are now Completion Tracks: same rows on the dossier, with goal, deadline, danger track and visibility. They start hidden (old clocks stay hidden); shown ones also go into the players' briefing. Existing clocks keep their name, value and size.
  • Rules journal (Playing the Game) and System Guide describe the tool.

1.54.1

  • Completion Tracks written up from the designer's ruling (2026-10-12): they work like progress clocks. The GM sets the size and time limit; each successful action toward the goal adds 1 tick and a critical success adds 2 (what counts as either is the GM's call); a "successful action" can be a single check, a Skill Challenge, or an in-world goal such as gaining someone's trust or finding a clue that may take several actions or a whole quest. With a worked example.

1.54.0

  • Playing the Game rules journal is now the full chapter (4 pages): Ability Scores (what each of the six scores covers, with the full −2 to +5 description table for each); Checks, Dice & Fate (checks, critical results, the DC table, flat checks, Advantage/Disadvantage, Fortune/Misfortune, group checks, fractions and multiples, Fate Dice and Chaos Dice); Saves (how saves work, three examples for each ability, the save bonus table); and When to Roll (the book's decision flow, the Completion Track and the Skill Challenge results).

1.53.0

  • Character Creation rules journal is now the full chapter (6 pages): Creating a Character (rolling vs choosing, the steps); Origins (all 12 written out in full: description, what you gain, equipment, feature, specialty table, and the Quirk, Ideal, Pledge and Flaw tables, plus the Custom Origin rules); Virtues & Vices (pairing rules, the Stakes Menu, the d100 table and all 50 descriptions); Ability Scores & Genetics (base scores, genetic modifiers and Extreme Attributes, every Genetic Talent, Cosmetic Feature and Drawback with its table); Personality (the three situations and all nine tables); and Derived Statistics & Advancement (Max HP, Strain, saves, the Speed and travel table, next steps, advancement, XP and the advancement table).
  • Origins now carry their full write-ups, and their Quirk, Pledge and Flaw tables give the full first-person line (the short label stays as the name), on both the Origin items and the Roll Tables.
  • Request confirmed as an untrained action (designer, 2026-10-12); no change needed.

1.52.0

  • Skills rules journal is now the full chapter (23 pages): Skill Basics (ranks and skill points, key ability, using a different ability with the book's examples, Skill Bonus, secret checks, exploration and downtime, Trained actions, Skill Challenges with the outcome and odds tables, and a skills-at-a-glance table), then one page per skill with its passive benefits and every action written out (linked to the Skill Actions compendium). New material includes the full Lore rules and subcategory list, Diplomacy attitudes with the Request attitude and risk table, Gather Information task tiers, the Martial Arts damage table and forced movement, Medicine forensics, the Mysticism aura power table and lingering auras, Perform's basic competence and performance traits, and the ingredient DC and yield guidelines.
  • Designer rulings (2026-10-12):
  • Parrying ranged attacks needs an equipped shield and 2+ ranks in Shields (like Dodging melee attacks needs 2+ Acrobatics ranks). The defense roll now warns when you don't meet it.
  • Interpose costs 1 RP.
  • Max HP is (Fortitude + 5) × (level + 2). It was already the default; the setting now labels the old Encounters-draft formula as an option only.
  • Enfeebled and Stupefied use the Lingering −X versions (the alternative text is removed from the journal).
  • Pick a Lock failure text: "if you succeed the flat check" (it read "fail"), matching Disable a Device.

1.51.0

  • Encounters rules journal is now the full chapter (6 pages): Rounds, Turns & Initiative (AP, RP, the bump, ending your turn, Taxing and Stance); Basic Actions (every action written out with its traits, requirements and results); Movement & Space (the Speed table, switching speeds, difficult terrain, moving around creatures, underwater, flying, size and space, squeezing); Detection, Attacks & Cover (Observed/Hidden/Undetected/Unnoticed/Concealed/Invisible with targeting rules, Deafened auditory actions, declaring a target, range bands and increments, melee and unarmed strikes, full cover rules including large creatures and special circumstances); Defense, Damage & Death (reaction attacks, Parry vs Dodge, Soak, damage while dying, immunity/resistance/vulnerability, hard targets, temporary HP, Max HP, wounds, character death, Death Timer, Dying, Stable, Exhaustion, Strain, Incorporeal); and Conditions (Lingering rules, default and assisted recovery, and every condition in full, including Persistent Damage and Sinking).
  • Open rulings are marked on the pages: Interpose's cost, the two Max HP formulas, shields vs ranged attacks, and the two versions of Enfeebled and Stupefied.

1.50.0

  • Crafting & Treasure rules journal is now the full chapter (9 pages): Crafting (tool proficiency and the tool-set table, requirements, formulas, the Craft action, complexity ratings with DC and time, workspace, the Crafting Challenge with abandoning and every result, batches, Masterwork and its benefits); Special Materials (the rules, entry format, design standard, scaling bands and profiles, and a summary table); Snares; Essence (traits, subtypes, quality, Analyze and Harvest Essence, DCs by source level); Runes (costs, capacity, Potency tiers and benefits, versions, upgrades, final item level); Attunement (slots, the opposed challenge, owners, contested attunement, gifting, the creator's bond); Magical Potions (Brewing, Brew, batches, costs, Stable, surge checks); Alchemical Concoctions (types, side effects, formulas, costs, ingredients and tags, complexity, saves, traits, toxins); and Gathering & Harvesting Ingredients (all eight terrain tables, assessing and harvesting creatures, yield, spoilage, dangerous harvests, ingredient profiles).
  • Special Materials compendium entries are now written out in full: description, traits, effects, scaling profile and scaling rule, crafting requirements and modifiers, restrictions, and magic item interaction.
  • Alchemical Concoctions each gain their one-line description from the book.
  • New Brewing talent (Crafting tree) and Brew spell modifier (Metamagic compendium), from the Magical Potions rules.
  • Alchemical Crafting now also requires proficiency with Alchemist's Tools, as the book says.
  • Metamagic Training's modifier picker doesn't offer Brew (that comes from the Brewing talent).

1.49.0

  • Hazards rules journal is now the full chapter (4 pages): what hazards are (Reactive vs Sustained, and when to build an Adversary instead); the three detection layers (ambient, active Investigation/Thievery vs DC 15 + level, reactive Perception save) with group detection and magical hazards; the full Passive Awareness rung table (Scene Level +1/+6/+11/+16, all lower rungs, +2 for a clever approach); reactions (Brace / Jump / Duck), resetting, disabling (detect first, crit fail triggers, crit = 2 successes on complex parts), damaging, attacking and repairing hazards; Dispel DC and the Mysticism suppression ladder; hazard XP with the Reactive/Sustained table; the five archetypes; all five worked examples written out; and the One-Roll Hazard generator with every die table and how to write the rungs.

1.48.0

Gear: the full chapter - The Gear & Supply journal (Rules Reference) now has the complete chapter in 3 pages: - Money, Bulk & Item Damage: coins, starting funds and rarity, the Lightweight trait, estimating Bulk, Bulk limits and Encumbered, creature Bulk, size tables, dragging, and item damage with the full material table and broken-item effects. - Supply: every SUP rule, the Supply Check, Supply Bulk, the worked example, supply sources and prices, haggling, buying, refreshing, source conditions, and foraging caches. - Adventuring Gear: every item, by category, with price, Bulk, hands and description. - Encumbered (your ruling): the old "until bulk ≤ half Strength" clause is gone. You're Encumbered while over 5 + Might. - Gear items: details the short versions had dropped are back: - Caltrops: plucking them free lowers the bleed DC. - Manacles: tighter binding means a higher DC, and the GM rules on other limbs. - Grappling hook: the attack roll is secret. - Oil: splatters a creature or one square. - Short tool: one or two hands. - Scholarly journal: level 0, and uncommon.

1.47.0

Exploration: the full chapter - The Exploration journal (Rules Reference) now has the complete chapter in 5 pages: - Exploration Mode: travel speed (see below) and every exploration activity in full: Avoid Notice, Defend, Detect Magic, Follow the Expert, Hustle, Investigate, Scout and Search. - Resting, Food & Water: Take a Break, Short Rest and Long Rest (including the reduced Strain limit, Talent recharges and interruptions), and hunger and thirst. - Hazards, Vision & Light: falling, landing on a creature, falling objects, suffocation, light levels, concealment and Blindsight. - G.R.A.P.H.: exposure checks, protection, time scales, Environmental Damage, and every rating written out in full. - Afflictions & Poisons: format, saves, onset, maximum duration, stages, conditions, multiple exposures, virulent afflictions, poison families and all the sample poisons. - Speed (your ruling): base Speed from Might + Reflex runs 10–50 ft; bonuses can go higher. Travel uses your actual Speed: 10 × Speed feet per minute, Speed ÷ 10 mph, Speed × 0.8 miles a day. - Old wording updated: Constitution is now Fortitude (Hustle, going without food), and "proficient" is now "Ranks".

1.46.0

Hexploration: the full chapter, plus your rulings - The Hexploration journal (Rules Reference) now has the complete chapter in 5 pages: - Hexploration: scale and time, hex level and danger, reading a hex, navigation (intents, approach, DCs, results), the new search-time table, and stocking hexes. - The Wilderness Day & Travel: phases, Forced March, Take a Break and Conveyance, daily supplies, and travel modes (pace table, mounts and draft animals, losing the conveyance, waterways). - Encounters & Camping: the Encounter Roll and effective hours, the encounter chance table, Aether-touched encounters, every camp preparation, and the worked examples. - Weather: climates, sky bands, temperature limits, High Altitude, the season tables for all six climates, and climate notes. - Leylines & the Aether: strength and reach, overlaps, compasses, temporary leylines, all leyline effects, Reading the Aether, telegraphs, the Aether-touched sky, and the new Aether Exposure rules. - Searching takes the hex's full travel time: 1 hour in open hexes, 4 in broken or dense ones. - A Severe or Extreme sky adds 1 or 2 hours. - A critical success halves the time (rounded up) or reveals something extra. - A critical failure is a false lead: the next search of that hex takes half the time. - The tracker has new Critical Success and Critical Failure buttons. - Aether exposure: a failed Aether radiation or Colored Rain save rolls on the new Aether Exposure table: an Aether Flare (a 10-entry table of quirks that last until a Long Rest), Aether Sickness, a temporary mutation, or a permanent one. Aether Sickness is a new affliction. - Aether-touched encounters: local creatures twisted by the Aether. 12 Aether-Touched mutations are new Identity Traits in Adversary Maneuvers, and any creature type can take them (the adversary builder now lists them for every type). Encounters at Strength 2+ give each creature one mutation, or two at Strength 3. - Rattler's Bleed (the venom from Serpent's Kiss) is now an affliction. The second "Witchbrain Venom" poison is renamed Witchbrain Toxin. Toxic Atmosphere Poisoning's DC is 10 (+1 per earlier check).

Talent tables from the Game Tables spreadsheet - The Commander, Grit and Panache dice now state their size: d6 at 2 ranks, d8 at 5, d10 at 8, d12 at 11. - Weak Spot lists its damage by rank, and the system's table is corrected: it was one step low from 8 ranks up (2d6 at 8, 2d8 at 10, 2d10 at 12). - Specialty Crafting lists its tool sets, and Virtuosic Performer its specialties.

Other rulings - Zero gravity (G0): the 3 Disadvantage drops by 1 per 3 Acrobatics ranks (rounded up). - A torch burns for 1 hour. - The Ready rune's timing is now "2 rounds (12 seconds)". - The Potency rune cost is TBD (GM discretion). - Analyze Essence and Harvest Essence cost 2 AP and can be used in combat (essence is only stable for 1d3 rounds). Skill actions can now cost 2 AP.

1.45.0

Bonds: the full chapter in the compendium - The Bonds journal (Rules Reference) is now the complete chapter, in 12 pages: - Bonds: choosing a Bond, picking its Teamwork Talent, the Reactive and Activated shapes and their costs, evolving through the 4 tiers, and breaking a Bond. - One page per category (10): the category's introduction, its 1d8 table, a write-up of each of its 8 Bonds, and the suggested talents as links to the talent items. - Teamwork Talents: a quick index of all 26 (shape and trigger), then each talent in full. - The 26 Teamwork Talent items are written out in full. Details the short versions had dropped are back: - Bonded Mind's always-on silent talk. - The trigger you agree on for Second Chances and We've Seen This Before. - "Only to your partner" on We've Seen This Before. - Guardian's Intercept resolving against your own defenses. - I Owe You needing a Reaction Point in combat. - The exact tier wording throughout. - Characters who already have a Bond keep their own copy of the talent; only the compendium entries changed.

1.44.1

  • A critical parry's free attack can now be made. When a melee attack is critically parried, the result card has a Free Attack button.
  • It attacks the creature that was parried: a character picks an equipped melee weapon (or attacks unarmed), and an adversary picks a melee baseline attack.
  • It costs no AP or RP and works outside the defender's turn, with no GM question.
  • It doesn't pass the bump initiative.
  • It works once per parry; the GM or the defender's owner can press it.
  • A ranged attack parried with a shield gives no button.

1.44.0

Turns in combat - A player's actions wait for their turn. Outside their turn, anything that costs Action Points (attacks, spells, skill actions, Dash, quick actions) is stopped and the GM gets a "Not Their Turn" question. If the GM allows it, it goes ahead and spends the AP as usual. Reactions work any time, whether they're paid with RP or with AP "as a reaction". - A player's token waits for their turn. Dragging it outside their turn stops the move and asks the GM. An allowed move goes through without using up that round's Speed. - The GM is never stopped or asked. - End Turn works for players. The player whose turn it is can end it from the combat strip; the GM's side does the work, which players' own clients weren't allowed to do. Other players can't end someone else's turn, and a request that arrives after the turn has already moved on is ignored.

1.43.0

Adversary skills - The Skills tab works for adversaries. - It shows Stealth, Investigation, Deception and Intimidation (the checks adversary traits call for, such as Hide and Search) plus any skills written on the stat block. Every other skill is under More. - Untrained skills roll at the Skill Bonus; a skill on the stat block uses its own modifier. - Trained actions need the skill on the stat block; the GM can Shift-click past that for an adversary. - Strike, Shoot, Loose, Unarmed Strike and Bash are left off adversary action lists, because their baseline attacks and maneuvers do that job. - New generic maneuver: Disarming Strike (Generic Control). Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or drop a held weapon or item into its space.

1.42.0

Skill actions, stage 3: the rest of the actions do things too - Result cards for actions that aren't opposed, with buttons where the rules give them something to do. - When the GM hasn't set a DC, the action card shows the GM four result buttons and the result card follows the GM's pick (the buttons grey out once picked). - A result with no rules text now says "No effect" (a failed Shove used to show just "Failure"). - Medicine works on your target, or on yourself with no target. - Perform First Aid: Stabilize gives Stable, and a critical failure adds 1 Exhaustion. Stop Bleeding ends persistent bleed damage, with +1d4 HP on a crit; a critical failure deals the bleed again. - Treat Wounds: heal 2d8 or 4d8 plus the DC tier's extra. A failure with 2+ Ranks heals twice your Medicine Ranks; a critical failure deals 1d8. The patient can't be treated again for an hour of world time (the GM can Shift-click past that). - Treat Exhaustion: −1 or −2 Exhaustion for up to half your Ranks of targeted patients. - Treat Poison and Disease: note the Advantage or Disadvantage on the next save. - Forage and Scavenge roll the SUP found and add it to the sheet. Repair gives the Durability to restore. Brace for Impact says how much of the fall you take. - Recall Knowledge asks how rare the knowledge is and rolls the DC for the GM's eyes only. - High Leap and Long Leap ask how high or far, set the DC and warn past your jump limit; a running start needs no roll. - Pick a Lock and Disable a Device get a DC 10 flat check button on a failure. Harvest Ingredients asks the creature's size and rolls the yield. - Out of combat, actions that take time offer it to the Timekeeper: Search, Repair, Treat Wounds, Identify Alchemy, Impersonate and Sense Direction 10 minutes or less; Gather Information 2 hours; Treat Disease 8 hours.

1.41.0

Skill actions, stage 2: results that do things - When a target rolls its side of an opposed skill action, a result card follows. It shows the result (the target's degree turned around, as with spell saves), the rules text for it, and buttons that apply exactly what it says. The GM, the action's user or the affected creature's owner can press them, and each works once. - Demoralize: Frightened 1 (2 on a crit). The target can't be Demoralized by you again for 10 minutes of world time. - Feint: Off-Guard until the end of your turn (the end of your next turn on a crit); on a crit fail, a note about your Disadvantage. - Trip: Prone, plus 1d6 bludgeoning on a crit (rolled and applied); on a crit fail, you're Prone. - Grapple: opposed by the target's best of Martial Arts, Athletics and Sleight of Hand. Grabbed, or Restrained on a crit, until the end of your next turn. A failure ends your grapple; on a crit fail it breaks free and grabs you or knocks you Prone. - Disarm: Weakened Grip until the start of its turn; the item drops on a crit; you're Off-Guard until the start of your next turn on a crit fail. - Shove: a push button for the GM (5 feet, 10 on a crit), and you can move with the target to push farther. You fall Prone on a crit fail. - Throw and Scatter: a miss rolls 1d8 for where it lands (1 = north, clockwise). With no target, the roll is against DC 10 at a space. - The other opposed actions (Create a Diversion, Tumble Through, Lie, Command an Animal and so on) get the result and its text. - Timed conditions: "until the end of your turn", "your next turn" and "the start of your next turn" now end on their own in combat (counted on the GM's side). - Rerolls: a Fate or Chaos reroll of the target's roll works the result out again, and the old card greys out as a premonition.

1.40.0

Skills on the hotbar - A new Skills tab lists the skills you have Ranks in, and your Lores, with each one's bonus. - Order them A–Z, by highest or lowest bonus, or My order: star skills in More (which lists every skill) or drag slots to swap them. - Left-click rolls a check. - Right-click a skill for its actions: - Trained actions are greyed out without a Rank; exploration and downtime actions are greyed out in combat (the GM can Shift-click to allow one). - In combat an action costs 1 AP unless it says otherwise (reactions cost 1 RP); Track and Cover Tracks become single actions in an encounter. - Each action rolls its check and posts a card with the result and the full rules. Secret actions roll blind for the GM. - Actions with choices ask first: First Aid (Stabilize or Stop Bleeding), Treat Wounds (the DC tiers your Ranks allow), Pick a Lock and Disable a Device (Take your time or Push it). - Opposed actions ask for a target. The card has a button to roll the target's save or skill, with ties going to the player character. The GM can press it for anyone, and a player for their own character. - The attack actions use your equipped weapon or shield; Climb opens the climb tool; the book icon posts the rules without rolling.

Skill Actions compendium - All 66 skill actions from the Skills chapter, in their own items: traits, Trained, cost, requirements, how they're rolled, and the four results. Where the summary table and the write-ups disagreed, the write-ups were followed. - The GM can edit them; a world copy with the same name replaces the compendium's in the menus. - Corrections: - Will saves are Charisma saves. - Forage (Survival) and Scavenge (Society). - Disarm is Trained. - Unarmed Strike is a Martial Arts attack against the target's chosen defense. - Off-Balance is Off-Guard. - Shove pushes 5 feet (10 on a crit) and you can push farther by moving with the target. - Treat Wounds with 2+ Ranks heals twice your Medicine Ranks on a failure. - Repair's tiers are 1/2/5/9 Ranks.

Shields - Raise Shield is an action: 1 AP, raises your equipped shield until the start of your next turn (it lowers itself), and its bonus applies to Parry, Dodge and Deflect. A raised shield now shows on the Parry and Dodge numbers on the sheet and the hotbar. - An equipped shield lets you Parry ranged attacks without a Rank in Shields.

1.39.0

Fate and Chaos rerolls are premonitions - A reroll is what really happened; the first roll was only foreseen. - The old cards: they're greyed with a note and their buttons stop working, so a premonition's save, damage or surge can't be used by mistake. - Everything is settled again from the new roll: - Spells: a new spell card, with the spell text and its Save and Damage buttons on a success. Strain is corrected (a failure turned to a success refunds the failure's Strain; the Push or Quick Cast point stays paid). - Defences: the GM's Chaos reroll of an adversary's Parry, Dodge or Deflect posts a new outcome. Before this, the reroll changed the roll but not the hit. - Attack rolls: a new attack card with the new total. - What a premonition earned is taken back: the Fate Die from a Critical Failure, the GM's Chaos Die from a player's critical hit, and the Fate Die from a success that needed 19+. Only dice actually gained are removed (none if the pool was full). - The reroll must be paid with a die from before that roll. A Critical Failure can't pay for its own reroll, and the reroll button only counts the dice from before. - Critical hits now count as Critical Successes: a player's critical hit gives the GM a Chaos Die (before, only a natural 20 on the attack did). The same rule in reverse: a player's attack that is critically defended earns them a Fate Die, and a hit that needed 19+ on the die earns one. - The multi-attack card follows the same rules for its rerolls.

Wild Surge is a button - A failed, critically failed or critically successful Channeling check puts a Roll Wild Surge button on the spell card instead of rolling it straight away. A red note says it's due; the positive one says it's optional. - If the caster rerolls with a Fate Die and succeeds, the surge never happens. - Once rolled, the button greys out so it can't be rolled twice.

1.38.2

Hotbar - Adversaries: the bar now opens on Attacks (baseline attacks and maneuvers) unless the Custom list has something ticked. An empty Custom tab says how to fill it. - If a token's data ever stops the bar drawing, it warns once and shows the empty bar instead of freezing. - The bar also redraws when an unlinked token changes. - Click the Health orb to Damage (skips Soak), Heal, add Temp HP, or set HP. - Click the Strain orb to Spend, Recover, or set Strain. - Click a save to roll a check or save with that ability. - Click Parry or Dodge to roll that defence. - Click Morale (adversaries) for a Morale check. - Deflect: anyone with Combat Magic shows a fifth box with their Deflect save (named after the talent's specialization); click it to roll. - These only work on tokens you own; the GM owns them all. - Parry, Dodge and Deflect can now be rolled on their own, without an attack, with the same bonuses and warnings.

1.38.1

Hotbar - With no token selected, the bar stays up instead of hiding. The character parts are blank, and the Macros tab, fold arrow and appearance button still work, so the GM keeps their macros. - The Macros tab has arrows to page through Foundry's five macro pages. - New Hotbar appearance window: the palette button by the Health orb, or Configure Settings. It has a live preview and covers: - style, including Custom to mix the orb rings, slot frames and band trim; - colour palettes for the band, metal, Health orb, Strain orb and ready glow; - size and scale. - Still to come: the target card.

1.38.0

New hotbar (first stage) - A Cowboys & Vikings hotbar in place of Foundry's macro bar, drawn in detailed SVG. It has Health and Strain orbs that drain, side panels with the selected character's key numbers, a turn line, conditions, and ten action slots with tabs. - Tabs: - Custom follows the sheet's Right-Click Options list. - Attacks, Spells, Talents and Items fill themselves from the sheet, or show what you star in More. - Macros are your Foundry macro slots. - Using slots: click a slot or press 1 to 0; right-click opens the sheet. Drag slots to swap them; drag an item from the sheet to pin it; drag a macro onto the Macros tab. - Slots show: AP cost, uses, ammo or quantity, Recharge (with the roll it needs), and Taxing used. On your turn, the slots you can afford glow. - Player settings: - use it or not; - style: saddle and steel, carved and branded, or leather and runestone; - size: full, compact, minimal, or fit the window; - a scale slider (the bar never grows wider than the window); - folds down to the Health orb. - Still to come (stage 2): mixing the styles piece by piece, colour palettes, and the target card.

1.37.2

  • Push on a cantrip costs 1 AP. Casting a cantrip with Push (Grave Dart and the others) now takes 1 Action Point plus the 1 Strain. It was still charging 2 AP.
  • Damage goes to whoever was targeted, whoever clicks Apply. Damage cards remember the attack's or spell's targets. Apply (×1, ½, ×2) deals the damage to them, not to the tokens the GM has selected or to the player's own character. That covers weapon attacks, spells (the spell card now remembers its targets and passes them to its damage card), multi-attacks like Triple Toss (each target gets its own damage) and maneuvers. A player clicking Apply on a creature they don't own has it done through the GM.
  • Only damage with no target recorded uses the GM's selected tokens. A player is told to ask the GM, unless they've selected a token of their own.
  • Apply works once. After damage is applied, that card's Apply buttons go grey for everyone and the card says who took it (and at ×½ or ×2). The heal button is not affected. Each Triple Toss target has its own buttons.
  • Spell saves: the Save button on a spell card rolls for the spell's own targets (each player for their own, the GM for the rest).
  • The damage report now says when Soak was halved for energy damage, such as necrotic.

1.37.1

  • MD is Maximum Dex. Masterwork armor now raises the armor's MD (the cap on Reflex when you don't meet its requirements) by 1, and Potency raises it by 1, 2 or 3. 1.37.0 had read MD as a missing "magic defense" stat.
  • The Potency Rune's description now says how it's made: no essence; the item's own base material refined by magic. Its cost isn't set yet.

1.37.0

Masterwork, Potency runes and rune capacity - Weapons, armor, shields and gear have a new Magic item row above their runes: a Masterwork box and a Potency choice (None, 1, 2, 3). It also shows runes used out of the item's capacity, and the item's level once magic. - A Potency Rune is in the Effect Runes compendium (its own folder). Drag it onto an item, or pick it with the book: Lesser sets Potency 1, Greater Potency 2, Major Potency 3. - The rules are now enforced when a rune is etched: - The item must be Masterwork. - Each effect rune uses 1 capacity (1 for Masterwork plus 1 per Potency). Raising a rune's tier doesn't use more. - Lesser, Greater and Major runes need Potency 1, 2 and 3. - Players are refused with the reason. The GM sees the reason and can etch anyway. - Runes already on an item that break the rules are marked in red, and an over-capacity item says so. - Bonuses applied for you: - Masterwork weapons: +1 to attack and damage. - Masterwork armor: +1 Soak and a check penalty 1 better. - Masterwork shields: +1 shield bonus and Hardness. - Potency adds +1, +2 or +3 to the same (armor: Soak). - The item level shown is at least 5, 11 or 17 for Potency 1, 2 or 3. - Not handled yet: MD (the system has no MD stat yet), Masterwork's double Durability and Broken Threshold, and Masterwork tools' Advantage.

1.36.5

The target picker can't be used as an enemy detector. For players it now lists only the creatures the combat strip and tracker already show them. Combatants the GM has hidden in the tracker are left out, and so is an Undetected creature the player can't see. The GM still sees everyone.

1.36.4

Line of sight is back in the target picker. Every living creature in the combat is still listed, but anyone the acting token can't target is greyed out and can't be picked, with the reason in red underneath: a wall or obstacle blocks the line of sight (checked from the acting token, for everyone including the GM), or, for players, you can't see it (darkness or out of view). Yourself and creatures in clear view stay selectable.

1.36.3

Target picker reworked. When an attack, spell or other action needs a target and none is set, the picker now lists every creature in the combat that is still alive: opponents, allies and yourself (for healing and other friendly effects). Creatures out of your token's sight are included. It used to show only the tokens your character could see, so the list shrank as the fight moved around. Tokens the GM has hidden are still left out for players. The list is grouped (Opponents, Allies, Yourself), scrolls, and the window can be resized. Out of combat it lists the tokens you can see, as before.

1.36.2

Chamber encounters wait for you. The Encounter button for a chamber in the Site window now builds the encounter and opens it in the encounter builder, without putting anything on the map. Look it over, change or re-roll it, then use Place tokens on the encounter (or the new Place button in the Site window) to put it in that chamber, hidden. Pressing Encounter again for that chamber opens the same encounter instead of making another. Hazards work the same way.

1.36.1

Hotfix: character sheets wouldn't open in 1.36.0. The new "is this torch used up?" check read an item's tags the wrong way and broke the inventory. Fixed, and the inventory's light buttons can no longer stop a sheet from opening.

1.36.0

Timekeeper, one tracker record per map, lantern fix - Timekeeper (world clock): a new clock button in the token controls. One world clock on the 1800s US calendar (Gregorian), running on Foundry's own world time. - The GM can step forward or back by a round (6 seconds), minute, stretch (10 minutes), hour, day or week; set any date and time; set the campaign's start date; or go back to the start. - Reminders tell the GM when their time comes. - Players see the clock read only, and a setting can hide it from them. - Combat rounds are 6 seconds and move the clock. - Time offers: travel and searching in the tracker, Take a Break (10 minutes), Short Rest (1 hour) and Long Rest (8 hours) offer their time to the clock. A new setting chooses: ask the GM (default), move it automatically, or don't move it. Several characters resting at once are asked about once. - Hexploration Tracker per map: each hex map keeps its own record (log, weather, current hex, navigation, camp, saved hexes, day count) on the map itself, so deleting the map deletes the record. The tracker shows the map you're viewing (site and underground maps use their hex map's record) and names it. A GM Reset button starts a map's record again. Log lines carry the world clock's date and time, and the log keeps 40 lines. - Light sources: - Equipping a lantern, torch or candle now lights it, and unequipping puts it out; lighting and putting out by hand still works. - A lantern whose count is 0 still works (only torches and candles, which are consumables, run out). - Torches, lanterns and candles missing their light data are repaired when the world loads. - No conversion for the old shared tracker record: it stays as the general (no map) record.

1.35.1

Getting the party in and out of underground sites - New stairs button in the token controls (GM). On a surface site map it takes the whole party underground: their tokens are placed at the way in and the map is shown to everyone, like Enter the hex. If the site has several ways down you choose one; if it has none, the dig form opens and the party goes in once the site is made. Underground, the same button takes the party back up beside the cave mouth (to the hex map if the site has no surface). - When a player's token reaches a cave mouth (or the way out underground), the GM gets a chat card with Take the party through. - The way in is now labelled on the underground map (Way out to …), so you can see where it is. - Players can still use Go inside / Go back out from their own token's right-click menu.

1.35.0

Chaos recharge, back doors, squeezes and animal burrows - Chaos recharge: a spent Recharge maneuver on the adversary sheet has a d20 button that spends one Chaos Die to roll a recharge check right away. It's free (no action points) and works any time before the end of the creature's turn, even on the turn the maneuver was used. The normal recharge check still happens as usual. - Back doors: the underground form (hex panel or dungeon button on a site map) can now dig another way into an underground site that already exists. Click where it is on the surface, then where it comes out underground. It gets its own Go inside / Go back out, and the Site window lists it. - Squeezes: a player's token moving into a squeeze in a cave, burrow, cavern or hollow stops in front of it. The GM gets a card: let them through, or type a DC and call for an Acrobatics check, which the token's owner rolls from the card. On a success the token goes through; on a critical failure the character is stuck. This works only in underground sites made from this version on. - Animal Burrow: a new kind of underground site, separate from the Barrow (tomb). It has small round chambers, winding runs and lots of squeezes, plus its own chamber, contents, occupant and heart tables (in the compendium too). - The Chaos Die size follows the party's level on the Fate Dice table (confirmed).

1.34.0

Underground sites open onto surface site maps - Every underground site now has its way in on a real surface site map. Underground site here on a hex panel (and the new-underground choice in Enter the hex) asks which surface site in that hex holds the entrance, or makes a new one. - The dungeon button on a surface site map digs a new way in on that map. A site map can have several entrances to different underground sites. - After the site is made you are taken to the surface map to click where the entrance goes. Clicking an unused cave mouth already on the map uses it; Escape puts it in the middle. A GM-only label names it. - Token menu: Go inside when standing at a cave mouth, Go back out when standing at the way in underground. The token moves maps and its owner's view follows. Players can only go in from that surface site map; the GM can move tokens anywhere, and moves all selected tokens together. - Underground maps are filed in a folder named after their surface site (inside the hex folder) and named <map> - <hex> - <site> - <underground name>. The hex panel lists them under their surface site; the Site window names the surface site and has a button to show the entrance. - No conversion for underground sites made before this version: delete test hex maps and their site maps and make fresh ones.

1.33.1

The new tables and their rules are in the compendiums - Roll Tables has 60 new tables, in folders: - Underground Sites: for each of Cave, Cavern, Mine, Barrow and Leyline Hollow, What the Chamber Is (d20), What Is in It (d12), Who Uses It (d8) and The Heart of the Site (d6); plus Condition (d10), Complication (d6) and The Find (d4) for any site. - Random Encounters: Creature Type for each terrain (weighted), and the Names tables for each creature type and humanoid Role. - Rules Reference → Game Master has three new journals: - Underground Sites: how a site is laid out, how to read a chamber (including how depth shifts the d20), and every table. - Random Encounters: the method step by step, the creature-type chances by terrain, and the names. - Hex Sites & Scenery: entering a hex, what scenery blocks, the climbing rule, every scenery piece with its size, height and climb DC, and which pieces each terrain and hex marker uses. - These are built from the same data the system rolls on, so the compendium and the automation cannot drift apart. tools/export-data.mjs writes that data out for the build.

1.33.0

Light sources - Any carried item can be a light source. Its sheet has a "Light source" section: bright radius, reach of dim light, angle (for a cone), colour, steady or flickering, and whether it shines when lit (a switch) or while equipped. - Lighting it sets the light on its carrier's token; putting it out gives the token back whatever light it had before. With several lit, the one that reaches furthest is used. - A stowed item (not carried), or one with none left, gives no light. - Three ways to switch one on or off: the lightbulb beside it in the inventory, "Light: Torch" / "Put out: Torch" in the token's right-click menu, or the "Lit now" tick on its sheet. Equipping and unequipping does it for "while equipped" lights. - The compendium's Torch (bright 20 ft, dim to 40), Hooded Lantern (30 / 60), Bull's-eye Lantern (a 60° cone, 60 / 120) and Candle (dim 10) are set up from their own descriptions. Torches, lanterns and candles already on character sheets are converted on first load.

1.32.1

The dead stay out of the fight - A creature with the Dead condition is now skipped in the turn order, in both initiative modes, and cannot be handed the turn. Before, only the tracker's own "defeated" mark was looked at, and dying from damage did not set it. - Getting the Dead condition now also sets that mark (and removing it clears it), so the combat tracker, the combat strip and the turn order agree. - Dead creatures are left out of the "choose a target" list, and a creature that dies stops being anyone's target.

Underground sites are easier to find - A hex's click panel now has an "Inside this hex" section: a button for every place already made there (click to enter it), "New surface site", and "Underground site here". - On a hex with a Cave marker the button reads "Generate this hex's cave" and is highlighted, with a line explaining that the marker alone only draws the cave on the map. - The Enter the hex prompt can also start a new underground site, and the Hexploration Tracker has "Enter the hex" and "Underground site here" buttons for the party's hex.

Party token on the hex map - The party's token is now half a hex across and centred, so the hex it stands in can be clicked around it. A token that still fills its hex is shrunk when the GM opens the map.

Targets clear when a turn ends - Each player's targets are cleared when a turn ends, so the next action asks for its target. Picking a target yourself before acting still works as before. - New per-player setting, "Clear my targets when a turn ends" (on by default). With it off your targets stay put, except that a dead creature is always dropped.

1.32.0

Underground sites: caves, caverns, mines, barrows and leyline hollows - New generator for underground places, grown like the old dungeon tables: start at the entrance, roll a passage and what lies at its end, and repeat. The kind of site sets the shapes (winding caves, great caverns, squared and timbered mines, tight barrows with one big burial chamber, leyline hollows). - Context keeps it sensible. A chamber that would cut into existing workings is dug as a lower level instead, drawn elsewhere on the same map. A passage that would leave the map ends in a collapse. Every site has one way in, a few loops, a limited number of dead ends, and one chamber marked as the heart of the site. - Three sizes: small 30 × 30, medium 60 × 60, large 120 × 120 squares. - Levels are told apart by the colour of their outline, with a legend strip down the right-hand side of the map (levels, doors, ways down and the rest of the key). - Ways between levels: stand a token by a purple marker and its right-click menu offers "Take the way down" or "Take the way up". The token jumps to the matching marker and its elevation is set. - Doors in mines and barrows are real Foundry doors (some stuck, some locked). Caves have none; they get the occasional squeeze or a boulder in the passage, which can be climbed like any scenery. - Rock walls block movement and sight. Fog of war is on. A "Lit" tick decides whether everyone can see without their own light.

What is in each chamber - One-roll tables written for this system (module/data/underground-data.mjs), one set per kind of site: what the chamber is (d20), what is in it (d12), its condition (d10), who uses it (d8), the complication (d6) and the find (d4). The d20 is pushed down near the entrance and up in the depths, so shallow chambers read as shallow and the far end feels like the far end. The heart of the site rolls on its own table. - Choose when generating: roll as we go, roll every chamber now, or layout only. - Rolling as you go, the GM is asked when a player's token first steps into an unread chamber and when the GM clicks one, with a "Don't ask again for this chamber" tick. - The Site window lists every chamber with its reading and buttons to roll or re-roll, build a random Encounter suited to the chamber's occupants (creatures are stood in the chamber, hidden) and add a random Hazard.

Where to find it - "Underground site here" on a hex's click panel: the site is named and filed with that hex's places and can be entered with Enter the hex (the party starts at the way in). - The dungeon button in the token controls: makes a standalone site (filed under "Underground sites"), or on a site's scene opens the Site window.

1.31.1

Hexploration Tracker is readable - The tracker window now has the parchment background and dark text of the character sheets, instead of Foundry's grey with brown text on top. Field labels, hints, the questions table and the log are all dark on light; boxes are light with dark text; buttons are dark brown with light text. - The Morale and Scenery windows get the same treatment, since they had the same problem.

1.31.0

Local maps: you can see the scenery, not what hides behind it - Scenery that blocks sight now uses Foundry's "limited" (terrain) walls instead of full walls. A token sees a tree or boulder itself, but not tokens standing beyond it. The piece no longer shows as a black hole. - Fog of war is on for local maps, so ground the party has already seen stays visible (dimmed) while creatures out of sight are hidden. - Movement is blocked exactly as before.

Sites are named and filed - Every hex now has a map reference like a spreadsheet cell: column letters, then row number (C7, AB12). It is shown on the hex's click panel. - A new place is named " - - ". The site name starts as ": site " and you can type your own when entering; rename the scene later as usual. - Places are filed in the Scenes sidebar under " sites", in a subfolder per hex. - Older local maps are updated the first time the GM opens them: walls changed to limited sight, the scene renamed and filed, fog of war turned on.

1.30.2

Local maps on Foundry 14: scenery lined up with its walls, and the ground is back - On Foundry 14 a tile's position is its middle, not its top-left corner, so scenery art was drawn half a tile up and left of its walls. Tiles are now placed the right way for the Foundry in use. - The ground was missing (plain grey) because Foundry 14 keeps a scene's background somewhere new. The ground is now a locked tile under everything, which works on both versions. - Existing maps repair themselves: when the GM opens a local map or hex map made before this update, its tiles are moved into place and a missing ground is added. Walls are left where they are. - The system measures a drawn tile to confirm which way this Foundry places tiles. If art ever sits half a tile off, the new "Tile positions" setting lets you choose by hand.

1.30.1

Climbing: coming down, and Off-Guard - Climbing down no longer returns to where the climb began. The prompt asks which side of the piece to come down on (north, north-east, east and so on), offering only squares that are free, with the side nearest the start chosen first. A fall lands beside the piece the same way. - Off-Guard while climbing is a tick in the prompt: on by default for a climber with no climb Speed, off with one. Only the GM can change it. When ticked, Off-Guard is applied if the climb ends part-way up, and taken off again at the top or on the ground (only if climbing put it there).

1.30.0

Climbing scenery - Every scenery piece now has a height and a climb entry (shown in the Scenery palette's tooltips): not climbable, easy (no check), or a starting Athletics DC. - Climb appears in a token's right-click menu whenever it stands within a square of something climbable, or is on it. It can also be ticked as a regular Right-Click Option. - The prompt asks what to climb, up or down, the DC (the GM can change it; 0 means no check; players see it but cannot edit it) and whether the ground is difficult. - Cost follows the designer's ruling: 2 feet of Speed per foot climbed, 1 with a climb Speed, and 1 more per foot in difficult terrain. A climb Speed needs no check. - The Athletics check uses the book's Climb results: critical success climbs at 1 for 1, success at the normal rate, failure cannot move, critical failure falls. - In combat the climb spends this turn's movement and stops when it runs out (a tall tree takes more than one turn); out of combat it goes all the way. The token is moved onto the piece and its elevation set; climbing down returns it to where it started. - While anyone is on a piece it stops blocking line of sight (it still blocks movement), so the climber can see and be seen. The chat card reminds the table that height can give cover, for the GM to rule. - Dragging a token off a piece by hand (GM) takes it off the piece.

1.29.0

Enter the hex: local battle maps - Enter the hex (a hex's click panel, the new door button in the token controls, or "Fight in the party's hex" on an Encounter sheet) takes the table from the hex map to a square-grid map of a place inside that hex: 30 × 30 squares of 5 ft. - A new place is drawn from the hex: ground and scenery for its terrain (all 15 terrains), its marker (ruin, camp, homestead, settlement, cave, landmark, nexus) gathered near the middle, and its road and river running through. - Places are kept. A hex can hold several, each its own scene, and the party can return to any of them; the hex's panel lists them. - The party's characters start in the middle (the crew's members, or every player's character). An encounter's creatures are placed hidden: together off to one side, or around the party if you tick Ambush. Optionally starts combat. - Large scenery (trees, boulders, walls, cabins, tents) has walls that block movement and line of sight; fences, logs, crates, wagons, cacti and crystals block movement only; scrub, pools, drifts and rubble block nothing. The local scene uses token vision with full daylight. - Back to the hex map is on the GM's chat card, and the same door button returns from a local map.

Scenery palette - New tree button in the token controls (GM): every scenery piece as a thumbnail. Click one to drop it in the middle of your view on any scene, then move, turn or resize it like any tile. - A piece that blocks gets its walls automatically, and they move, turn, resize and delete with the tile. This also works for the pictures dragged in from the tile browser (systems/cowboys-and-vikings/assets/local). - The art is drawn by tools/make-local-tiles.py (in _source), which can be edited and re-run to restyle everything.

1.28.0

Morale window - New Morale button on the Encounter sheet (GM). It tracks the Group's Morale Edge through the fight, and a side marked Apart has its own tab. - Three steps: tick what just happened, review what applies, then Apply and roll, Apply only, or Roll without traits. - Events carry the book's shifts and whether they call for a check. If several are ticked at once, one check is made and only the largest shift applies. Morale Edge stays between −6 and +4. - Morale Traits on the Group's creatures (and any named in the Encounter's Morale Traits line) are applied automatically where they have a number or a Fortune/Misfortune effect. Each shows as a ticked line you can untick. Once-per-fight traits are remembered. - A failed check reads the crack margin (1–3, 4–6, 7+) and says how many Elements break, adjusted by Loose Rabble and Tight Formation. A button rolls what a broken Element does (d6), with a "No escape route" tick. - Elements left are counted (1 per Standard or Elite, 1 per 3 Minions; Solos check on their own). "New fight" resets everything. - The Morale Check link on an adversary's sheet opens the same window for that one creature, with the Individual triggers. Shift-click it for the old quick roll. - Results go to chat for the GM only.

Rules changes from the designer - A successful Intimidation always lowers Morale Edge by 1 (the "or Misfortune, pick one per campaign" option is gone, here and in the Adversaries journal). - All three shock moments count: a one-hit casualty, two or more casualties in one round, a terrifying display. The two casualty ones do not count when the casualties are Minions (shown as a note on those lines).

1.27.1

Morale Edge: Group and Individual, as the book has it - The Encounter summary shows the Group's starting Morale Edge again (most common level against the party's, plus or minus 1 for the dominant Role). Solos are left out of the Group's figure, since a Solo checks on its own. - A side marked Apart is its own Group and now shows its own Morale Edge beside it. - The roster column is now "Own ME": each creature's own starting Morale Edge, for Individual checks (leaders, Elites, Solos, key NPCs).

1.27.0

Random encounters: you set the final numbers - "Build this encounter", "Random encounter here" and the Encounter Builder's "Random encounter" now open a short form first. Creature level starts at the hex's level; Roll sets it to hex level + 1d4 − 1d4, and you can type any level. Threat, creature type and Encounter Template can be changed there too. Nothing is generated until you press Generate.

Adversary Speed follows Role - A Role that lists speed as a strength (Skirmisher) moves one band faster, +5 ft; a Role that lists it as a weakness (Soldier) one band slower, −5 ft. The Speed override and bonus on the sheet still work for hand edits.

Morale Edge is per creature - Encounter rosters show each creature's own starting Morale Edge (its level against the party's, plus or minus 1 for its Role) in an ME column, instead of one number for the whole group. This applies to every row, including sides marked Apart. The summary line shows the range.

1.26.0

Travel prompts - Moving the party to a hex (from the hex's click panel or the tracker's neighbour buttons) now asks first. The prompt names the hex and offers two ticks: add the crossing time to the clock (1 hour on open ground or a road, 4 in wilderness, adjusted for how the party travels; you can type your own number) and make the Encounter Roll for the crossing. Untick either, or cancel the move. A confirmation says what was done. - Dragging the party's token into a new hex shows the same prompt afterwards (Apply or Skip). - When an Encounter Roll comes up as an encounter, the GM gets a card with Build this encounter and Make it a hazard.

Random encounters, adversaries and hazards - Random encounter (Encounter Builder, Roster step; also "Random encounter here" on the party's hex): picks an Encounter Template, a creature type that suits the hex, and builds a finished adversary for every slot, filling the roster up to the XP budget for the threat. From the tracker's card the threat follows the hex's danger and the creatures are the hex's level. - Random beside "Build new" in each slot makes one finished adversary of that Rank and Role. - Random hazard adds a hazard near the hex's level, favouring one that suits the terrain. - Random build on the Adversary Builder's first step fills in whatever an adversary still lacks: baseline attack, three Build Selections for its Role and creature type (about half of humanoids come out plain, with no mutation), Rank feature and a Morale trait. - Random adversaries are ordinary world adversaries in a "Random Adversaries" folder: edit, rename or delete them freely. - Which creatures turn up where, and their names, are a starting table written for this system, not from the book (see module/helpers/random-logic.mjs).

Players and the hex map - Players can click a hex to see what the party knows of it: everything public for explored hexes, only what shows from a distance for hexes seen from a neighbour, nothing for unknown ones. GM-only facts (level, danger, leyline, GM notes, hidden markers) are never shown. - Hexes seen only from a neighbour are now drawn greyed; unknown hexes stay hidden. - Hex notes: every player (and the GM) has their own notes on each hex. Everyone sees everyone's shared notes; only the author can change or erase their own. A note can be marked private (shown only to its author and the GM).

1.25.0

Hex maps and the Hexploration Tracker now work together - Click a hex on a hex map (GM, with the token tool selected) to open a small panel for that hex: its terrain, level, danger, leyline and notes, and buttons to act on it. - "The party starts here" / "The party travels here": moves the party to that hex. The crew's token is moved (or placed, if the world has one crew), the hex and what can be seen from it are revealed to players, and the Hexploration Tracker loads that hex's terrain, pace, level, danger, leyline and notes and opens. - Trailblazed on or off, and what the players have of it (Unexplored, Seen from afar, Explored). - Its Trouble (open it, or start a new one), "Edit this hex" (opens the Hex Map Builder on that hex), and "Open the tracker" on the party's own hex. - The panel closes on Escape, the ✕, clicking off the map, or panning. - The tracker shows where the party is on the map: map name, row and column, with "Show on map" to jump there. Under it are the neighbouring hexes by compass direction, each a button that travels there, so a day's travel can be run from the tracker alone. - Before the party is on a map, the tracker says so and how to start. - Changes made in the tracker still go back to the map's hex (name, notes, level, danger, leyline, vista, altitude, trailblazed), as before.

1.24.0

Fixes from the story-tools test (the Vargholt run).

Humanoid adversaries can finish the Build step - The Maneuvers compendium now has Humanoid Identity Traits: the 25 genetic talents (Bite Attack, Claws, Horns, Wings, Dermal Plating, Scent, Venomous and the rest) as mutations. In the Adversary Builder they appear under "Identity Traits for Humanoid" and count as the Identity pick and as one Build Selection. - New "Plain humanoid" tick box on the Build step, shown for humanoids only. Ticked, no Identity Trait is needed and the step is done once three Role or Generic maneuvers are chosen. - Dermal Plating now changes an adversary's Soak (adds its Fortitude score), whether it comes from the new mutation or from the genetic talent dropped on the sheet.

Firearm baseline attacks - New baseline attacks: Flintlock Pistol, Revolver, Heavy Revolver, Winchester Rifle, Heavy Winchester Rifle, Flintlock Musket and Shotgun, worded like the Crossbow so they roll, with the weapon's own range and Armor Piercing equal to the Average Step. Damage follows the weapon's die: d6 Weak, d8 Average, d10 Strong. - The Gunhand now carries a Revolver and drops pistol rounds. Gunhands already imported into a world keep their Crossbow.

Dagger - The Dagger baseline is now a melee attack that can also be thrown. It uses the melee check bonus (so a Role's melee weakness applies) and offers a "Thrown" tick box that switches that one attack to the ranged bonus. Daggers already on adversaries are updated on first load. - The Javelin was checked and left alone: its text makes it a thrown weapon only, so ranged is right.

Encounter sides - Each roster row has an "Apart" tick box for a separate side (bystanders, a third faction). Those entries are left out when the starting Morale Edge is worked out, and the sheet says how many are apart. They still count toward the XP budget.

Trouble to Mission - "Make a Mission" now asks which crew it is for (no question when there is only one crew), fills in that crew's type and Favored Job, and opens the Mission wizard on the job step so the job's lines can be rolled straight away. - Cast members are listed by role ("Mayor — Enemy") with the name left blank for you to fill in. - A Place's scene is no longer always an Encounter: Tense places become encounters, Lively ones social scenes, Deserted or Hushed ones exploration.

Not changed, waiting on a rules decision - Speed by Role (Soldier slow, Skirmisher fast): the book has no rule for it yet.

1.23.0

Troubles on the hex map - Hex Map Builder, Details step: each hex now has a Trouble line. "New Trouble here" makes a Trouble for that hex and opens the wizard, named for the hex, with its location filled in, the column the hex suggests, and the leyline option ticked if the hex has Leyline Strength. Once linked, the line shows the Trouble's name (click to open) and an Unlink button. - Suggested column: a settlement reads as Town, a homestead or camp as Outpost, a hex with a road or river as Route, anything else as Wilds. It is only a starting point; change it on the worksheet (a large settlement to City, for example). - On the map itself, the GM's hover box shows the hex's Trouble by name, and Alt-clicking the hex opens it. Players see nothing of it. - A Trouble made from a hex shows which hex and map it belongs to, with a "Show the map" link.

Trouble to Mission - "Make a Mission" on the Trouble worksheet and on the wizard's Thread step starts a Mission worksheet from the Trouble: the Thread (or the Premise, if no thread is written) becomes the pitch; each Enemy and Friend goes into the cast, enemies hidden from the players' briefing; the Place becomes a place and a scene; the Friend's need becomes an objective, with the Thing and the Complication as GM-only objectives; and the whole Trouble is copied into the notes with a link back. Parts you left out or never rolled are not carried over. - Once made, the button becomes "Open its Mission".

1.22.0

Trouble Generator - All of the Trouble Generator's one-roll table sets are in the system: Premise, Enemy, Friend, Complication, Thing and Place, each read from one of five columns (Wilds, Outpost, Town, City, Route). The Roll Tables compendium has them under "Trouble Generator" (115 tables, one per table and column), and the Rules compendium has a "Trouble Generator" journal with the how-to and every table laid out by column. - New Trouble worksheet (create one in the Actors sidebar, type Trouble, or use the new warning-sign button in the token controls). It holds the location, the column, a regional Trouble, the six parts, the thread that ties them together, return visits and notes. - Every part shows its sentence, built from the results as you go, and under it each table with its die, a drop-down to choose any result, and a die button to reroll just that table. Each part also has "Reroll this set", clear, and an eye to leave that part out. Under each is a box for your own reading of it. - "Roll what's empty" fills in anything not yet rolled or chosen and keeps the rest; "Reroll everything" starts over. Changing the column keeps the numbers rolled and rereads them from the new column. - "Roll an extra set" adds a second Enemy or Friend, or a second Premise to collide with the first. - Return visits: "Roll Pressure" rerolls only the d4 Pressure and logs it with a note, leaving the Trouble as it was. - Options for a world hex (Premise only) and for a leyline hex (take Ley & Aether as the Theme instead of rolling). - Trouble Wizard: Where (name, location, column with a description of each), then one step per part with the same roll / reroll / choose controls, then Thread, which reads the whole Trouble together and asks what ties it together. It writes to the worksheet as you go. - "To GM chat" whispers the finished Trouble to the GM.

1.21.1

  • Crew sheet: the Special Abilities list is gone. Each character chooses their own Crew Special Abilities (at levels 1, 4, 8 and so on) on their own sheet's Crew tab, from the options for the crew's type, so a list on the crew itself applied to nobody. Nothing changes on character sheets or in the level-up prompts.

1.21.0

Magic (trial rules) - Spell Strain only on a failed Channeling check: a success or critical success costs no Strain for the spell; a failure or critical failure costs its full Strain. The spell card says which happened. The extra Strain for a Push or a Quick Cast is still paid either way. A world setting ("Spell Strain only on a failed Channeling check") turns this off to go back to always paying. - Grave Dart now deals 1d6 necrotic, +1d6 per 3 Mysticism ranks (was per 4), and the damage button rolls the right number of dice for the caster's ranks. Copies already on character sheets and in the Items sidebar are updated on first load.

1.20.0

Multi-attack card: everything in one message - Defence rolls against a multi-attack no longer post their own chat messages. The roll window still opens, and the result is written on that attack's line: how it was defended, the total and dice, and the outcome. - Reroll buttons sit under the line they apply to: the attacker's "reroll the attack" under a defended attack, and the defender's "reroll this defence" under one that hit. Fate for a player's own character, Chaos for the GM; each line can be rerolled once per side, and rerolls are rolled quietly onto the card. - Damage is now part of the same message. "Roll damage" adds a Damage section under a line, per target: each hit's roll, the combined total, Apply all / ½ / ×2, and + / − Fate or Chaos Die. Apply uses selected tokens, or the target if none are selected.

Taxing - Only one action with the Taxing trait per round is now enforced during an encounter. A second one is refused with a message naming the first; nothing is spent. It resets when the round's Action Points refresh. Quick Cast counts as Taxing. The GM can Shift-click to allow an exception.

1.19.0

Multi-attack talents: one attack card, one damage card - Double Strike, Triple Shot, Flurry of Blows and the rest still open a roll window for each attack, but nothing is posted until all are rolled. Then a single card lists every attack with its total and its own Parry / Dodge / Take-it buttons for the target. - As each attack is defended, its line on that card changes to the result (Defended, Hit, Critical hit, with the defence total). No separate result cards are posted. - When there are hits, the attacker gets one Roll damage (N hits) button. It posts a single damage card that rolls each hit (critical hits doubled), lists them, and shows the combined total, with Apply all, ½, ×2 and the Fate / Chaos buttons working on that total. - A defended attack on the card has a small clover button to reroll it with a Fate or Chaos Die against the defence already rolled. - With no target chosen, the card lists the attacks and offers damage for all of them.

Ties go to the player character - A tied attack against defence now goes to the PC: a PC defending still wins the tie, and a PC attacking an adversary now hits on a tie. With a PC on both sides, or on neither, the defender keeps it. The same applies to Fate and Chaos rerolls, and to saves against a PC's spell (the saver has to beat the total, not match it).

1.18.0

Fate and Chaos Dice - Rerolling a defended attack. When an attack is parried, dodged or deflected, the result card now carries a reroll button for the attacker: a player spends a Fate Die for their own character, the GM spends a Chaos Die for anyone else. The attack is rolled again with the same bonuses and compared against the defence roll already made (the defender does not roll again). The new result stands, so there is no second reroll. Ties still go to the defender; beating the defence by 10, or a natural 20, is a critical hit. - Chaos rerolls on failed checks. Any failed check or save by an adversary or other non-player actor now shows the GM a "Spend a Chaos Die: reroll" button, as player characters already had for Fate. - Dice on effect rolls. Every damage card has "+ Fate Die" and "− Fate Die" buttons (Chaos Die for the GM). Spending one rolls the die and posts a new damage card with the new total, so the apply buttons use it. Subtracting is for reducing damage you are about to take; it never goes below 0. More than one die can be added. - For healing and any other roll, right-click the chat message and choose "Add a Fate / Chaos Die to this roll" or "Subtract…". - Chaos Dice are the same size as the party's Fate Dice (from the Party Level setting) and come out of the GM's pool. A player's die comes from their selected or assigned character; the GM with a player character's token selected spends that character's Fate instead of Chaos.

1.17.0

Attack actions for everything with the Attack trait - Using a talent, technique or ability that has the Attack trait now posts its card and then makes the attack with a suitable weapon, labelled with the talent's name. The kind of weapon (melee, ranged, unarmed, thrown, any) and any Advantage or Disadvantage are read from the wording, so ones you write yourself work too. - Covers all the techniques (Aimed Shot, Backbreaker, Cleave, Topple, Fan the Hammer and the rest) and talents such as Reckless Strike, Lunging Attack, Precision Attack, Riposte, Brace, Whirlwind Attack, Tiger Slash and Soul Strike. - Shadow Feint and Acrobatic Attack roll their skill check first, then ask whether to make the attack. Leap Attack rolls Athletics alongside the attack. Sleeper Hold and Defensive Flip roll Martial Arts. - With no suitable weapon on the sheet, a message says what is needed and nothing is spent. - Saves, conditions and extra dice a hit causes are still in the card's text for the table to apply. Passive talents, and a few that make no attack roll of their own, are unchanged.

Push - Anything costing 2 Action Points (or 2 Reaction Points) with a Push option now asks how to pay during an encounter: the full 2, or Push for 1 plus the listed Strain. Before, Push was only offered when you had exactly 1 point left.

1.16.0

Multi-attack talents now attack - Double Strike, Triple Strike, Multi-Strike; Flurry of Blows I–III; Double Shot, Triple Shot, Manyshot; Doubletoss, Trippletoss and Cluster Throw no longer just post their text. Using one picks a suitable weapon (asking only if there is more than one readied or none readied), then makes each attack in turn at your target, numbered 1/3, 2/3, 3/3, each with its own defence buttons. - What counts as suitable: a melee weapon for the Strikes; an unarmed attack for Flurry (the basic Unarmed Strike is added to the sheet if there is none); a firearm or missile weapon with Reload 1 or less for the Shots; a weapon with the Thrown trait for the Tosses. With nothing suitable, nothing is spent. - Each attack uses ammunition as normal, and the run stops if the weapon runs dry. - Each hit's damage card has an Apply all hits together button that adds up every hit of that maneuver against that target and applies Soak and resistances once, as the rules say.

Smaller screens - The combat strip now shrinks to suit the window (down to 55% on a small laptop) and sits in the gap between the left-hand controls and the sidebar instead of the middle of the whole window. - Folding the strip away with its arrow is now remembered per player, and the folded strip is a small pill with the round and buttons. - New small arrow beside the macro bar folds the macro bar away and brings it back, also remembered per player. Both are under Game Settings too.

1.15.2

  • Token right-click menu always stays on screen. Near the right edge it opens on the token's left instead; near the bottom (or top) it slides up (or down) to fit; it stops short of the sidebar; and if it is taller than the screen it scrolls inside itself. It refits when a section is folded open or the map is panned or zoomed.

1.15.1

  • Token right-click menu: new Strain & HP row that folds open like the status effects. It shows Hit Points and Strain, each with its name above a box you can type in (current / maximum), with −10, −5, −1 on the left and +1, +5, +10 on the right. Values stop at 0 and at the maximum, the menu stays open while you step, and the fold-out stays open for that token until you close it.

1.15.0

Runes on items - Weapons, armor, shields, gear and concoctions: drag a rune onto the item's sheet from the Effect Runes compendium (or the Items sidebar), or click the book beside "Runes" to choose one from a searchable list that shows the kinds fitting that item first. The plus still adds a blank line for a rune of your own. - Each etched rune shows its tier (only the tiers that rune has), a link to the rune, the rule text for every tier up to the one etched, and a green "Applied for you" line listing what the system handles. Adding a rune already on the item changes its tier instead of adding it twice. - Applied automatically (41 of the 98 runes): always-on skill bonuses, ability score bonuses, Soak and Speed from worn runes, while the item is equipped; extra damage dice from weapon runes such as Flaming, Frost, Shock or Serrating on the damage roll; Keen's wider critical range. - Not applied automatically: anything activated, a reaction, or conditional ("first hit each round", "against undead", "in dim light", a chosen damage type). That text is shown on the item for the table to apply. - Rune names and tiers show on the item's chat card.

1.14.1

  • Token right-click menu was coming out tiny. It now measures how large it actually appears on screen and corrects itself, so it is the same size at any map zoom, and it is larger by default (125%).
  • New Menu size slider at the top of the Right-Click Options tab (75% to 300%, with a live sample row). It is each player's own setting on their device and applies to every token; it is also under Game Settings.

1.14.0

Token right-click menu - Right-clicking a token now opens a drop-down list instead of the ring of small icons. Each of Foundry's token controls (and any a module adds) is a row with its icon and its name beside it; the health and resource boxes above and below the token are unchanged. - Your chosen quick actions sit at the top of the list, followed by "Open sheet" and a shortcut to choose more. - The list stays a readable size however far the map is zoomed. Each player can switch back to the icons under Game Settings.

Right-Click Options tab - New tab on character and adversary sheets listing everything rollable, in collapsible sections named after the tab each thing lives on: ability checks, saves, skills and lores, Initiative, Dash, weapons, shields, techniques, talents, spells, usable gear and concoctions, crew abilities, bonds, rests and the Fate Die; for adversaries, saves, skills, baseline attacks, maneuvers, weapons and Morale. - Tick a box and that action appears in the token's right-click menu. It runs exactly as it does from the sheet, costs included. Each section shows how many are ticked.

1.13.0

Combat strip - A row of combatant cards across the top of the screen while a fight is on (Game Settings can move it to the bottom or switch it off). The sidebar tracker still works as before. - Each card shows the portrait, Initiative, a health bar (your own characters; the GM sees everyone's), AP and RP pips you can click, and movement left. The combatant whose turn it is has a larger gold-edged card. - In bump initiative the cards run: whose turn it is, those still to act, then those who have acted (dimmed). A creature that has been attacked this turn is marked "Up next". - Click a card to select and centre on its token, double-click to open its sheet, hover to highlight the token, crosshair to target it. A die appears where Initiative has not been rolled. - End Turn button for the GM and for the player whose turn it is. GM buttons for starting, rolling all Initiative, skipping to the next round and ending the fight, plus a "give the turn" button on any card still waiting.

Fixes - Bump initiative: the creature attacked now gets the Initiative whether the attack hit or was parried or dodged. Every target attacked in a turn is remembered (not just the last), spells aimed at a target count, and the defence roll itself records the attack as a backstop. - If the attacked creature has already acted, the prompt now says so and asks them to choose, instead of claiming nobody was attacked. If several creatures were attacked, the choice is offered among them. - Attacks made as reactions outside your own turn no longer change who goes next.

1.12.1 — Creation wizard fixes, spell limits, target lines

  • Alchemical Crafting no longer asks for a tools proficiency; it needs 1 rank in Crafting.
  • Genetic modifiers. The Extreme option is now a tick beside each +1 (one or none), and the numbers change to +2 and −2 as you tick. The rolled version works the same way.
  • Free ranks can't pass the level's maximum. Anything that would grant a skill rank past the most ranks the character's level allows (Big Brained picking an origin skill, an origin's skill choice, any item added to the sheet) is refused with an error that names the skill and the limit. Big Brained's list shows which skills are already at the maximum.
  • Skills step. The ability has its own column to the left of the skill, every column sorts when its heading is clicked, and there is a text filter and an ability filter.
  • Metamagic Training now asks which modifier it teaches, from the wizard or the compendium, and adds that modifier to the character. Higher Spell Attunements only offer schools the tier below already has. A talent whose choice was skipped shows a Choose button on the Talents step.
  • Done buttons in the pick lists and wizards are green and turn orange under the mouse.
  • Spell limits. The Magic step shows how many cantrips come from Mysticism ranks and what each Spell Attunement is being used for. The spell list refuses a spell that has nowhere to go and says why, and its "only what I qualify for" filter now takes schools, tiers and free places into account. Magic Talent counts as one Complexity 1 spell of any school.
  • Dermal Plating adds Fortitude to Soak. Nimble Conditioning, Athletic Resolve, Metabolic Expert and Force of Personality let their ability set maximum Strain when it is higher. Climb, Swim and Burrow Speed now equal the walking Speed. Characters that already have these are updated when the world loads.
  • Origin starting equipment is added to the sheet with the origin and listed on the Gear step. What is bought on that step is totalled against the origin's starting coin (15 gp when it lists none), and the remainder becomes the character's purse on finishing.
  • Casting uses the ability Mysticism is set to on the sheet. A melee weapon skill switched to its other ability is honoured on attacks too.
  • Target lines. A red line with an arrowhead runs from a friendly token to the hostile token it targets, and from a hostile token to a friendly one. It follows both tokens, moves when the target changes and goes when the target is dropped. A client setting turns it off.

1.12.0 — Hex Map Builder

  • Hex Map Builder wizard (GM). Makes a scene with a hex grid sized to the map (12 by 10 hexes by default, up to 60 a side, and resizable later), fills it with terrain tiles, and walks through generating, painting, hex details and placing the party. Open it from the map button in the token controls or the Hex Map Builder macro.
  • Terrain tiles. 15 terrain types with three art variants each, drawn as vector images and included in the system, plus eight markers (settlement, homestead, ruin, landmark, cave, camp, vista point, leyline nexus) and road and river pieces that join up between neighbouring hexes. A setting lets the GM point at a folder of their own tile art instead.
  • Region generator. Rolls a whole region from a seed: terrain follows elevation and moisture for the chosen climate, so neighbours make sense. Wildness sets how often terrain turns up where it doesn't belong, and each leyline nexus sets Leyline Strength around it and warps the ground into Aether terrain (Glasslands, Wyrdwood, Stormscar). Danger Ratings, Hex Levels, vista points and settlements are placed too.
  • Painting. Click or drag on the wizard's small map to paint terrain, roads, rivers and markers; the scene's tiles follow.
  • Fog of exploration. Players only see hexes the party has explored or sighted. Entering a hex reveals it and sights the six hexes around it; a vista point sights two hexes out, and mountains, open water and Stormscar are sighted from two hexes away. A sighted hex shows its terrain and far-visible markers only.
  • Hover information. Resting the mouse on a hex shows what that user may know about it; the GM also sees Hex Level, Danger Rating, leyline and notes.
  • Linked to the Hexploration Tracker. Moving the crew's token (or a player character's) into a hex loads that hex into the tracker, and what the tracker changes (trailblazed, leyline, name, notes) is written back to the map.

1.11.2 — Build Selections are three for every rank

  • Three Build Selections whatever the Rank. The Adversary Builder no longer changes the number by Rank; the old per-rank trait budget is gone from the builder and the rules journal. Elite Actions and the Solo Package stay on top, on their own step.
  • One Identity Trait is required; the other selections can come from anywhere (Role maneuvers, more Identity Traits, Generic maneuvers). An Identity Trait and one of its maneuvers count together as one selection.
  • More or fewer is allowed. The builder shows the count against three and, when it differs, offers to adjust the adversary's XP value by 10% per selection over or under. The adjustment is a new "XP adjust %" field on the adversary, and encounter budgets use it.

1.11.1 — Readable wizards, rerolls, build an adversary from an encounter slot

  • Wizard colours. Every wizard and the Job Generator now keep the tan paper background with dark text, fields and buttons under Foundry's dark theme. The Open sheet and Share links in a wizard's footer are dark.
  • Reroll job lines. Each die in the Mission Dossier's job step and the Job Generator has a labelled Reroll button, and every rolled line on the Reading step and on the Mission sheet has its own reroll. A reroll never lands on the same result.
  • Build new in the Encounter Builder. Each roster slot has a Build new button with the Ranks and Roles that fit that slot. It creates an adversary at the party's level with that Rank and Role (and the Role's strong and weak qualities), adds it to the slot, and opens the Adversary Builder to finish it. The new adversary stays in the world and appears in the lists from then on.
  • Rosters follow their adversaries. Renaming or rebuilding an adversary updates every encounter that lists it.

1.11.0 — Movement in combat, Mission worksheets, Encounter sheets and builder

  • Movement limits in combat. Once combat starts, a token can move its Speed each round. The drag ruler turns green, yellow (needs a Dash) or red (more than its AP can buy). Difficult terrain uses up double. Outside combat, movement is free as before.
  • Dash. Moving past the limit asks whether to Dash: 1 AP for another Speed of movement, paid through the normal AP rules. There is also a Dash button on character and adversary sheets and a Dash macro. The GM can always choose Move anyway. Movement left shows in the combat tracker. A system setting switches the limit off.
  • Mission worksheet (GM). A new Mission sheet type: the rolled job with your own reading of each line, pitch, objectives, clocks, cast, places, scenes, pay, GM notes and outcome.
  • Mission Dossier wizard. Six steps from rolling the job to the briefing. Start one from a crew's Jobs tab, the Job Generator's Start a dossier button, or the Mission sheet.
  • Player briefing. Share briefing builds a handout from everything not hidden and posts a link; pressing it again updates the same handout.
  • Encounter sheet (GM). A new Encounter sheet type: threat, purpose, party, template, roster with XP against budget, the tier it really plays as, and starting Morale Edge. Drag adversaries or hazards onto it.
  • Encounter Builder wizard. Purpose and Threat, then the seven Encounter Templates from the Adversaries chapter with their slots, each offering adversaries of the right Role with their XP cost.
  • Place tokens. Puts an encounter's roster on the current scene, hidden, and can add it to the combat tracker.
  • Linked encounters. A mission scene can link an Encounter sheet (new or existing) and shows its summary in place.

1.10.0 — Crew Job Generator and job history

  • Job Generator (GM only). Opened from the new Jobs tab on a crew sheet or from the token controls. Pick the crew type and the kind of job (it starts on the crew's own type and Favored Job), press Roll all six, then re-roll any single die or pick a line by hand. All 10 crew types and 40 job types are included, with their tags.
  • Labelled breakdown. Results are shown line by line (Client, Objective, Mark, Place, Wrinkle, Terms, or that job's own headings) with the crew's mission statement above them as a guide for the GM.
  • Hidden lines. Each line has an eye toggle. Hidden lines are left off the chat card and whispered to the GM instead. The Wrinkle and the Arcane Investigators' Root start hidden.
  • Jobs tab and job history on the crew sheet. Save to crew adds the job to the crew. Each job has a status (Offered, Active, Completed, Failed, Abandoned), a notes line, and per-line reveal for the GM. Offered and Active jobs are listed as Current Jobs; the rest fold into Job History. Players only see lines that have been revealed.
  • Current job on the character's Crew tab.
  • Compendium. The job tables are in Roll Tables under Crew Jobs, and a Crew Job Generator journal is in the Game Master folder.

1.9.0 — Crew tab, crew leader, level-down and shared wizards

  • Crew tab on the character sheet. Shows the crew (type, level, job, leader, crewmates, cohorts), the character's Crew Special Abilities with a picker limited to the crew type, and what the crew gives them: its Upgrades, with a Roll button on each Training.
  • Join or leave a crew from the character sheet. A player picks a crew and joins, or leaves, without the GM editing the crew. A character can be in one crew at a time.
  • Level warning on joining. If the character's level differs from the crew's, joining explains what will happen and asks first.
  • Level-down in the Level Up wizard. When a character has more than its level allows, the wizard lists what is over (skill points, skills past the maximum ranks, talents, Ability Trainings, Crew Abilities) and each step lets those be given back. A character outside a crew can also be lowered a level from the wizard.
  • Crew Leader. A crew can name one member as leader (star on the crew sheet or in the crew wizards). The leader's player can open and edit the crew and run the Crew Creation and Crew Level Up wizards, so the GM isn't the only one who can.
  • Share a wizard. Every wizard has a Share button. While it is on, everyone else sees a read-only copy that follows along step by step and updates as choices are made.

1.8.0 — Crews set the level, crew wizards, more dice

  • A character's level now comes from its crew. When a crew's level changes, or a character joins, every member is brought to the crew's level automatically. The Level box on a member's sheet is locked and names the crew. Characters not in a crew keep an editable Level.
  • XP removed from the character sheet. Experience is tracked on the crew sheet only, as one shared pool.
  • Crew Creation wizard (Create button on the crew sheet): crew type cards, Favored Job, lair and patron, the type's starting Upgrades in one click with their Training skills, Cohorts, and members.
  • Crew Level Up wizard: the GM levels the crew, all members level with it, and the wizard lists the Upgrades the new level unlocks and each member's unspent picks.
  • Crew Special Abilities in the character wizards. Members get a Crew Ability step at creation and at levels 4, 8, 12, 16 and 20, showing only their crew type's abilities.
  • Character Level Up wizard for crew members no longer raises the level itself; it walks through the picks the crew's level has given.
  • Dice Bag: added d3, d16, d24, d30 and a coin flip (a coin on its own reports Heads or Tails).

1.7.4

  • Big Brained now reads "Gain 1 rank in each of 2 skills of your choice", and asks which two skills when it is added to a character. The ranks are free (they don't use skill points). Characters who already have it get a "Choose skills" button on the Creation wizard's Genetics step.
  • Magic Talent now reads "gain 1 rank in Mysticism" and grants that rank automatically.
  • Cosmetic Features and Drawbacks are marked optional in the Creation wizard; neither was ever needed to finish the Genetics step, and the counters now say so.

1.7.3

  • Genetic modifiers can be chosen as well as rolled. The Creation wizard's Genetics step (and the Origin tab on the sheet) now has a Choose button: pick two different abilities for +1 and a third for −1, with the same Extreme option (+2 / −2) the roll offers.

1.7.2 — Costs checked against the book, Quick Cast

  • Every talent and technique's AP/RP price was checked against the Talents, Weapons and Armor chapters (250 entries with a full write-up in the book). Four were wrong and are fixed:
  • Defensive Stance is a reaction (2 RP, Push to 1 RP), not a stance action.
  • Evasive Reaction is a reaction costing 1 Strain.
  • Deflect Arrow II and Deflect Bullets now state their 2 RP price.
  • Characters who already own Defensive Stance or Evasive Reaction are updated automatically.
  • Prices are read the way the book writes them. Reactions cost the number in their text (most are 2 RP, a few 1 RP). The five shield techniques (Shield Block, Reactive Shield, Shield Warden, Aggressive Block, Shoving Block) cost 1 Action Point as a reaction, as written. Push is offered only for things whose text has a Push line, and uses that line's Strain (Evasive Roll's Push costs 2 Strain).
  • Quick Cast. A caster with the Quick Cast talent gets a tick-box when casting: 1 AP instead of 2 for +1 Strain. Spells now pay their AP after the casting options are chosen, so a caster with 1 AP left can still Quick Cast.

1.7.1

  • Escalating effects. Maneuvers worded "if already Dazzled, it becomes Blinded" (or takes damage instead) now have a highlighted button that checks each target and applies the right result: the first condition normally, the worse one if the target already has it. The plain buttons for each result are still there for when you want to choose.
  • Combat Magic defence. A target with the Combat Magic talent gets a third defence button beside Parry and Dodge, rolling an Intellect or Charisma save (whichever is better). Type a name in the talent's Specialization field (e.g. "Ward of Thorns") and the button uses it.
  • Parry and Dodge cost no Reaction Points: they are simply the choice of defence.
  • A reaction whose text names its price ("2 Reaction Points", "for 1 RP") now costs that much, and a 2 RP reaction can be Pushed like a 2 AP action.

1.7.0 — Action economy, forced movement and difficult terrain

  • AP and RP are spent automatically and enforced, for characters and adversaries alike, while an encounter is running.
  • Weapon and shield attacks and ① actions cost 1 AP; ② actions and spells cost 2 AP; reactions cost 1 RP.
  • If there isn't enough, the GM is asked whether to allow it anyway (a player's request appears on the GM's screen). Staggered creatures can't use reactions.
  • A character with 1 AP left is offered a Push on ② talents and techniques (1 AP and 1 Strain).
  • Cancelling a roll part-way refunds the points. Effects that grant AP or RP can raise the dots above the usual number.
  • AP/RP dots on tokens during an encounter, matching the combat tracker (gold AP, blue RP).
  • Forced movement buttons. Push and pull maneuvers get a button that moves the targeted tokens away from or toward the adversary, stopping at walls.
  • Placeable difficult terrain. Maneuvers that create difficult terrain get a button that drops a visible, see-through area on the map. It doubles movement cost inside it and shows what it is on mouse-over, for players and GM. A new mountain tool places difficult terrain by hand.

1.6.0 — Adversary maneuvers that do what they say

  • Maneuvers, reactions and traits are automated from their wording. Clicking one rolls what it rolls and puts a button on the chat card for everything else, with scaled values (Step, Magnitude, damage dice) worked out for the adversary's level.
  • Attacks use one of the adversary's Baseline Attacks. If several fit you choose one; it can be remembered per maneuver or set on the maneuver's sheet. Extra damage dice, Advantage, Armor Piercing, Heavy and multiple attacks are handled. Swarm Attack asks how many Minions take part.
  • Saves: effects saved "against its action check" roll that check and give a save button against the result. Saves from an attack's damage use DC 10 + half the damage taken.
  • Buttons for conditions (with values), damage, persistent damage, temporary HP, healing, afflictions, the adversary's own saves, and recharging a spent maneuver.
  • Always-on traits add their Soak, Resistances, Vulnerabilities and movement speeds to the stat block.
  • Melee and ranged check bonus by Role. A Role that lists melee or ranged as Strong or Weak now uses that column for those attacks.
  • Baseline Attack damage fixed. Weak and Strong baseline attacks now roll their own damage dice instead of the adversary's Average dice.
  • Traits in the stat block are now clickable like maneuvers. Each maneuver's sheet shows what clicking it does and can switch the automation off.

1.5.0 — Adversary Builder

  • Adversary Builder wizard. A Builder button beside an adversary's Level walks the GM through the book's build order.
  • Concept: name, level, rank, creature type, size, subtypes and trappings, with a summary of what the rank gives.
  • Role: click a role card to apply its Strong and Weak abilities, Hit Points and Soak; fine-tune any quality and see the resulting numbers straight away.
  • Attacks and Build Selections: pick Baseline Attacks, Role maneuvers (filtered to the role), Identity traits and maneuvers (filtered to the creature type) and Generic maneuvers from the compendium, with the rank's trait budget shown.
  • Rank feature: Minion swarm abilities, an Elite Action, or the Solo Package (Resilience, Recovery, 2 Incredible Actions, 1 Incredible Presence).
  • Morale and details, then a review of the finished stat block. Finishing resets Hit Points and Morale.
  • Adversaries have no separate level-up: changing the Level rescales everything.

1.4.1

  • Creation wizard, Origin Traits step. Each Quirk, Ideal, Pledge and Flaw is now rolled, chosen or typed first, from the origin's own tables; only then do you decide whether it pairs with a Virtue or a Vice and roll or choose which. The Specialty is on the same step, with a running count of Virtues and Vices.
  • Creation wizard, Personality step. The nine personality questions (Social, Decisions, Dire Straits) are now part of the wizard, each with Roll, Choose, or type-your-own.

1.4.0 — Hexploration, Character Creation and Level-Up

  • Hexploration Tracker. A new compass button in the token controls opens a tracker that runs a wilderness day.
  • Day and weather: choose climate (six of them), season and travel mode; Start a New Day rolls all six weather dice, works out Heat, and handles Aether-touched skies and temporary leylines.
  • Current hex: terrain, crossing time, Hex Level, Danger Rating, Leyline Strength, vista point, notes. Hexes can be named and remembered, including whether they're trailblazed.
  • Entering a hex: pick an Intent and the tracker shows the DC with weather, vista and leyline modifiers. Mark successes and failures; at three of either it posts the result, moves the travel clock, asks for Forced March saves past hour 8, and makes the Encounter Roll (whispered to the GM).
  • Search, camp and leylines: find rolls with full six-dice Discoveries, the night's Encounter Roll with camp preparations, Sensory Tell and Aether Hook, and how many questions each character gets from Reading the Hex or the Aether.
  • Players see the day, clock and weather, and get their own Survival and Take a Break buttons.
  • Spellcasting: a leyline in the party's hex gives Disadvantage on Channeling equal to its Strength, and Aether weather makes a failed cast's surge one tier worse. This can be switched off in the tracker.
  • Hexploration roll tables and rules. 49 new roll tables (Discoveries for each terrain, weather for each climate, Aether Weather, Aether Hook, Sensory Tell) and a Hexploration rules page.
  • Character Creation wizard. The Create button on a character sheet walks through origin, genetics, abilities, skills, talents, magic, personality, bonds and gear, with point counters, limits enforced, and a review of what's left. Choices save straight to the sheet.
  • Level-Up wizard. The Level Up button raises a character one or more levels, one at a time: what the level grants, the free Ability Training at levels 4, 8, 12, 16 and 20, skill points, talents and spells.
  • Free Ability Training talents no longer use a talent pick.
  • @Check[...] links in journals and chat can now carry Disadvantage, e.g. @Check[survival|dc:16|dis:2].

1.3.1

  • Skill point limits enforced. Raising a skill or lore past the character's skill points for their level (6 at level 1, +4 per level, plus any GM-granted extra points) is stopped. A popup says how many points that would spend and how many the character has.
  • Maximum ranks per skill. A skill can't go past the maximum ranks for the level (2 at level 1, rising with level). Free ranks from origins and effects count toward it.
  • Lowering skills is always allowed, even while over the limit. A GM gets an "Allow anyway" button on the popup; players don't.

1.3.0 — Requirement tags and tag lists

  • Structured requirements. Every item now has a Requirements box of tags, like [Diplomacy 2+] [Level 3] [Powerful Fist], at the top of its Details tab.
  • Editing: + Add opens a window where you choose the kind of requirement, then fill in only what it needs. It shows a live preview and can suggest or browse names.
  • Kinds: skill ranks (including "the chosen skill"), ability score, level, lore ranks, talent (with a count), technique, spell known, origin, genetic trait, bond, item carried (with quantity), Spell Attunement (tier and school, or "same school"), wielding (weapon category, damage type, trait, hands, shield), wearing (no armor, an armor category, armor Might ≤ N), crew level, crew type, and "Other (GM decides)".
  • Either/or: tags can be alternatives, drawn in a dashed box.
  • Learn or use: a tag can be needed to learn the item, or only when using it (marked with a hand).
  • Status: on a character's item, each chip turns green (met), red (unmet) or gold (GM decides).
  • Automatic tags: read-only tags come from an item's own stats (spell Complexity and Attunement, crew level, weapon or armor Might).
  • All book text converted. 545 requirements across 282 compendium items were converted to tags, and only one clause stays as GM-decides text. A migration converts world and character items, and anything still unconverted shows its text as pending tags with a Convert button. The original wording is kept in a "Book Wording" field.
  • "When using" requirements are enforced. Techniques check the weapon you're wielding when used.
  • Shift-click bypass is GM-only. Only a GM can Shift-click past a requirement.
  • Tag lists. Action Traits, Spell Traits, Functions, Shield Maneuvers and Tags are now chips with a chooser: a searchable checklist, definitions for traits with rules, and custom tags.
  • Guide. A new "Requirements & Tags" page in the System Guide journal.
  • For developers: new requirement kinds go in REQ_TYPES (module/helpers/requirements.mjs), and new tag-list fields in CONFIG.CNV.tagFields.

1.2.7

  • Prerequisites are enforced on the sheet. Talents, techniques, metamagic, spells, weapons, armor, shields and crew upgrades/abilities are checked whenever the character changes. An item whose prerequisites aren't met shows a red lock and its missing requirements in red, using the same logic as the compendium browser.
  • Effects: for talents, techniques, metamagic and spells, the item's Active Effects are switched off until the character qualifies, then switch back on by themselves.
  • Using them: they can't be used; Shift-click lets the GM allow an exception.
  • Weapons and armor stay usable with their normal penalties.
  • Origin talents are exempt.
  • Spells check Complexity. Casting requires Mysticism ranks ≥ Complexity and Spell Attunement of the right tier in that school: I for Complexity ≤ 1, II for ≤ 3, III for ≤ 5, IV for 6+. Cantrips only need the ranks. The compendium browser gains a Complexity filter, and spells show a C# label.
  • Metamagic now requires its Mysticism ranks and the Metamagic Training talent. Metamagic the character doesn't qualify for is left out of the casting window.
  • Talents have a Specialization field (e.g. the school for Spell Attunement), shown as a tag on the Talents tab. Adding Spell Attunement or School Mastery asks which school.

1.2.6

  • Simpler compendium filters. Each filter is now a plain dropdown (default "All"). Picking a value hides everything that doesn't have it. Filters stack with each other, the search box and the prerequisite checkbox, and "Clear filters" resets them. The include/exclude modes from 1.2.5 have been removed.

1.2.5

  • Filter dropdowns in the compendium browser. A row of filter buttons is built from whatever the open compendium contains:
  • Talents: Tree, Tier, Action Cost, Traits, Strain.
  • Weapons: Category, Skill, Damage Type, Hands, Traits.
  • Spells: School, Casting, Delivery, Save, Damage Type, Tags.
  • Maneuvers: Category, Role, Creature Type, Action Cost, Traits.
  • Crew: Crew Type, Level.
  • Every other section gets its own relevant set.

A Status filter (On this sheet / Not on this sheet / Qualifies / Locked) is always available. Each filter has three modes: Include any (OR), Include all (AND) and Exclude (NOT). Different filters combine with each other and with the search box and the prerequisite checkbox. Active filters show a count (a minus sign when excluding), and "Clear filters" resets everything. Only properties with at least two different values get a filter.

1.2.4

  • Prerequisite filter in the compendium browser. A checkbox, "Only show what this character qualifies for", hides every entry whose prerequisites the character doesn't meet. The choice is remembered in your browser. It checks:
  • skill ranks, including "X or Y" alternatives;
  • ability scores and character level;
  • required talents, including ranges like "Trick Ammunition I & II" or "Spell Attunement I–III";
  • weapon, armor and shield Might/Reflex requirements;
  • crew upgrade and ability levels.

Locked entries show a padlock. Opening one shows exactly what's missing, or "Prerequisites met" in green. Anything the checker can't judge on its own (for example "the chosen skill" or a tool proficiency) is never hidden and is marked "Check with your GM". Adding an entry re-checks the list straight away, so a newly added talent unlocks the talents that build on it. Locked entries can still be added if the GM allows it.

1.2.3

  • Compendium book buttons. Every sheet section whose entries come from a compendium has a book button. That covers Weapons, Armor & Shields, Techniques, Talents, Spells, Metamagic, every Gear section, Origin, Genetics and Bonds on characters; Actions, Reactions and Traits on adversaries; and Upgrades and Crew Abilities on crews. The button opens a browser listing that compendium's entries with their icons, grouped (by talent tree, spell school or folder) and searchable. Click an entry to read it and Add to put a copy on the sheet. The window stays open so you can add several, and entries already on the sheet are ticked. Links at the top open the full compendium window.
  • The picker gains a search box when a list is long.

1.2.2

  • Scrollable picker. The option list scrolls inside the window, so the title and Cancel button stay in view. Touch scrolling works on phones and tablets.
  • Roll or choose an Origin from the Origin tab: roll (1 in 12) or open the picker. Dropping it on the character still asks for the origin's choices.
  • Roll or choose a Bond. First the category (1d10), then the bond story (1d8), then pick a Teamwork Talent (the story's suggested talents are starred and listed first), then an optional partner. The finished bond records its category, story and partner. The + button still adds a blank bond.
  • Safer deletes on characters. Deleting anything asks once. If removing it changes anything else on the sheet, a second prompt lists exactly what: bonuses from its effects (e.g. "+1 Intellect", "+2 ranks in Medicine"), items it granted, talents that list it as a prerequisite, the free origin talent, armor Soak and penalties, shield Parry, a bond's shared talent, and loaded ammunition. Origins keep their full two-step prompt.
  • Bio tab. A collapsible "Details" section with two columns. Background and Goals sit at the bottom across both columns as resizable text boxes. On narrow screens it drops to one column.

1.2.1

  • Text Lens for long text. A single-line field whose text doesn't fit now fades at its right edge. With a mouse, rest the pointer on it to see the full text, wrapped, in a card below the field. Click or tap to edit: the field unfolds into a wrapped editor laid over it, where Enter or clicking away saves and Escape cancels. Typing past the edge of a short field unfolds it automatically. On view-only sheets, a tap or click shows the card. The window and sheet layout never change size.

1.2.0

  • New Origin tab (between Gear and Bio). It has separate Origin, Genetics and Bonds sections. The Origin section shows what the origin grants, its feature and your specialty.
  • Collapsible sections. Every section heading on actor and item sheets has a caret at its upper left to collapse or expand it. Your choices are remembered in your browser.
  • New table picker. Choosing from a table now shows each option with its icon and name. Click an option to see its full description, with a Choose button underneath. This covers genetics (with the real item icons), Virtues and Vices (with their descriptions), origin aspects, specialties and personality answers.
  • Origin text. Every origin Ideal now has a proper description. Each specialty explains what it represents, and the specialty row is hidden for origins that don't have one. The nine personality questions are shown above their answers, and every answer has a short description in the picker.
  • Removing an origin asks twice, then clears the Quirk, Ideal, Pledge and Flaw (with their Virtue/Vice pairings), the specialty, the free origin talent and the origin bonuses. Replacing one origin with another asks the same way.
  • New Farmer and Monastic origin icons.
  • Removed the stat-conversion notes from weapon and armor text and the rules journal.
  • Armor penalties. The check penalty now shows in the Acrobatics, Athletics and Martial Arts totals on the sheet, as well as in rolls. Flexible armor ignores it, and Specialized armor reduces it by 1 and adds +1 Soak. Wearing armor without meeting its Might requirement (and without the matching proficiency talent) caps Reflex on saves, applies its speed penalty, and makes you Encumbered.
  • Added Light, Medium and Heavy Armor Proficiency talents (Armor tree).
  • Targeting for everyone. If you attack, or cast a damaging or save-forcing spell, with nothing targeted, a target list appears with opponents and combatants first. There's a crosshair button on each combat tracker row, and a target button on the token hover bar. Shift keeps your other targets.

1.1.0

  • Creation choices vs. granted bonuses. Ability scores are now points spent + genetic modifier + granted bonuses. Skill ranks are purchased ranks + granted ranks. Origins, the ability Training talents and any Active Effect add to the new granted fields, so they never count toward ability points (8) or skill points. The sheet shows granted bonuses as green chips, with a tooltip naming their sources.
  • Origins apply themselves. Each origin carries a prebuilt Active Effect for its fixed +1 ability and +2 skill ranks. When you drop an origin on a character, it asks for any choices (Soldier's weapon skill, Monastic's ability, talent options), records them as a second effect, and adds the origin talent for free (it doesn't count toward talent picks). Replacing or deleting the origin removes the talent it granted.
  • Genetics buttons. Roll the genetic ability modifiers (2d8 + 1d4, with the Extreme option). Roll or choose Genetic Talents, Drawbacks and Cosmetic Features straight onto the sheet.
  • Bio tab. There are now fields for Specialty, Quirk, Ideal, Pledge and Flaw, each paired with a Virtue or Vice, with a 2 + 2 counter. The nine personality prompts (Social, Decisions, Dire Straits) are also on the tab. Every field has roll (dice) and choose (list) buttons tied to its Roll Table.
  • Crew Training upgrade reworked. Members may spend 2 Strain to roll the chosen skill with Fortune (no AP or RP), instead of gaining 2 ranks. Set the skill on the upgrade, and members get a clover button beside it.
  • Dice Bag tool in the Token controls, for impromptu rolls.
  • Show Token Art for any user: a hover button over tokens (client setting), a Token HUD button, a scene tool and a keybinding (Shift+I). It opens only for the user who clicks.
  • Darker inactive tab labels for contrast.
  • Migration: existing effects that targeted ability value or skill ranks are rewritten to target granted.

1.0.0 — Initial release

  • Character, Adversary, Hazard and Crew actors with ApplicationV2 sheets.
  • 20 item types with dedicated detail sheets.
  • CNVRoll dice engine (Advantage, Fortune, critical margins, Fate and Chaos automation).
  • Attack and defense cards, damage pipeline, Wounds, death and dying, exhaustion, rests and supply checks.
  • 44 conditions with automatic modifiers.
  • Spellcasting dialog with Wild Surges.
  • Bump initiative, combat upkeep and AP/RP tracking.
  • GM Toolkit, the Fate & Chaos tracker, journal enrichers and macros.
  • 21 compendium packs covering the full rulebook content, with condensed rules text.