Major Changes - All skills have been freshly re-translated! There should be NO ERORRS in skills any more! (Hopefully) - The language of all skills has been edited for clarity. If you're using a skill, it probably didn't change much (unless it's listed below), but you might want to take a look at it again anyway. - Damage codes have been re-ordered, but work the same way. This adjustment was made for the sake of clarity (some test players thought that you added your Attack Power or Magic Power to number of dice rolled, not to the result of the roll). - Changed all instances of STR, DEX, INT, and POW referenced in skills to make it more clear which number to use. [Base STR] means to use the bigger number. [STR Mod] means to use the smaller number (after dividing by three). - Added [Toxin] and [Charm] consumable items to the Item List, and added skills relating to those items to the Common skill list. - Updated the Treasure Table with gold values; the names of the Magic Reagents and Valuables will be added later, but for now the gold is sufficient as all rewards should be 'around' the price listed. - Added Guiding Creeds ROC table and Connections ROC table to the Release Document. Skill List - Warrior: Relief Guard lowers the Hate of *all* allies in the square you end in, not just one. - Warrior: Long Range Cover was missing (Fate 1) reuse condition, now added in. - Warrior: Tank Descent now properly named Tank Desant - Warrior: Bloody Trance now properly named Bloody Tolerance - Healer: Templar Style gives +1 to Evasion and Resistance, not +1 to Recovery and Resistance. - Healer: Favored Weapon Style's (SR2) condition is wrong; the hate cost reduction stays at -1, but it becomes permanent instead of only happening during the first round. - Healer: Revelation now correctly references Detection Difficulty, not Identification Difficulty. - Healer: Clothier Style is now properly named Crosier Style (look it up, it's true!) - Weapon Master: Fencer Style requires a melee weapon; in addition, its (SR2) condition is wrong. The bonus to speed stays at +1, but becomes permanent. - Weapon Master: Twin Arm Style requires a melee weapon. - Samurai: Kasha's Blade now has proper wording; to trigger the damage buff, your target needs to be the only enemy in the square, not the only other character besides you - Kannagi: Mystic Spell: Mirror's secondary effect heal uses Recovery, not Magic Power. - Kannagi: Safe Journey's Minor action trigger has been corrected. - Assassin: Extermination's extra trigger happens at the end of the Main Process, not at the end of the round. - Assassin: Sudden Impact causes Confusion while Hidden, not Dazed. - Assassin: Hide in Shadow stipulates that it is either/or Pursuit removal or Hate reduction, not both. - Swashbuckler: Viper's Thrust now properly called Viper's Thrash. - Enchanter: Gain Immunity has (SR)/Scenario Limit, not 1/Scenario. - Enchanter: Brain Vice now properly has a damage code of [(SR+3)D + (Magic Power)], not [(SR+3) + (Magic Power)]. - Racial Skills: Elven Accomplishment, Dwarven Armaments, Stylish Tail, Hunting Attire, Fox's Disguise, and Talismonger now correctly state you must be able to equip the items beforehand in order to get the listed benefit. - Human: Favorite Arts updated with official errata showing it can only raise the chosen skill to CR+1, not, you know, however high you wanted. - Human: Entrusted Hope now properly requires that the Incapacitated ally be within 20 squares of you. - Human: Custom Weapon was lacking the [Instrument] tag from the list, and also now properly doesn't require you to choose a tag. - Elf: Evergreen's conditions should be (CR11) and (CR21), not (CR11) and (CR12). Release Document - VI.a. STATUSES: Staggered's second bullet point has been corrected. It is meant to be an accuracy debuff. - VI.a. STATUSES: Dazed's second bullet point has been corrected. It is meant to be a defense debuff.