User Summary: The second edition of the Ironclaw rpg.
List of changes from the introduction:
- Fewer Skills, more Gifts. There are only 26 skills, and that’s it. Everything else is a Gift.
- Lower starting abilities. You now start with 2d8, 3d6, and d4. You only start with 13 Marks to put in Skills, with a maximum of 3 Marks in any one Skill. (If that bothers your group check out the Variant Rules for ideas on starting with more power.)
- Flat Costs. Skill Marks cost 4 experience, all Gifts cost 10 experience. All Gifts have the same cost, but many have requirements. Everyone starts the game with the same number of Gifts and Skill Marks
- Bonuses and Penalties are more dice. A bonus for you is another die to roll. A penalty for you is a bonus die to the other side. No more bumping up die sizes, no more re-rolls.
- Exhaustions and Refreshes. Some Gifts grant abilities you can use any time you want. other Gifts must be Exhausted, and then you must Refresh them before you can use any of their abilities again.
- Faster Combat. There’s no "ranks of initiative"...there’s no initiative rolling every round. Characters take their turns in the most logical order, and everyone gets two actions to do. (Recovering from Reeling is one action so getting hit only makes you lose half your turn, not your whole turn.)
The standard melee defense is now the Counter Attack: two combatants dice off, the winner hits the loser...so something happens to somebody.
Your attack roll is also your damage roll. Every success you score to hit someone counts as +1 point of damage. Each weapon adds bonus damage to that. You still roll Soak dice, but now you count 4s or better as -1 point of damage, each.
Hit points have been replaced with status effects; being damaged can not only injured or kill, it can demoralize a combatant so they can't attack, which may end a fight.
- Magic. All Magic is handled by Gifts. There are no more Magic Points. Many magic spells are weapons that are readied, thrown, then readied again.
- Re-training. You can exchange Marks and Gifts for experience points, to change your character.