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Mason

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  1. No. The book mentions the Skills that are changed and how to substitute them, but all of the basic Pursuits are changing. I would recommend just finishing up the current campaign before starting up a 2nd edition campaign.
  2. Link! The book is called the Core Rules, and the expected release date is this summer.
  3. It means that they are literal nightmares come to life. Generally as a result of the Dreamer (making a monster and then forgetting about it, allowing it to wander free in the world) or from other people with the ability to bring their nightmares to life.
  4. It's one of the skills that has been removed in second edition.
  5. It's also worth mentioning that in the full rules, Critical Effects migrate toward the body. If you generate a Critical Effect against a location that doesn't exist, the Critical Effect shifts toward the Chest. For instance, if you're shooting at someone who has had both arms amputated and generate an "Arm" location, the Critical Effect moves to the target's chest. Similarly, if you're fighting a giant snake, any results that hit an "Arm" or a "Leg" - which don't exist on a giant snake - will instead affect its Chest.
  6. Well, the weird "Pneumatic" weapon rule from the Fated Almanac is gone, for one. Now it works just like other weapon skills... which means that we have a few pneumatic weapons in the book, including a pneumatic chainsaw and a pneumatic bonesaw.
  7. Per the rules, no, but it would certainly make sense if you decided to house rule it that way.
  8. The opponent is at -15 wounds. You shoot them with a pistol and deal Weak damage (2 damage). Now the opponent is at -17 wounds. Since the opponent is at negative wounds, you generated a critical effect. You flip a card for the critical effect (a 3!) and consult the weak critical effect chart, since you dealt weak damage. You add the opponent's negative wounds (17) to this total to get a 20. The weak critical effect chart says that a 15+ generates a new critical effect on the moderate table. You flip a card for the critical effect on the moderate table (a 4!). You add the opponent's negative wounds (17) to this total to get a 21. The moderate critical effect chart says that a 15+ generates a new critical effect on the severe table. You flip a card for the critical effect on the severe table (a 2!). You add the opponent's negative wounds (17) to this total to get an 19. The severe critical effect chart says that a 19 results in an amputation. One of the opponent's limbs (as determined by the suit of the card you flipped) is permanently destroyed.
  9. The question was most likely asked of the Design Team staff, who have very little to do with the production schedule.
  10. Or to just not top deck a spell every time they attempt to cast it.
  11. Just for the sake of mentioning it, in second edition, Skill Mastery doesn't exist and Custom Grip is about twice as expensive as it is now. In general, Skill Mastery is just too much of a bonus with too few restrictions, especially when applied to combat or magic skills.
  12. The caster makes a spellcasting challenge with her chosen Magia and any Immuto she has added to it. When she does so, she has to equal or exceed two different TNs: The TN of the Spell (determined by the Magia and chosen Immuto) The Defense or Willpower of the target (as determined by the Magia)
  13. Yes, but that was true with the last version of the FAQ as well.
  14. Nothing I can really talk about, but there's forward movement.