26/6/2019 – We have released are second revision of the rules. Please see below for more information:

The Vale Handbook v1.2

Changes

Rebirth in your camp is now painful: You have a mortal wound: The power of the camp is keeping you alive, but barely. You may move around slowly and painfully and require healing from a surgeon before you can act properly. If you go outside you camp’s barrier you will immediately enter the Fugue State, and should return to your camp ref.

Regeneration: The target may regenerate once they take their first Mortal Wound, unless that wound was caused by a Mithril weapon, or they are subject to the spell Curse of Decay. It will instantly repair all wounds to 1HP, and 1 point of Natural Armour. The decision to regenerate must be taken immediately upon taking a mortal wound and cannot be used after you start your death count. Regeneration is a healing effect.

Legendary Regeneration: The target may regenerate once they take their first Mortal Wound, unless that wound was caused by a Mithril weapon, or they are subject to the spell Curse of Decay. It will instantly repair all wounds to 1HP, and all points of Natural Armour. The decision to regenerate must be taken immediately upon taking a mortal wound and cannot be used after you start your death count. Regeneration is a healing effect.

Clarifications

Chant – “Whilst chanting you cannot run, nor cast another spell, nor perform an action that would stop you chanting (including resisting a spell).”

Natural Armour – “Natural Armour can be harmed by the crush technique, or a Disintegrate spell: Location Natural armour is reduced to 0 in that location. Global Natural Armour takes +3 extra damage on their Natural Armour.”

Corrections

Block – block a technique, to “block a skill”

Resources – added the 5th resource

Addition

Inserted the Development Points list based on number of events attended as character (and survived!).

Spells of the Vale v1.2

Changes

Improved spell verbals for all non-ascended spells.

Clarifications

Dominate – “A dominated creature will hand over any resources they are carrying if asked for but cannot hand over items that are bound to them.”

Regeneration – “This is a healing spell.”

Corrections

Allowed casters to cast all their spells with their sphere of magic.

Rites of the Vale v1.2

Corrections

Added page numbers

Juggernaut – uses Monster rules for Global Hits.

Character Creation v1.2

Clarifications

Legendary Regeneration – Standardised the text from the Players Handbook

Medicine – Added /loc to long-term care

Corrections

Updated all instances of techniques to make them consistent with the Player’s Handbook

Updated the Warrior, Monster, and Savant skill trees to make them easier to follow and add some missing skills.

Amended all instances of the word Alliance to Federation

Amended Gatherer to Gathering

Added pre-requisites to Large Shield

Amended guards to cards

Race Guide to the Khanate v1.2

Clarification

Added Crush Technique to Monster reactions to techniques, and updated Regeneration to be inline with all other instances.

Race Guide to the Federation v1.2

Clarification

Added Crush Technique to Monster reactions to techniques, and updated Regeneration to be in line with all other instances.

Corrections

Removed Alliance from document