Guide of Modos
I don't know if I'm more excited about the improvements in this patch, or the cop-out that a "patch" saves me from re-writing the whole book!
Anyway, here are a few fun things in the upcoming patch:
Expanded/emphasized player agency:
Players narrate their own attack moves, as well as their defenses. Further, Guides of Modos can solicit creative ideas from players (thanks Wil), and reward viable/dramatic choices with hero points.
Tactical firefight support:
This is inherent in the flanking rules, but not yet explicitly stated. If your mercenary unit is on its way out of the private jet hangar when SWAT arrives, you'd better shoot AND maneuver. You can bet some coppers are going to try flanking you (with movement actions), and if your mercs successfully outmaneuver them (with opposing movement actions), you'll still be able to take cover (defensive posture) (thanks Morrus).
Spell rules assimilation:
I'm pulling out the spell attributes for opponent cover (is he partially concealed? Behind a wall?) and implementing the existing offensive/defensive posture rules instead.
New perk: Skill point substitution.
Gain a skill point with your new perk at level up. So you could choose to know a new spell at the fibers of your being, if you feel that casting it from your arcanist's lens isn't good enough. Or if you don't mind waiting another level to take the Mana perk to gain 4 more spell points. Bonus: this eliminates the need for "perk substitution" rules.
Since I know I'm going to want some community input through this process, as in the past, and since I want the game to continue to be for and by the people, I'll post here with questions and updates.
Don't make me bribe you with ENworld XP...