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1. Character Creation
We've expanded it in some areas and streamlined in others. There's less chance of a 'cookie-cutter' character with RQ6 than with Legend. Some areas for skill allocation have been de-emphasised and others re-emphasised. Passions form a core part of the rules. All professions have been re-jigged and re-assessed.
These work as before but quite a few have been re-named and re-defined. This makes them more intuitive to use, although the same structure (Common vs Advanced, or Standard vs Professional, as we've now classified them) exists.
Similar structure, but all the Combat Manoeuvres have been tweaked and are much improved. A few new ones have been added. Defensive options are increased; shield-use is overhauled. Movement rules are completely changed, as are rules for charging. Rules for figures-based tactical movement will be included as an option.
Common Magic is now called Folk Magic and is a complete overhaul of the older system. We've de-emphasised the combat nature of many spells (although the old faves of Bladesharp etc are still there) and adjusted the power level quite considerably. It works very differently to the old Common Magic/Battle Magic of yore.
Animism is completely rewritten and includes extensive guidance for use. This is essential as its so different to all the other magic systems. Mysticism is introduced. This allows for Wuxia/Ninja style characters as well as more cerebral, contemplative types. Mystics don't use spells but instead enhance their own capabilities. Divine Magic and Sorcery are far more flexible than before with different options to support their use in different campaign types.
Perhaps most importantly, we've included a detailed introduction to magic chapter which gives guidance on structuring magic in different styles of fantasy, how to source/regain Magic Points, and how to create low/mid/high magic settings using some or all of the five magic systems on offer.
Restructured for a more generic approach, and with a couple of dozen example cults presented for GMs to customise according to need. For settings where cults are not a focus, rules for Brotherhoods/Hero/Warbands/Guilds with supporting mechanics.
Tons. This is the biggest chapter of the book. Extensive guidance on how to use creatures, how to make your own, and how to play them as characters.
8. GM Guidance
A detailed chapter with advice, tips and samples for GMs including how to prep for play, how to manage each of the core components, some optional rules, and general remarks on how RQ functions based on our - and playtesters' - experiences.