This is a lost of various changes to the rules that isn't among skills and knacks
Action Dice no longer dependent solely on Panache
This change is made to open up more avenues to build a viable duellist than those dependent on Panache.
Instead of using Panache to determine a character's number of Action Dice the second highest Trait be used instead.
By basing it of the second highest trait it forces characters to focus on at least two traits for combat, if going by the highest the pure Finesse fighter would be superior. The standard Finesse-Panache fighter is dependent on two Traits.
Attack using Brawn
This change is made to allow for characters focusing more on brawn to be viable in combat and to be able to hit things.
For certain weapons, like Heavy Weapons, the attacker can use Brawn instead of Finesse to make the attack. This only affects weapons and attacks where a brutish approach is viable. Finesse can still be used when attacking with these weapons.
Backgrounds are replaced with stories
This change is made to allow for greater player agency when it comes to achieve their character's goals. Also for the GM to have one less thing to worry about.
A story represents a short- or midterm goal for your character, something the characters needs to resolve. The character's personal quest. Each character can at maximum have two (2) player-initiated stories. One is the character's main story, the central drive of the character. The second is an "Advancement story" that a character to have should a certain knack/advantage/mastery level be desired. Both follow the same structure.
When created a story have a specific clearly defined goal that can be changed should circumstances change. Perhaps the character is certain that the evil baron murdered his father but as the story evolves it is revealed that it was the character's mother who was the culprit.
A story also have a reward. Perhaps an Advantage or a skill, something that is of relevance to the story. As a rule of thumb an appropriate reward have a value in XP of 2-3 times the number of steps in the story, a five step story should have a 10-15XP reward.
The final part when creating a story is to set the first step, a small objective that bring the story forward towards it's conclusion. When achieved each step rewards the character with 1XP
An advancement story is in structure the same as a regular story but is of lesser scope and impact. It could be that a character seeks membership into a Secret Society, learn a specific knack or advance the Mastery level of a Swordsman school or Sorcery. The scope of an Advancement story is often up the GM to decide. A knack related to known knacks (ex. Surgery for one who knows First aid and Diagnose) is a 2-3 step story while an unrelated knack 3-4 steps. Entrance into a secret society or becoming a Master a 5 step story. Circumstances can and should affect the cost (ex. if the character already knows someone in the Society). Experience is also rewarded at teh completion of each step.
This change was made to make the acquisition of Dramatic wounds more predictable.
When determining if a Hero suffers a Dramatic wound all current Flesh wounds are rolled against. However for determining if any additional Dramatic wounds are taken only the flesh wounds inflicted by the triggering attack are rolled against.
Ex. The Hero have 15 Flesh wounds, get hit by an attack dealing 25 so the Hero now have 40 Flesh wounds. On the wounds check a 10 is rolled so the Hero sufferers a Dramatic wound, but no additional as the triggering attack only did 25 Flesh wound and 10 is not 20 less than 25.
Hubris, Quirks and Drama Dice
This change was made to give the players more influence over their character's Drama Dice acquisition
Hubris works as written, a character flaw that the GM can trigger to put the characters into more trouble. All for the reward of a Drama Dice
A quirk is in many ways similar to a Hubris in that it is a character flaw that can put the characters into deeper trouble. The difference is that the Quirk is activated by the player, who also describes how the Quirk puts the Heroes into trouble. Just as the Hubris, the Quirk is chosen during character creation without cost. Every Hero have a Quirk.
When selecting Hubrises and Quirks during character creation a few concerns needs to be taken. Hubrises/Quirks are aspects of the Hero that it is not often proud of, if a Hero is angry all the time the "Hot-Headed" hubris may not be appropriate.
You spend a Drama die and magical and perfect ambient light fills the space around you. All Undead, "Bargain" or Syrneth creatures in the lighted area (dependent on Knack level) suffer immediately the effects of Matushka's wrath - they suffer physical damages equal to (Resolve+Illuminate)keep(Resolve) flesh wounds. The light has repulsing effect that weakens the creatures (-Knack kept dice on each action) if they fail to resist it's effects (Resolve check vs TN 5xKnack). Affected creatures can retreat and stay out of the light without loss of dice.
Apprentice: Can keep up the Illumination for a number of rounds equal to Resolve, but suffering a Dramatic Wound cases to lose concentration.
Journeyman: Can keep up the Illumination for a number of rounds equal to Resolve+Knack. Suffering a Dramatic Wound forces a concentration check of Resolve vs TN 5+5x current Dramatic Wounds
Master: Can keep up illumination indefinitely, however keeping it up too long can be seen as abusing the gift.
You recover from injury at an incredible rate. This gift is activated by spending a Drama die to heal Dramatic wounds equal to Knack level outside of battle. In battle, activation requires a check of Resolve+Knack vs TN of 5x current Dramatic Wounds.
Apprentice: You can cure only own Dramatic Wounds.
Journeyman: You can transfer a portion of your regenerative ability to a person you touch, allowing him/her to immediately heal a single Dramatic Wound
Master: You can transfer your regenerative ability to another person without limits, immediately healing up to the Knack level of Dramatic wounds.