Player's Guide (SWADE)
- [Fixed] Lantern item linked to the wrong Hazard rule
- [Fixed] Typo on FG Edition Notes refpage
- [Updated] Powers revised from updated SWADE PG, including effects and modifiers, except the Additional Recipients and Area of Effect modifiers that are specifically not used in Lankhmar.
- [Fixed] Powers locked
- [Added] Disguise and Fly powers added
This will be the final update for Classic. I was hoping to get more done but we're extremely understaffed at work and I just didn't end up having the time to finish all the bits I wanted to do before the cutoff on the 24th. I have not uploaded this patch yet, as I am awaiting confirmation from @Ikael on the effects for two of the Lankhmar powers, but it will be uploaded by end of today one way or the other.
Note about the modifiers: just as they do currently already, the updated modifiers read the same as the SWADE powers, ie. they're expressed in Power Points. Per the Lankhmar rules, simply convert those into Casting Modifiers with the same number, just negative. In an ideal world, I would like to have those re-written purely in Casting Modifier terms but that's a larger project and would require approval from PEG for the re-writes since it's their copyrighted material. For the new Lankhmar powers, I added the generic (per SWADE) Range modifier to any power with a range greater than Touch. Disguise and Fly were my choice, and they are not on the Lankhmar power list but seemed like they'd fit in with the setting and were not overpowered or pewpew battlemage spells. Fly could be debatable, and I can always remove them in a later patch if GMs decide they don't fit.