More of another typo and clarification update than anything, I've done a bit more fixing up and clarifications. Fixed formatting. Added a new spread with new art!
Along with the changes, new art!
Wanderer Discovery: You now only start with 1 Technick or Magick. But optional rules have been given for starting a game at AL 5 (where you start with more Skill points, a few Magicks and Technicks, and some weapons). AL 1 is true survival horror.
Clarified and slimmed down Liquid Steel Ultraviolence, making sure that it spirals out from the core rules. Clarified that a Turn is 2 seconds long.
Modified the formatting for each Technick. Made sure each Technick made sense as a diegetic thing first and foremost. No longer do they have World Triggers—they are real technicks in the world that, when performed, have a specific form and imagery, just like real martial art techniques.
Fixed the Character Sheet accordingly.
More typos found and fixed.
Expanded Magicks a bit. Now they all have a number of "Charges" per Rest (usually 2 - 6), representing the toll it takes to perform them. You can then spend Breath to keep casting them at 0 Charges, or ingest items to recover Charges for particular Magicks.
Introduced a section of "Ultraviolent Consequences" that can be applied when suffering Consequences.
Clarified and slimmed down the Social Influence rules significantly. These rules are even more World-First—collect leverage through interacting, rumors, observation, or investigation. Even more Disco Elysium feels. The social procedures are now according to Leverage and Disposition, which are more in-fiction things than Attachments.
Additionally, having to create Attachments on the fly, or prepping Attachments, somewhat burden the Intercessor even more when often a few Attachments or so is all that's needed. This causes both players and Intercessors from interacting with Attachments in the first place.
The Social Influence rules and Attachments rules created a gameplay loop that felt separated from the overall flow of gameplay. Moreover, the Attachments system often caused players to interact with beings according to their Attachments rather than treating them as people.