
Publication ledger
Every published rules change, in one traceable record
This page records player-facing changes to the Narateer Rules Compendium. The version shown here identifies the rules corpus as a whole, including every numbered chapter and reference page.
Formal release history begins with Pre-alpha v0.1.0. Earlier development remains available in the repository's Git history.
Player-facing recordEach release summarises what changed and why it matters at the table.
Wording-level historyInspect the source record - Current release
- Pre-alpha v2.1.0
- Published
- Release records
- 88
- Change summaries
- 225
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Release history
88 releases225 change summaries
September 2026
10 shownPre-alpha
v2.1.0
Added1
- Added Killing Line to Warrior Tier 3, between Deathblow and Passage of Blows. Forgo a won Melee Exchange’s Wounds to risk a second strike for twice Melee SL added to Wound Margin.
Pre-alpha
v2.0.0
Changed1
- Moved Eviscerate from Fighter Warrior Tier 3 to Rogue Viper Tier 3. Its existing wording, Melee-linked mechanics, Tier and stable link identity are unchanged. The Finesse revision remains separate. This changes which Class offers the Power.
Pre-alpha
v1.0.5
Changed3
- Removed Optional Random Difficulty and its summary reminder. The fixed Difficulty Rating table remains unchanged.
- Clarified that a Skill has a fixed Linked Vital; removed per-check Vital selection from Combat and the conflicting Resilience reference from Venom Vials. Skill, dice, difficulty and Damage Vital rules are preserved.
- Linked the Primant Trance overview directly to the governing Trance and spellcasting procedures.
Pre-alpha
v1.0.4
Changed2
- Renamed the Witch Class to Primant throughout the rules, Class navigation, Bloodlines, Magic examples and quickstart download. Existing Class page links redirect to Primant.
- Replaced the Primant introduction, Path descriptions, Starting Kit and Trance overview with the approved Primal magic description. Class Powers are unchanged.
Pre-alpha
v1.0.3
Changed2
- Separated Venom Vials into coating, trigger, failure and limit steps. Its uses, target check, difficulty, duration and restrictions are unchanged.
- Restored Tier headings inside the expandable Class Power groups on all five Class pages, preserving Power text, order and deep links.
Pre-alpha
v1.0.2
Changed1
- Classified voluntary Trance release as a Trivial Action costing 0 AD. Its once-on-your-turn limit, Overcharge tests and release rolls remain in effect.
Pre-alpha
v1.0.1
Changed2
- Specified that Encumbered reduces Base Movement by one quarter and Heavily Encumbered halves Base Movement, before calculating Walk, Run, or Sprint. The separate Sprint Skill bonus is unchanged.
- Applied the same Encumbrance calculation in every Scene Mode, retaining fractional metres until the completed allowance is converted through Distance & Range. Added worked examples and aligned the Movement sequence.
Pre-alpha
v1.0.0
Changed4
- Wounds now take Ready AD or Ready MD before any Used dice. The character taking the Wounds chooses the type within that state; injured MD become Wounded AD. Updated the dice, Vitality, Magic and combat references to match.
- Replaced Weakened’s melee-damage penalty with Impaired Refresh for Used AD and Used MD. Unstable Trance still makes only its existing refresh roll.
- Limited Continuation Checks to characters who remain Active after Wounds. Collapsed characters use Death & Recovery.
- Corrected the illustrative relic Overcharge to convert existing AD into MD, preserving Dice Conservation.
Pre-alpha
v0.18.1
Changed16
- Put specific procedures first in the Actions decision path, preserving their existing precedence and costs.
- Added a concrete explanation of play at the start of What Is a TTRPG?.
- Added a practical reading route to How to Use This Rules Compendium, linked its Guide advice to Scene Modes and Character Development, and corrected introductory Narateer Guide references.
- Clarified that the faces on Narateer Dice contribute to the procedure being resolved; a Hit on one die does not automatically make an action succeed.
- Separated Necrokin magical-healing cases for easier reference without changing their effects.
- Corrected Altar Dash to distinguish its 12 m route from the 16 m movement allowance it uses, and supplied the Base Movement needed for the example.
- Corrected Greta’s Magic Pool Limit to 3 while retaining her single available Ready MD and the same casting dice.
- Replaced the obsolete History Skill reference on Scripture Scroll with Society, which governs historical knowledge. Its Occult option and other requirements remain unchanged.
- Clarified the general Skill Check defaults and target-number summary without changing specific Action or Exchange Response procedures.
- Aligned the Attempt Something Else reminder with specific-procedure precedence and removed a duplicated Story Milestone definition.
- Clarified that spending Ready AD moves it to Used without reducing Vitality.
- Corrected the Death & Recovery quick reference to enter Dying immediately when the initial Critical Recovery Pool is zero.
- Distinguished being unaware of an attack from being Unconscious in Combat's conditions picker.
- Corrected Narateer Guide references in Scene Modes and clarified that changing modes preserves the rules being resolved.
- Clarified the neutral-pool assumptions of the explicit-reroll EV table and corrected the reference comparison for exchange-total bonuses when damage is not allowed.
- Corrected grammar and first-person prompts in Character Origins.
Pre-alpha
v0.18.0
Added3
- Added Coillarn, a non-human woodland-fey Bloodline from Crann Bethadh, with a choice of +1 Agility or Cognition, Woodland Concealment, and Fey Instinct.
- Added three Coillarn Origins: Hidden Grove Watcher, Hollow Herbalist, and Keeper of Small Promises, with starting Skills, equipment, resources, and role-playing prompts.
- Added Coillarn to the Bloodline directory and Crannach neighbour relationships, with the owner-selected stream-crossing portrait.