RULES UPDATES - will appear in the next playtest draft.
Mortal Wounds Section
Heroic Survival: In heroic fantasy campaigns, heroes are considerably more likely to survive mortal wounds than ordinary men. Adventurers with d6 HD add +2 to their 1d20 roll on the Mortal Wounds table. Adventurers with d8 HD add +4, adventurers with d10 HD add +6, and adventurers with d12 HD add +8.
Equipment Section
Special Components, Miscellaneous: When living thing dies, a residue of its soul will linger in some its component parts, such as organs and cellular fluids. These parts are known as special components and can be tapped by ceremonialists to power their ceremonies. While the best results are gained from rare components that are unique to each ceremony, an equal value of miscellaneous special components such as spider webs, plant roots, crushed bones, and so on can be used instead if desired. The ceremonialist suffers a -1 penalty per level of the ceremony on his Ceremony Throw when using miscellaneous special components. See Chapter 5, Costs of Ceremonies, on p. XX for more details.
Spending Fate Points section:
- A character may spend a Fate Point to temporarily gain one rank in any proficiency available to his class or to temporarily gain a thief ability (excluding backstab) at one-half his class level. The effect lasts 1 turn (10 minutes).
Special Components section
Substitute Special Components: Finding the right special components for a ceremony can be a challenging and time-consuming endeavor. Eldritch power is, however, fungible on a metaphysical level. This fungibility allows a ceremonialist to substitute alternative special components of the same total gp value for the unique special components required for any given ceremony. Since it is more challenging to tap the energies for the ceremony in this case, the ceremonialist suffers a -1 penalty per level of the ceremony on his Ceremony Throw when using substitute special components. Merchants such as curios dealers, herbalists, and antiquarians will sell nonspecific special components (such as spider webs, plant roots, crushed ivory, and so on) for 1gp each, in various markets, subject to the usual limits of equipment availability and commission.
Congregants section
In order to tap divine power during a ceremony, a ceremonialist must perform the ceremony in a temple or other place of worship. In lieu of a temple, a pinnacle of good can be substituted for white magic, a sinkhole of evil for black magic, and an elemental area for elemental magic of its type. If a temple is not available, the ceremonialist can create a temporary one by having his congregants participate in the performance of the ceremony. Congregants count as participants if they are within 30’ of the ceremonialist and take no other action throughout the ceremony. The number of congregants required is equal to (ceremony level -1)2. If at any point the ceremonialist is driven out of the temple, or if the required number of congregants are lost, then the ceremony cost cannot be paid by divine power from the congregants. Otherwise, the divine power is consumed when the ceremony cost is paid.