Burdens and long breathers
During a Long Breather, characters with burdens are allowed to both gain Advancements and lessen one Burden if that Burden is not related to that advancement.
I.E. A broken arm would heal just as well while reading about herbs. Attributes can be increased while suffering a Ministry inquiry. Stunts can be gained while disheartened. Etc.
Called shots can be used to increase the outcome or level of burden inflicted by 1. Thus if you're successful in a called shot attack that does enough damage to inflict a Serious Burden, you can increase it to a Grave Burden (or from Grave to Mortal). This does not include death, loss of limb or other unrecoverable injury except where approved by the Narrator.
Atium Beads (taken from Crafty’s Atium rules in the Skaa and Terris Supplements)
Unlike other loot, these beads do not “vanish” after the next Long Breather as normal, and the Heroes may keep these beads until they use them or sell them. Any Hero may sell a bead to increase his Resources by 1 die, or may trade it for any number of items with a total Difficulty of 5 or less (e.g. five items with a Difficulty of 1; an item with a Difficulty of 2 and another with a Difficulty of 3; etc.); both these benefits last until the next Long Breather as normal.
Steelpushing and Ironpulling other characters
Steelpushes and Ironpulls against other characters are always treated as Contests. Outside of Conflicts, the targeted character forms a pool according to normal Contest rules, generally using their Physique score, or their Iron/Steel score if applicable. .
During a Conflict, A character who anticipates their equipment being targeted by a Steelpush or Ironpull can declare an action that directly resists the Allomancer's action, placing the two into a Contest. The winner of the Contest has control over the effects of the Push/Pull, including who moves where, and has the privilege of spending nudges to deal damage or gain perks. A stalemate incurs one Complication against each side.
Without taking an action to achieve leverage, the targeted character may still spend Action and/or Defense dice to “defend” against the Steelpush/Ironpull, just like from a normal attack. However, in this situation if he beats the Allomancer he does not get any control over movement and may not spend nudges, though the Allomancer may still receive Complications from a failed roll, as per usual.
Regardless of the Dice Outcomes, the Narrator should remember that once an Iron or Steel action has been taken, something almost always moves, and narrate the results appropriately.
Upon successfully Steelpushing/Ironpulling someone: You may move the target character 1 step away/towards you (respectively) for each point of Outcome you achieved up to your Allomancy's range limit. Nudges may be spent for various perks, as per usual, including inflicting damage.
The system for tapping individual charges of Gold is replaced by the following:
Tapping a Goldmind causes you to regain Health at a faster rate. For each charge of Gold you tap, you regain 1 Health at the end of an hour, to a maximum of 5 Health per hour (for 5 charges). If you tap 6+ charges of Health, you instead regain 1 Health at the end of one minute, with each charge above 6 causing you to regain 1 additional Health, to a maximum of 4 Health per minute (for 9 charges).
Tapping 10+ charges of Gold works exactly as written in the book, but note that with Gold you only receive one of the benefits listed in the book (your choice), not all of them.
This list replaces the respective props listed in the Terris: Wrought of Copper supplement. Any props not listed here remain unchanged.
- Metalminds (3, average) props: 1 difficulty: 3
Each metalmind allows a Feruchemist (only) to store in and tap from one metal: Brass, Bronze, Copper, Iron, Pewter, Steel, Tin, or Zinc; each single metalmind item consists of three physical metalminds such as bracers or leg-bands, each one made of a different metal and holding 100 charges
- Metalminds (4, small) props: 1 difficulty: 3
As average metalminds, but includes 4 physical items such as bracelets or necklaces which each hold 50 charges
- Metalminds (6, tiny) props: 1 difficulty: 3
As average metalminds, but includes 6 physical items such as rings or earrings which each hold 25 charges.
- Metalminds (2, large) props: 1 difficulty: 4
As average metalminds, but includes 2 physical items such as ornamental plates which each hold 200 charges. Cannot be concealed.
- Metalmind (1, huge) props: 2 difficulty: 4
As average metalminds, but includes 1 physical item such as a suit of ornamental armor which holds 500 charges. Cannot be concealed.
- Multimind props: 1 difficulty: 4
Single metalmind with 5 different metals; can hold 30 charges of each metal contained
Using Allomancy/Feruchemy in combat
Whenever a player wishes to burn / flare / stop burning an allomantic metal, she must declare doing so during Step 1 of Combat (Declaring Actions). Similarly, a Feruchemist who wishes to tap any metalminds must declare which metalminds she is tapping- and how many charges she is tapping- during Step 1, but she does not have to declare how she is spending those charges (ie: for extra dice, free nudges, increased Outcome, or other effects) until she is actually rolling the dice. Note: This helps to reign in the power of Feruchemists just a tad, but the main purpose is to make things much simpler- and thematic- when powers such as Atium are being used against the characters.