Rulebook Changelog
What's changed in the rulebook, the campaigns, and the Quickplay set — newest first.
2026-11-10§
- The Pull appendix gained its knights: the Order of the Receding Light, founded by Drawn who swore their vows while Wanderstar could still be seen. Templar in shape — scattered preceptories, honest sleeper-vaults, a Rule kept by distance — they guard the still-crossing arks and the newly woken, take their vows as Banes, and knight a Sworn whose first discipline reaches Expert (granting the Knight of the Receding Light Boon free). A rank ladder, a faction write-up, and a D6 of preceptory threads give the Drawn somewhere to seek a teacher — and the powers that owe the Order too much a reason to see it dissolved.
- A new optional rules appendix: the Pull (A11). Six mystic disciplines — Telekinesis, Quickening, Elemental Control, Projection, Clairvoyance, Telepathy — one per characteristic, each the uncanny twin of a mundane skill and countered by one. The gift is gated: no career or table ever grants it, awakening costs XP and the GM's blessing, and an Untrained discipline can't be attempted at all. The module adds strain (reach past your grasp for 1 Mental trauma), the gift's shadow (temptation as Banes), a D6 Mastery table per discipline, and one last Mastery — the Lingering, which lets the dead stay just long enough to finish one named thing. Named for the pull of the anomaly that drew the first boarders; switch it off and nothing else in the book changes.
- Combat now says plainly how the world attacks you. Chapter 11's Reactions section is rewritten: when an adversary attacks, your reaction is the whole exchange — roll it against 8, success means the attack misses outright, failure means the damage roll. Your first reaction each round is free and each further one costs 1 Momentum, so massed fire now has real teeth: a Wanderer who can't react — spent, flat on Momentum, surprised, or helpless — takes the hit with no roll. Dive for cover asks no roll (the cover counts against the hit, and you start your next turn prone behind it), a defending enemy imposes Disadvantage on your attack instead of rolling, and a ship's evades follow the same first-free-then-Momentum economy, which is what makes a pack of raiders dangerous to a lone pilot. Chapter 4's example, Chapter 40, the Evasive Ace Mastery, the Quick Reference, and the Quickplay set all now tell the same story.
- A consistency pass from a full read-through of the book. Every example and appendix now uses the real thirty skills — the journaling appendix and the solo example rolled "Persuade," "Stealth," "Pilot," and "Gunnery," and the conversion guide mapped onto skills like "Streetwise," "Medicine," and "Systems" that don't exist; they now point at Negotiate, Sneaking, Piloting, Remote Weapons, Cracking, and friends. The journaling examples also lose their stray d8 (Wanderstar only rolls six-siders). Removed the four references to a Chapter 30 "signature bestiary" that was never written, fixed the untrained-odds number in Chapter 8 (~8%, not ~17%), corrected Chapter 32's chapter cross-references and Chapter 20's stale "11–12 term-roll" XP note, and aligned the ship-design worked example's multipliers with its own table.
- Momentum is now a die. Chapter 7 is rewritten around the Momentum Die — a d6 set face up beside your sheet, never rolled: adversity turns it up, spending turns it down. The familiar numbers all survive (start each session at 3, cap at 6, gain from Disadvantage rolls and trauma, Advantage costs 2 from a characteristic or 1 from a Boon or edge, Assists), and the die adds one new move: Substitution — after one of your rolls, swap the die's current face for a die you just rolled, then turn it back to 1. A banked 5 or 6 is a success in your pocket; the question is which roll deserves it. The die's lowest face is 1, "flat" — nothing to spend. Natural 2s and 12s stay natural; substitution can't create or undo them. Updated everywhere the rule echoes: Core Concepts, Chapters 5–6, the Quick Reference, the Glossary, the Index, and the Quickplay set.
2026-06-30§
- New reference appendix — Journaling Your Play (Lonelog), placed as A5, right after the GM Record Sheets: a shared shorthand for solo and GM-less logs, mapped onto Wanderstar's grammar (target always 8, trauma not hit points, the Oracle's spark). It's a dialect of the open Lonelog notation standard, so your logs stay readable to other solo players — and it's the format the upcoming Journal reads and writes. Cross-linked from Chapter 45, the GM Record Sheets, and the Tables Index. (The following appendices shift down one: Pregenerated Wanderers is now A6, Converting Published Adventures A7, Characteristic Archetypes A8, Glossary A9, and the Index A10.)
- Session end: a natural 12 on a skill you already hold at Expert now grants 2 XP (instead of the usual 1) — a rare, strong reward that banks toward a Mastery, since the rank itself can't climb any higher. Updated in Chapter 20, the Quick Reference, the Tables Index, and the Quickplay set.
2026-06-28§
- An editing pass across the book — cleaner wording and small fixes throughout.
- Reordered and tidied the Quickplay set, and fixed its internal links.
- Added licensing: the game text is released under Creative Commons BY 4.0.
2026-06-27§
- First public draft — the core rulebook, the Sunless Saga campaign line, and the Quickplay set.