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| Drifters RPG; v1.8 Alpha Build - Dec 18, 2012 | |
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| Topic Started: Dec 18 2012, 02:48 AM (1,410 Views) | |
| Jeff | Dec 18 2012, 03:33 AM Post #21 |
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Veteran Monster Hunter/Rancher
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Drifters Change Log -Change Log-
--April 22, 2011: Drifters Project Begins. --June 1, 2011: The first draft of Drifters Alpha 1.0 is completed. --June 6, 2011: Added a lot of new content: -Added "Transforming Fighter" class and upgrade chart for them. -Added some new flaws because of this. -Added the "Martial Arts" tech list at Dietaku's request. Thanks for the help too, man! Expect more add-ons and fixes here, though. -Added Mystic racial ability allowing them to masquerade as humans. They can be detected by other Mystics and Artificials, though. -Fixed the Merits/Flaws for the Mecha Pilot class. --June 14, 2011: Added addendum to ghosts: A note about ghosts: most ghost-class entities in Drifters are born from a huge influx of emotion (which itself is a part of magic) in a single spot over time, so it would be unusual at best for a Drifter to die in combat and rejoin the party afterward as a ghost. It’s rarely that simple but, hey, if the GM allows it, who am I to argue? --June 27, 2011: Alpha Testing Yields Results! -Added Drifters' first character, Blast Chestcheese, to the legends section for her... uh... "deeds". -Severely nerfed level 1 characters. Can't believe I had to write that sentence. Non-Mutant Drifters begin with 8 stat points and Mutants start with 4 now. Formula for base HP is Stamina x 2 now. Consequently added new flaws and merits to accommodate. -Altered growth tables for Humans and Mystics. -Reduced HP Bonus for Artificials. -Reorganized and prettied up some small things. You probably won't notice. -Buffed weapon damage so now people actually run the risk of dying. -Changed armor Speed Penalty ratings to be negative numbers for simplicity's sake. -Changed the rolls for Block and Dodge. -Fixed the lack of a defense vs. being lifted and thrown. -Nerfed healing spells to accompany the new HP numbers. -Changed some stuff on the mechanics for Sycophants. -Fall damage boosted. -Pretty much created social combat from the ground up. Expect fixing. -Added rudimentary "Stunt" system. -Adjusted some item prices. Again, you probably won't notice. -Small changes in Mecha/Transformation tables. -Added more Merits/Flaws and readjusted some Merit Point costs. -This much closer to a playable game? Think it's safe to call it v 1.1. --July 5, 2011: Small update! -Added five new life path options. Just fluff, really. -Added four new ranged weapons, including the elusive Hunting Rifle, which was mentioned in the text yet not actually listed under weapons. Whew~. -Corrected some weapon tags. Wondering if I went a little overboard on those... -Added combat rules for disarm and recalling memories precisely. -Added one new merit and flaw. -Added some new multi-purpose weapon/tools. -Changed the ninja class' bonus gear. --July 19, 2011 - Armor Rules Patch! -Removed some superfluous rules concerning armor weights that I can't believe I thought were good ideas at the outset. Also removed Heavy Armor's stamina limit. -Added a new rule about armor stacking. You may wear armors that overlap over certain parts (thus gain the benefits of both) provided they do not share the same body tags. With any luck, these things should better even out defenses. -Fixed continuity errors. --July 20, 2011 - Stuff! -Added The Underground to locations in the game. Hope this stirs up some new ideas, so stay tuned. -Patched up the "Money for Mecha Maintenance" thing. If the game is going to end up unbalanced anyways, I might as well have it be the fun kind of unbalanced, right? -General spellcheck and clean-up. -Cut prices on some of the Transforming Fighter upgrades. Not sure why they were so expensive for something that isn't breaking the game... -Added the "Accessories" and "Artifacts" tables under items. As a result, some armors were moved around. Added the template for gems and socket items to be incorporated in full later. -Added formula for a sweeping attack and the logistics of knockdown. I will probably live to regret making combat this in-depth but such is life. -Added the Werewolf Mystic Sect. --August 3, 2011 - Update! -Changed the nature of the "Prideful" flaw a mote. -Added a secondary "Ignore" option in social combat. -Fixed rules concerning Speed and Agility. Should give humans a leg up where they canonically have it! -Human Agility rating starts at 2 at level 1 now. -Made it a point to emphasize the starting numbers of species-specific attributes. Should simplify things, I hope. -Edited the Artificials' starting stats a touch. You might not notice. -Added note concerning Life Paths. Got a lot of questions about them and this should put that to rest. -Excised a lot of fluff under the stat descriptions for now. This may be replaced later on. -Class-specific Merits/Flaws have been changed to "Class Bonus" and "Class Penalty" to avoid confusion. Same for Sect and Build. Yes, it takes longer to type out, but it will at least spare confusion. -Posted a note to clarify that the "They're gay" thing on vampires was a joke. Seriously, I've gotten more questions about that than anything else thus far... -Fixed a mistake with Transforming Fighter's technique pool. --August 11, 2011 - Pre-Vacation Update! -Added the "Treasure Hunter" Class. -Added the "Face" armor tag. -Added a few new accessories. -Added a new flaw. -Fixed Martial Artist's notes. Now they must use the Martial Arts pool of techniques. -Fixed the Melee/Unarmed discrepency. Now Melee Techniques are for melee-weapon users only. Some Martial Art techniques have changed tiers, so be sure to double-check if you were using these prior. --August 16-17, 2011 - Post-Vacation Update! -Excised needless fluff. You may or may not notice. -Fixed the Bonuses, Penalties and Special Points of the following classes: Caveman, Cowboy, Dancer, Gadgeteer and Sychophant. -Added a Low Blow for those who want to fight dirty. -Added Social Techs and a Dance List. Expect more to be added sooner or later! -Added new merit. -Added "Detect Ambush/Trap" roll under combat rules. -Moved the Weapon and Armor tags under the lexicon to clean up their respective sections. -Completely redid the Material Build Options and system for weapons and armor. You can't downgrade anymore, but why would you want to? --August 21-22, 2011 - Another small one! -Added about a dozen Merits and Flaws in total. -Elves and Dwarves have been added due to popular request. (Check the flaws section). -Rebalanced HP numbers for Transforming Fighters and Mecha. -Added a few more generic items that any RPG would have. -General spellcheck and revision here and there. -Reworded and updated some terms from the early parts of the book to use the same terms used later on. -Fixed the Bonuses and Penalties of over half the human classes. -Mutant parts were rebalanced and in some cases corrected. -Maximum number of Mutant arms reduced from six to four. -Slightly eased limitations on Mutant Wings and Tails. -Added "Blinded" status ailment, which halves attack roll accuracies. -Removed the species flaw disallowing Mystics to use psychic powers. Since the only way they can get them anyway is via human classes, why not, right? -Finally patched the rule loophole that allowed all Mystics to play with human classes. You had your chance to abuse that; not anymore. -Fixed/Updated almost all the Mystic sects' Bonuses, Penalties and Bonus Gear. Whew. -Adjusted Processing Power costs for some rolls in Artificials. -Fixed/Updated Artificials' Bonuses and Penalties. -Changed rules concerning Artificials and their defenses and speed. They can no longer use armor, but have a natural defense rating based on their builds. -Added SIX (count 'em!) new Artificial builds, bringing their numbers up to 10. -Slightly updated the growth charts. -A few add-ons to the combat list. -Y'know, after all that? I think it's fair to call this v1.2! -August 23, 2011 - Sample Character Sheet! -Changed the "merits/flaws" part of calculation to "Misc." to include bonuses and perks from class, gear, merits, flaws and everything else I would otherwise inevitably forget. -Finally created the Sample Character Sheet and posted it below. --August 24, 2011 - Alpha Test 2 Update. -Major update to the chargen processes. The "Um... What?" section reflects these now. -Speed for non-humans got a slight change that'll hopefully fix that problem. -Prettied up weapon tags and ascribed accuracy modifiers for certain weapons. Damage output is now read as +[Number] Damage. -Huge update to Mystics from top-down. Especially Dragon and Ghost. -Magic botch damage reduced from 10 to 3. -Added Unarmed combat rules. -Updated Martial Artists to reflect the above. -Nerfed HP bonuses for Artificials, Mecha and Transforming Fighters yet again. -Readjusted the new Artificial's penalties. -Added the Ambidextrous Merit for Martial Artists and the Aspect of Dragon merit set. -Added "The Dan Rule" under combat rules. -Addressed the paradox of having multiple pools of Magic, Tech or Psychic points. -Clarified Magic spells' ranges. -Standardized damage output from spells and psychic powers to match weapons now. -Updated lexicon to new damage output setup. Whoop. -Changed rules for some attack rolls. -September 24, 2011 – Celestial Update! -Added Celestial and Monster as playable races and all their subcategories. Yay! -Added Divine Powers for Celestials. -Added new Merit for Celestials only. -Readjusted damage output from status ailments and updated combat rules. Hopefully poison won’t kill everyone in one hit now. Further, removed “Herp-Derp” as an ailment. -Updated Character Generation method. Stats can now be 0 or negative numbers. -Updated the Growth Charts and added the new ones accordingly -Updated the racial metals to reflect the new races -Geomancy is no longer a psychic ability, but part of a Divine Powers tree. -Removed Psychics and Psychic Powers. No one liked them and they were getting in the way of better ideas. -Readjusted item prices and added some new items. -Standard coin changed to silver because, hey, why not? Gold costs converted into silver and the inherent value of gold was upped. Blame inflation, I guess. Diamond was removed from the game, but I’ll leave copper for now. -Added a proper “What is an RPG?” answer. You better not just skip it! -Added “Social Interrupt” roll for those who want to try talk out of a combat situation. -Added details for Synchronous Attacks. -Added rolls and rules for “Survival” situations. -Added rules for Defending and hopefully clarified some of the rules for combat. -Updated and corrected some terminology in the game rules. -Updated Lexicon. Whooo. -Updated Mecha Pilots, Artificial’s upgrades and Transforming Fighters. I knew they would be a bigger pain than expected. Oh well. -Fixed Mutants a little bit during chargen phase. -Prettied up the Classes, Sects and Builds and updated the four original races big time. -Removed the incredibly broken “Pick One!” option under Bonus Gear in almost every case and gave each Class and Sect better thought-out equipment. -Added more fluff including the “History of Drifters for Busy People”. -Added the “Stereotypes” segments under each race profile. -Added the “Taboos” section to hopefully expound upon fluff as questions come up. -Vampires are no longer Mystics, but Monsters. -Added the Detective, Hunter and Viking Classes. -Added the Centaur, Insectoid and Lamia Mystic Sects. -Fixed some details that got overlooked. Nothing major. -Alphabetized the species listing and all their subsections. While I was at it, I updated Bonuses, Penalties, Gear and other details in most of them. -Added Jewelry and Gem options. -Alphabetized and added Merits, Flaws and changed some preexisting ones’ details a smidge. -Added new Life Paths and background fluff. -Introduced Ability Points so people can, at long last, purchase additional techniques and spells post-chargen! NO WAY! Of course, it’s a temporary placeholder until something better comes along, but at least this way we’ll see how it pans out for now. -Finally got around to adding the details concerning the Master/Student system after talking about it for months in the fluff and not doing anything with it… -Added divisions, breaking the six races into three categories: Terrestrial (Human and Mystic), Unnatural (Artificial and Mutant) and Celestial (Celestial and Monster). -Added some details that should remove the usefulness of the FAQ within the game book proper. -Added the Special Thanks section! Go Team! -Added a Vehicles section under the ever-growing shop menu. -We’re at Alpha v1.3, baby! -October 1, 2011 – Follow-Up -Corrected damage values for using shields as a weapon. They’re up-to-date now as well. -Changed and updated some section names. -Added rules for Average Tier and Advanced Tier Games to help game balance. -Added Gargoyle Build. -Added Dullahan Pedigree. -Added No-Zones to locations. -Added rules for “Buying Off” flaws. -Updated Merits and Flaws as a result of the above. -October 7, 2011 – New Stuff! -Added some more peeps to the thank you section who helped early on in the game’s alpha. -Added the Fusion Merit and logistics behind it. -Added “Fusion” to Transforming Fighter table parts. -Alphabetized and re-priced Mecha and Transforming Fighter parts, cleaned them up and added some new ones. No, I will never add combiner mecha. Don’t ask. -October 18, 2011 – Update Again. -Added the details for Dual Wield Attack and penalties. -Added Child Flaw. -Adjusted the Artificials’ racial flaws so they make a little more sense. -Cleaned up all the races’ again and rebalanced things that were off-kilter. -Added the details for Average Tier, Advance Tier and Open Tier games to the lexicon. -Added boats to the vehicles section and details concerning fighting on them. -Elaborated on the element system a touch because I’m a sucker for fluff. -Added (some) Item, Weapon and Armor Weights and a general, optional, weight system because all the cool kids were doing it and I want to be a cool guy too. Probably wildly unrealistic numbers, but for the sake of a game, they’ll do. -Removed the Sect-Specific Minotaur flaw; replaced it with the Mystic-specific Monstrous flaw. -General Clean-Up and Spellcheck. -October 24, 2011 – I am a Dwarf and I’m Digging a Hole! -Added the Mole and Ox clans, bringing Mystics up to a nice, round 15 Sect options. -Patched rules for Shovels and Pickaxes, so now you can take fights underground. -At this point, Humans have 19 classes (20 if you count Drifter), Artificials have 11 Builds, Celestials have 7 Standings, Monsters have 11 Pedigrees and Mutants… are Mutants. At this point, we’re pretty close to what I wanted (Monsters are under-represented…) to get to from the start. As a result, there will probably be fewer massive add-ons and more testing and refining of the system and making sure things are more-or-less balanced well. Updates will become less frequent too, in part due to this and in part due to moving cross-country in a few weeks. Stay tuned, though. -Oh yeah, I guess it’s fair to call this point v1.4, isn’t it? -November 10, 2011 – Testing and Fixing! -Clarified Aura starts at 1. I am an idiot. -Fixed Speed calculations. Again. And clarified: All halves round up now. Wheee. -Fixed other fun things I overlooked (A chainmail shirt is 2 gold and 50 silver?! And I thought the REAL economy sucked!) -Added some new items to the shop. -Added new vehicle, Glider. -Corrected damage values on the Artificial/Mecha Upgrade table. -Updated some stuff in Combat Rules so hopefully they make more sense. -Fixed Artificials for the billionth time because – hey – if they can’t wear armor, why is Metatron even an option? I’m dumb, that’s why! Further, adjusted price for Metatron upgrade. -Moved the Quick Character Creation Guide to the START of the damn book, where it probably should’ve been in the first place. Should make starting up a new game a bit faster. -Polished some of the fluff and revised a little-known rule concerning Melee and Ranged attacks. Don’t worry about it if you hadn’t noticed it previously, as it’s gone now. -Added the Hawk Eyes merit and Vulnerability flaw. Should be cool. -Updated EVERYTHING basically in an attempt to separate things cleanly into Fluff and Mechanic sections. Should ease chargen. Some other general changes and updates too, but you should expect those already, yes? -Rebalanced MP/TP numbers in human classes. -Introduced combat rules allowing you to throw people and things into other people and do damage. I find it funnier than I probably should. -Nerfed drowning damage. -November 15, 2011 – New Sections & Mutants! -Created the GM Guide section to aid future Game Masters. Actual useful content coming soon! -Created a section of deities in the world of Drifters and the first deity! -Added some more to the Taboo section. -Reorganized content within the book so that it’s now composed of the following primary sections: Fluff and Backstory; Chargen; GM and Mechanics; Appendix. -Removed Mecha, Mecha Pilots and Transforming Fighters. Good riddance, you colossal, recurring pain in the ass. -Added stuff to the shop. -Added new Celestial-only Flaw. -Completely redid Mutant character creation. Unfortunately, it’s not tested just yet, but at least it should be better than the old method! -Penalties involving damage multipliers changed to Vulnerability flaw (in most cases). Elemental affinity is still x.5 resist and x2 weak since it’s not the same thing. -And since I finally addressed some issues I’d been planning on tackling for a long, long time, I think it’s safe to call this v1.5! -December 23, 2011 – Pre-Christmas Update; AKA: I’m going to be busy playing Skyward Sword in a few days so… -Added basic ethics to taboo section. -Fixed the shop listings. Adjusted prices, removed Mecha-related things and fixed mistakes. -Adjusted Merits and Flaws. Removed the Ironclad Merit & Mutation Flaw. -Added some new Flaws. -Finally got around to rewording the Psychoses table. Expect mechanics-related additions there soon. -Formatting, general cleanup, spellcheck, etc. -Slight buff to Artificial HP bonus. Gonna see how this pans out… -General rebalancing and fixing of the six races again. You know this by now. -Finally updated the Mutant growth table. -Finally added mechanics for the Psychoses table! Hurrah! -Expanded GM section with a hopefully-helpful Q&A segment. -Extended difficulty examples to the 10th rank instead of just 5. -January 10, 2012 – New Year Update -Added the Earth and Celestial Moons to locations, as it is technically possible to get there now. -Added Tourist Attractions for added fluff and ideas for players and GMs. -Adjusted the nature of some Merits and Flaws. -Added the One Eye Flaw. -Updated some item descriptions and prices. -Added some new items. -Adjust racial metal specifics. -Changed the nature of the Polearm and Heavy tags a mote to simplify things and make the item listing smaller. -Added addendum in the lexicon about Shield use. They now take up the Arms tag slot and thus cannot be doubled with another armor, nor used alongside Heavy or Polearm weapons. -Removed the “Can be Dual Wielded without a merit” tag since that was bullshit. -Finally answered the “Can I equip other race’s racial metal jewelry?” question. -Expanded the GM FAQ. -Added the Haggle Roll and some other Social Rolls. -Added the Interrupt Counter Roll. -January 18, 2012 -Adjusted some Mystics and Monsters in regards to armor tags, due to multiple (and no) legs. +Completely disregard the above. The armor Tags system has been completely removed from the game. Now, you may wear only one ‘Armor’ which gives you defensive boost. However, other items may be worn that give secondary advantages. -Added a +1 to performance roll bonus to all Musical Instruments. -Changed Humans’ race bonus and Agility now begins at 1. -Completely overhauled character generation, stat growth, Merit and Flaw costs. Presently, Ability points will be left as-is because a complete overhaul of the Techniques/Magic/Abilities tables is going to happen soon, so I’ll tackle it then. -Added new Artificial upgrades to accommodate the above. -Removed some stuff from the shop for varying reasons. It won’t be missed, so don’t ask. -Extended the “What is an RPG?” answer with a little history. -January 28, 2012 -Added a new deity – The Seventh Presence – to the list. Huzzah! -Updated Caveman Class and Dragon Sect details due to the new exp system. +Behind the scenes, the official history of the Drifters’ world and explanation for The Great Disaster, as well an official statement for the one-year anniversary in April have begun. Expect both April 1st, 2012. -February 12, 2012 -Removed “Famous Examples” from humans, due to a bunch of reasons and added “Nicknames” for all Builds, Classes, Sects, Pedigrees, Standings and so on. -Beguiling Pedigree replaced with Djinn. -Gray Pedigree replaced with Jotunn. -Updated/Removed/Fixed a number of things for the transition to the new Exp system. -Reformatted the Growth Charts to look nicer. -February 24, 2012 -Removed Ability Points, replaced it with Exp. Not sure why I didn’t do that in the first place but, whatever. Changed Growth Charts to reflect this. -Changed the nature of Metatron armors a bit. -Added a new musician shield. -Added addendum for the Called Attack roll, since the nature of armor has been changed. -General spellcheck and cleanup here and there. +Next steps are to flesh out the stuff for April and start tackling the prioritized outstanding issues. Wheee… I hate designing tech trees. -April 2, 2012 -Added "The Official History of Drifters" and the word from yours truly. -Art update coming soon! Look forward to it! -April 5, 2012 - Art Update 1 -Added all art pieces contributed thus far and my commentaries on each. Rachel, however, recently sprained her wrist so I ask fans of her style please remain patient while she recovers. Still seeking artists too! -Ugh. I've run out of excuses to not work on tech trees... -April 23, 2012 – One Year, One Day Old! -April 22nd was Dirfters’ first birthday! Whoo-hoo! -Spellcheck/cleanup. -Rebalanced everything, basically, including playable types, weapons, armors, merits, flaws, items and costs. -Removed references to mechanics no longer found in the book and updated terminology accordingly. -Begun renovations of the Tech/Magic system. This will take some time. -Changed the nature of Botched Roll Damage and the Dan Rule. -Humans are now the ONLY race to start with Bonus Gear, reflecting humanity’s dependency on wit and tools. Sorry, Mystics. Life goes on. -Added new weapons and merits/flaws. -Added new Legendary Drifters and deities. -June 23, 2012 – Big Update is Big -Tech/Magic/Special moves revamped at long last! Still not even close to finished. But, hey, baby steps. -Major change in design as Human’s species trait is no longer Agility, but Skill. Tech and Magic pools adjusted accordingly. As much as I’ll probably live to regret this: it’s now entirely possible for (almost) every race to get full-on TP and MP pools. Reflection of the versatility of life or a massive game-breaking loophole? You decide. -Major change in design for Artificials, as they no longer purchase power-ups with money. They get their own growth chart now! It was too exploitable/griefer-ready otherwise. -Speed rules modified and now are applied across the board. -Had to update stuff to match up with the expanded history. No one will notice~! -Added some new merits and flaws. -Added the Official History of Drifters into the book itself. -Updated/corrected terminology, spelling, phrasing, etc. General spellcheck/cleanup. -Changed some terminology, including making the enigmatic “B’augh!” status to “Speechless”. “Polearm” weapons now are “Reach #” weapons and weapons that are not polearms with the Reach quality are introduced. The “Celestial” races are now the “Otherworldly” races in order to avoid confusion. -Damage output and price of weapons has been upped across the board. -Revamped the effects of the race metals on weapons and armors. -Mutant chart revamp v1.1! At last! Time to test it out. -Added rules for Arrays in abilities. -Added Social Penalty chart at last. -Element chart added to make sense of some previous design decisions. If we agree it’s too “Pokemon”-esque for our tastes, I’ll remove it. -Started up a rudimentary bestiary. -I think that calls for V 1.7! -July 4, 2012 – Small, Pre-Game Fix. Playing Drifters is patriotic! -Gave Celestials access to Tech and Magic trees. Might end up regretting this but, hey, we’ll see. -Adjusted growth charts again. -Small update to the Tech/Magic listing again. Upped several spells’ maximum range. -Added “Technology” and “Arts” divine powers trees. -July 11, 2012 – Small Update -Added quick reference calculation tables under each race to aid character generation. -Added to the Arts Divine Powers tree. Three more blanks to fill in! -Moved the description of Life Paths under character generation method. -July 17-19, 2012 – Another! -Added spoiler boxes to segment off the forum copy of the book for ease of use. Split the abilities listing into two posts (bottom of page 1; top of page 2) because Zetaboards was throwing a temper tantrum about its length. -Minor revisions to the quick character generation guide in order to speed new players along. -Monsters now start with their Aura attribute at 2. -Upped some of the raw power of Divine Power trees. -General spellcheck/cleanup, as usual. -By special request, added the Ball-n-Chain weapon. I think we have enough melee weapons. Taking request for ranged weapons, on the other hand… -Speaking of, range of ranged weapons has been universally boosted. -Nanto Seiken Strike and Pressure Point have swapped placed in their respective MA trees. -Amended the rules for Processing Power and Faith, which gives them regeneration rates and more varied uses. -Added two new animal sets to the Animal Totem merit (Dinosaur and Mythical). -December, 18, 2012 – 1.8, the Adventure Update! (Jokenoonewillget) -Spellcheck, Formatting & Cleanup! -Removed The Floating Island from the game. There’s a reason for this, I promise. -Updated terminology and description of Speed in the How to Play section. -Added the term ‘Subtype’ to be an overarching term for Class, Sect, Build, Pedigree and Standing. -Added rules for HP/TP/MP/WP/Processing Power/Faith recovery rates. About time. -Added note concerning the Merits and Flaws gained from Race and Subtype – specifically that you don’t lose or gain exp from getting those. -Updated Growth Charts to reflect innate weaknesses such as the Artificials’ racial flaw. -Racial Metal-type Artificials all get a small social bonus versus the race the racial metal corresponds to. -Upped Wings’ maximum flight levels in almost every case. -The Sphinx Sect starts with wings now. -Heavy Weapons now have a speed penalty too. -Reintroduced tags designating what weapons are Two-Handed. -Altered the rules of Metatron Armors. -Rebalanced numbers because that’s what I do best, apparently. -Fixed an antiquated mechanic in Mutants. -Updated the Mutant table a little. Then deleted it entirely. -Updated the Divine Powers trees in order to differentiate using faith and lowering maximum faith rating by using them. -Introduced the Monster-specific abilities: Lore. So far, Lores include: Darkness, Nuclear, Predator, Shape-Shifting. -Added new flaws – Doomed, Taint of the Lunar Plane, Weak Mind and Weak Willed. -Removed flaws: Limited Transformation, Transformation Trauma. -Changed “Attack Phase” of individual turns to “Action Phase”. -Added Ammo and Quivers to the Ranged Weapon listing and new rules for ranged weapon ammunition. -Removed “Shots per Round” rules on ranged weapons since they were dumb and removed the Full-Automatic as a result. -Jewelry can now be mixed-and-matched and isn’t exclusive to race anymore. Not comprehensive, but good enough for the moment. -Updated combat rules and fixed some minor details. -Nerfed Fall and Drowning Damage. Those rules were added when HP was a LOT higher than it is now. Hahaha… whew. -Removed Excalibur. Again. Added “The Perfect Axe” and “Resonance Saber” to artifacts. -Dropped the MP costs to execute Dragon Powers across the board and upped their attack power to better match expectations. -Corrected Tau Dragons’ starting bonuses, meaning they actually start with a Dragon-Type ability that originated with their tribe in the first place at long last. How did I overlook that? And for SO LONG?! -Added rudimentary rules for jumping. Yeah. Apparently, I missed that. -Completely changed the Speed rules for like the billionth time. I apparently am pretty terrible at this stuff. The calculations are now super-simple and super-basic. As a result, I removed merits and flaws specifically altering speed value. Speed values in growth charts have been close to doubled across the board. Implemented a maximum speed value. -Introduced “Play a Game” to game mechanics and a new item as a result. -Celestial’s HP multiplier was reduced to 3, making it more even with the Monsters and easier to remember. -The “Hearty” merit was removed because, let’s face it, you need to be able to die. Also removed the Fusion merit as a whole. -Attack spells got a big boost in power. -Reworded a LOT of roll commands. “Attack Roll” is now “Accuracy Roll” and “Attack Roll” now refers to both steps (Accuracy + Base Damage). -Upped some weapons’ damage. -Changed weapons, accessories, merits and flaws with tags marked “Attack Roll” to “Accuracy Roll”. -Introduced The Hybrids. It’s exactly what it sounds like. They are not/will not be treated as a “proper” race, for brevity’s sake. -Updated/Added Techniques and Spells. -Reworded effect of socket gems and reduced/removed speed bonuses from Subtypes. -Added new background story section –What is a Drifter?- and moved the taboos section under it. -Updated places and tourist attractions. Spread them out a little more too. Removed Mu, being that ruins are virtually everywhere, not just on one island. -The Presences Live. -It is now possible to browbeat someone to death. -Social rolls that previously depended on two stats now depend on just one. -Calculating base willpower is slightly different now and exp calculations now raise BASE willpower, not temporary. -The stat cap was doubled to 20. -Updated the quick reference character generation guide. -Weapons now possess base damage modifiers – actual additions to the end result as opposed to a higher dice pool. -Ranged weapons used as melee weapons are now standardized. -Added an entire new section in the Drifter’s history. -Updated rules for Piercing Damage weapons. -Added “Go Fishing” roll to survival rolls and the Fishing Rod item. -Added Cooking roll to survival rolls and Chef’s Kit item. -Added new Celestial Standings: Corrupted and Theriantheios. -Added new Monster Pedigrees: Nuckelavee and Wendigo. -Added new Mystic Sect: Tiobarra. -Removed Countering. Too big a pain in the neck. -Removed Dancer and the Dance List. I am not maintaining yet another tech list for ONE class. -Started a rudimentary “Special Tags” list for monsters. -Accuracy bonuses are now listed before damage output on weapons. -Completely overhauled Mutants from top-down for the third time. Lousy mutie freaks. -Removed the “Legendary Locales” section, as they are now under their corresponding continent for convenience sake. -New art – Wietske’s Female Wizard. -We have v1.8 alpha! Let’s get to testing! |
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7:10 PM Jul 10