Kickstarter Update 19 days to go.


This is an update for Kickstarter backers

Changelog

New art for page 38 solo and coop play.

New mechanic Durability is replacing the Redirect mechanic to prevent problems redirect created.

Durability: Characters have an amount of durability equal to their armour and-or shields Dex-Def bonus (Eg. 1 for light armour). Some traits can also grant durability. Durability acts as an additional layer of health. (Eg. A character with +8 heavy armour and a +3 Shield has a durability of 11. An instance of 14 damage would reduce their durability to 0 and cause them to lose 3 health).

A new standard defensive main action has been added. 

Restore Durability, MA: recover any of your lost durability. Note that this counts as a healing effect therefore any damage and happens simultaneously is taken before the durability is restored.

Some traits have changes in response to this new mechanic.

Nimble and Resilience now increase maximum durability rather than reduce incoming damage.

Second-skin; grants the ability to restore half your maximum durability as a quick action. In addition, you count as unarmoured while wearing heavy armour.

More health balance changes.

A characters health multiplier can be increased up to two above a characters current level to a max of x4. Was a max of x5 with no level cap.

Traits 

Distract has been somewhat overhauled; now reads, Once per round roll T-Str or T-Cha to give a (half your T-Str or T-Cha) targets or targeted hordes a penalty to attack, defence or spellcasting checks until the end of the next round.

Taunt Added a line that specifies when it should trigger Before defence checks are made you can.

Thoroughly Padded; added an effect the makes the player count as unarmoured with light armour equipped.

Equipment

Martial characters can now repair damaged(but not broken) equipment.

Stealth & hiding changes

Hiding during combat can now only be done during the movement phase.

The movement phase and interception

Slight rework that clarifies some elements and give a little more wiggle room.

Always resolve the interceptions of shortest distance first. If both parties choose to ignore the interception they can both end their move at any point along their path(with the GM deciding first). If both wish to intercept each other they meet at the point of interception. If one wishes to resist being intercepted they roll a T-Str or T-Dex check vs the others T-Str. If the interception is resisted the target can choose to end their move at any point along their path, while their opponent ends their move at the point of interception. If an attempt to resist being intercepted fails the target is stopped in their path adjacent to the point of interception.

Opponent trait Resilient physiology adds an alternative stat to the opponent's durability, rather than a raw stat to defence checks.

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