Major Update: 0.9.1.3
Welcome to 0.9.1.3, the update of massive Archetype changes.
In this update:
- Astromancer rework (again)
- Cardsharp buffed/expanded
- Courtier rework with new mechanics
- Combat changes
- DC values adjusted
- Implemented fixed Save DCs
Astromancer
Astromancers now have access to all their Disturbances from the beginning of the game, including the extremely powerful ones. Rather than the tiered crit-to-level system, they have a fixed number of dice in their Energy Pool. After a die has been rolled ("spent") it cannot be used again until the following day. Specialization in a type of Astromancy allows them to create Disturbances of their type for cheaper. There is 1 "ultimate" Disturbance in each tree that is restricted now. The Archetype's playstyle will now be focused on management of their Energy Dice. The difference between a novice Astromancer, and a skilled one, comes down to their strategy of energy use, rather than what they can cast.
Every Disturbance has been updated for the newest iteration of combat rules, as have the Astromancer Tricks. The four "starting" abilities cost zero Dark Energy to cast, functioning essentially as cantrips.
Radiohead was moved to the Matter tree, exchanged for Phase.
"Unreality Landmine" was renamed to Unreality Pocket, to avoid any implication that it can be set as a trap.
"Pocket" was renamed Shelter to avoid confusion with the newly named Unreality Pocket.
This update is much more impactful and expansive than this short summary makes it sound.
Cardsharp
"Hot Streak" has been renamed to Gambler's Luck for clarity. Gambler's Luck has also been significantly buffed. It is now much easier to gain, and can be spent on many more things. The Cardsharp will gain a point of luck when rolling ANY pair of double, regardless of the results of the roll. They can now spend that to manipulate their rolls in more than just one way. This should make the Archetype a lot more exciting to play, and competitive. I have managed to implement this in a way that allows the Cardsharp to keep the tricks which expand what they can spend Luck on even further.
The Cardsharp's tricks have been adjusted as well. Cardsharps now have a level 0 Trick for Subterfuge called "Game Plan," which allows it be used as a Mind skill. This helps to fix the issue that Subterfuge was no ruled by either of the Cardsharp's important Attributes. I chose this rather than providing a universal Trick for this purpose, because I like Subterfuge's general placement, and felt that a specific fix for Cardsharps was more appropriate.
Courtier
Courtier has undergone the most significant changes this time around. Firstly, the Courtier has a new ability called Social Capital. This is a meter which fills during a social interaction and allows them to gain an automatic success once it is full. This provides mechanics to support the role playing experience of building rapport with a new face. It is also rapid-fire, meant to build up and be used over the course of a single conversation. This helps to balance out the Courtier's slow and steady "long con" build toward power, which left Courtiers with few ways to maneuver in the early game.
The Courtier's contacts have also been overhauled. Each one now fits a specific niche in the Address Book: The Aristocrat, The Broker, The Expert, The Investor, The Mob Boss, and The Politician. Each contact gives the Courtier specific powers or resources, and they have different punishments for betrayal. Some types of contacts, such as The Politician and The Mob Boss, have values which clash. A Courtier who has filled in their entire Address Book has access to many powerful resources, but they have to manage the clashing values of their contacts, or risk making an enemy.
The Courtier's Tricks have been updated to accommodate these new abilities.
Combat Changes
After playtesting combat extensively, many changes have been made to streamline the process and make it a little more fun.
All physical damage has been combined to a single Damage Reduction value. This means there is no longer any distinction between Edged, Blunt, and Firearm damage. This was done to streamline combat, as play testers were slowed down by hunting for the correct damage reduction value. I have kept different types of armor relevant and strategic through their other properties. Armor and weapons have all been updated with this change. Although there are no longer differences in Damage Reduction between the physical types of damage, Edged weapons still inflict Bleed, and Blunt weapons still have a chance to Stun.
"Stagger" has been changed to Stun for consistency.
Timing in combat is now measured per Action instead of per turn or round. A table that relates Actions to time passed is present in the combat section to aid with this. When counting Actions to keep track of abilities, it does not matter who is performing the Action. Abilities that do not require spending an Action to perform do not advance the combat clock. Bleed
Critical Success on attack rolls now means that the defender does not get a Reaction. Lightning Quick has been updated to reflect this change, by allowing the defender to take a Reaction when normally they wouldn't be able to. This changed Lightning Quick from an offensive to a defensive Trick.
All Actions have been reduced by 1, so when making a new character, they receive [1 + Attribute Modifier] Actions per round, instead of 2.
Clarification on how to handle gaps in the Spotlight have been added. If at any point in combat it is unclear whose turn it is, it becomes the turn of the character with the most Actions remaining. If two characters have the same number of Actions remaining, the table should pick one of them to take the turn.
Fall damage and fire hazard rules have been added.
Ongoing effects that allow the defenders to continue to make saves (like the Psiren's Enchanting Song) now allow those saving throws to happen on the attacker's turn. This is not a full turn for the defender, and a success does not pass the spotlight to them.
It is no longer a rule that the same Reaction cannot be used twice in a row at all- but the same Reaction cannot be used twice in the same Action- so if you are Double Attacked, you must use two different Reactions. Rules for Reactions have also been expanded on to clarify that only some may be used in certain situations. You need a melee weapon to Parry, and if you are restrained than you can only Quip.
Ancestry Changes
Anthroparians are now immune to Bleed.
The Psiren's Enchanting Song now gives them Good Luck on any attempts to influence the target's behavior. Range was nerfed to 14 meters.
Psirens' Prey Drive will recharge one use of Enchanting Song per day, if the Psiren deals critical damage.
Engine Changes
Difficulty Check values have been changed! Due to a math error, I had them set incorrctly. They are now:
10 - Easy
14 - Average
18 - Hard
22 - Very Hard
26 - Godly
Fixed Attribute Save DCs have been implemented. There are spots on the new character sheets to record your Attribute Save DC. Whenever you use an ability that calls for a save, the defender must succeed versus whichever DC is specified. The Attribute they are saving against is not always the same as the one they are saving with.
Bag capacities, and different types of bags have been added back to the game.
Trick Changes
In addition to updating Archetype-Specific Tricks for their reworks, and updating Tricks for the new combat rules, new Tricks have been added to: Aplomb, Crafting, Intimidation, and Zoolatry. These new tricks are all level-0, and allow these skills to be ruled by a different Attribute to better accommodate different kinds of character builds.
Extrovert allows Aplomb to be a Social skill.
Work Smart allows Crafting to be a Mind skill.
Small But Mean allows Intimidation to be a Social skill. ("Backup" has been eliminated to make room for this.)
Tough Patch allows Repair to be a Body skill.
Logical Husbandry allows Zoolatry to be a Mind Skill. ("Animal Friend" has been removed, since it was redundant with the rules for animal handling.)
In the Works
While I can never guarantee exactly what gets worked on next, here's a list of things that are currently on my plate:
- Mechanics for gambling/card games
- Drugs
- Secondary skill training mechanics and costs
- Fixing prices and the gear section in general
Things I'm working on in the Atlas:
- Ship Modifications
- Adjusted Docking Fees
- Creatures and stat blocks (this is coming along nicely.)
Get Heliosail
Heliosail
A solarpunk pirate TTRPG
Status | In development |
Category | Physical game |
Author | QuinnSilver |
Genre | Adventure, Role Playing |
Tags | Dice, Exploration, Pirates, Sci-fi, solarpunk, Tabletop, Tabletop role-playing game |
Languages | English |
More posts
- Quick Fixes for 0.9.4Jun 03, 2024
- Update 0.9.4: ECONOMY UPDATEMay 16, 2024
- Major Update: 0.9.2Aug 16, 2023
- TricksJul 03, 2023
- Version 0.9.1May 03, 2023
- Version 0.9 UpdateApr 09, 2023
- Creature Design GuidelinesJan 19, 2023
- Version 0.8.2 Combat UpdateNov 21, 2022
- Version 0.8 - New Archetype, Core Changes, New LookNov 08, 2022
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