0.4 - Once You Spill The Blood, You'll Never Rid Of The Stain


A pretty substantial update, manggugubat! A change to the Action Economy, clarifications, and more Profession tweaks that you will want to take a look at. At this point, I'm pretty happy with how the book is presented. Onwards to FAILED FAITH AND HOPE ASUNDER.

The PDFs are larger now due to the rad borders that Dylan has made for us.

Changelog 0.3.4

Document

- We're graduating boys: the document from hereon out will be layouted and rolled out in A4 form. Better for all the info we have in the game.
- I'll work on a shortened landscape rules reference (around 2 pages, not a lot of rules, a lot of the complexities come from characters).

Proficiencies
- You cannot wear or use equipment you are not Proficient in.

Professions
- Mag-sabil Berserker is now Holy Skirmisher, as befits their Moon Goddess Zeal and their inspiration being the mag-sabil warriors of the Tausug.
- General tweaking of Professions as I went through them today. Be sure to check yours out!

Abilities
- Scene and Exhaust turned into Reflexive, Exhaustive, and Decisive
- Ability format has been cleaned up and clarified.
- A new Volley statistic for ranged attacks. 

Combat

- Action Economy is changed! Those that know D&D 4e might be familiar with it. It mirrors Tactics Ogre style action, where you could Move, Act, and do an Ability.
- You get three kinds of Actions that you can do during your turn: a Movement Action, a Standard Action, and a Minor Action. Much of the Ability Types have been changed since then.
- Passing gives a Minor Action, while when you Strike While The Iron Is Hot, you get to do another Standard or Movement Action.
- Assault Action clarified. There are now Standard Melee Assault (SMAs) and Standard Ranged Assault (SRAs).
- New Action added: Raise Shield, to gain the cover benefit of a shield weapon. A Minor Action.
- You now get 1 Reaction per turn and not just per round, and can only be used outside of your turn.
- Falling to 0 Mettle now instead makes you Hindered until the end of your next turn and causes you to lose 2 Stamina, and you sustain an Injury (mostly cosmetic, but important in the fiction). Incapacitated stays the same.
- New Conditions
Bared - The target loses all Resistances, except for Weak.
Diseased - You cannot benefit from abilities that let you make a Second Wind.
Hastened - You double your Move.
Sleep - You have no line of sight and all your Defenses become 0. This goes away when you are Damaged.
Vulnerable - You gain -2 to your Avoid and Resist.
Quieted - Cannot make Sorcery Assault Actions. Provoked - You can only take Minor Actions. On your turn, you must Stride and Assault the creature that provoked you. If you cannot, you must Stride and Rush to end your turn closer to the creature that provoked you.

Flow of Play
- No more Tracker. The four Venture Roles have special things that they can do now.
- Less in general tracking of travel. Doesn't fit with the overall design principle and fiction.
- Provisions are no longer tracked. In its place are Materiel, similar to reserves in FitD inspired games.

Files

GUBAT BANWA - MANGGUGUBAT BOOK 0.4.pdf 12 MB
Feb 19, 2021
GUBAT BANWA - SONGS FOR THE MANGAAWIT 0.4.pdf 28 MB
Feb 19, 2021
GUBAT BANWA - KITATAK COPPERPLATE INSCRIPTION 0.4.pdf 53 MB
Feb 19, 2021

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