0.8.53 - Tweaks and Changes


Ohoy Kadungganan! Here's the new tweaks~

Changelog 0.8.53

Smaller again! Mostly Discipline tweaks.

WORDING TWEAKS

All Techniques that have a Strong Pass that lets you do both effects of a Weak Pass is now written as "may do both" so that the attacker can choose what Effects they want~

NEW RESPITE ACTIVITY

WORSHIP GODS AND ANCESTORS: Offer: 5 barter, a ritual item, or something important to you. For every one offered, get +1 Boon on the following roll. Then, roll Soul + Ritual against a Difficulty equal to your Kadungganan Tier (1 ~ 4). On a Strong Pass, gain +3 Boons on a single roll after the worship that you must define during the worship. On a Weak Pass, gain +1 Boon on a single roll after the worship that you must define during the worship, and you attract the attention of gods and ancestors. On a Failure, gain +1 Boon on a single roll after the worship that you must define during the worship, and you attract the ire of gods and ancestors.

Attracting the attention of the gods and ancestors means something will happen to you after the worship that may have been set in action by holy powers. This may or may not be something detrimental to you, but it will always make something more dramatic. Attracting the ire of the Daghan is something detrimental to you, and is always something dramatic.

DEVLOG: This is something to finally round out the Respite Activities and grant those investing in shamanistic archetypes something to contribute. Most importantly, it grants more definition to the lore of the game, as giving offerings is a very common part of life in the Isles.

FORMATTING CHANGES

Moved the Kitatak Copperplate Inscription into the Player's Core. I figured that Lore is something both Kadungganan and the Mang-aawit need for the game, so placing it in the Core book helps in its accessibility and to give players the hint that it exists. Especially in a game with a setting such as this.

CLARIFICATIONS

Clarified that rising in Kadungganan Rank only gives you 1 Technique from any Discipline.

TYPO AND FIXES

Fixed instances where Techniques give more Boons than normal.

Fixed instances where you rose in Kadungganan Tier from 15 to 16.

EQUIPMENT TWEAKS

Weapons

Changed Shields. They're now two: Bucklers and Shields. Raise Shield Effects are standardized now.

Buckler. Palisay and parrying shields. When you Raise Shield with a buckler, gain Half Cover. Deals -1 damage. Flourish: push yourself 1 space away from the target.

Shield. Kalasag, and other body shields. When you Raise Shield with a shield, gain Full Cover. Deals -1 damage, gives you -1 Move, and you can Parry ranged attacks. Flourish: push target 1 space.

Armors

Gave a section explaining Auxiliary Armor:

"Helmets, Gloves, Lower, and Trinkets are considered Auxiliary Armor. They do not have innate advantages like normal Armor do. However they do give a single auxiliary effect.

Mang-Aawit: When designing Auxiliary Armor, notice that Auxiliary Armor never gives plain additions to Defenses. If they do, the armor must be destroyed, representing the Kadungganan using it to escape away dangers by letting their armor be torn. Armor is not as important in the Isles."

Removed Yambong, replaced it with Protective Agimat: Trinket. An Agimat always has 3 Charges. When you are attacked by a Ranged Attack, you may spend a Charge to gain +1 Defenses against that attack, once per attack. Regain Charges by spending a Worship Gods and Ancestors roll during a Respite.

Replaced Tampi's effect with the following: Lower. Any cloth wrapped around the waist, knotted at the front. When you are attacked by a physical attack, you may destroy the tampi to grant yourself Half Cover against the attack. 4 barter.

KNACK TWEAKS

Fixed the Knacks that had instances where it was supposed to say Bane instead of Boon.

DISCIPLINE TWEAKS

GENERAL

Fixed instances where Disciplines gave Mettle instead of Breath.

MENTALA KAWAL

Mentala Kawal now has the following Features:

- Sword and Sorcery Cast Aloft! When you succesfully cast a spell, gain 1 Boon on your next melee attack. When you hit with a melee attack, gain 1 Boon on your next Focus Sorcery.

- Mentala Tempestuous Striding. When you make an Attack with a melee weapon, you may move 3 spaces (you must move all the 3 spaces). If you do, deal 1 extra damage with that melee weapon.

- Volatile Enchantments. As an Action, you may wrap yourself in Volatile Enchantments. When you are damaged, you may remove the Enchantments to deal 2 flat damage to the creature that attacked you.

Mentala Sword Meditation now has the following text: You perform intricate sword katas as an Action, enchanting a melee weapon that you wield. Your next attack with that weapon becomes Melee 2.

FOOL CARTOMANCER

JOURNEY TO DEATH has been replaced with THE JOURNEY

The Journey
As an Action, you may shuffle your hand: roll a d8. Gain the card you rolled below. You can spend another Action to apply the effect of the Card you gained. You can spend 1 Card to roll 2d8 and choose from the two results your preferred Card.
1 - The Artisan. Choose 1 space adjacent to you and make it into 1 Elevation.
2 - The Autocrat. Let an ally within 3 spaces of you either Stride or make an Attack.
3 - The Babaylan. Give an ally withn 3 spaces of you Barrier 3.
4 - The Tambay. Make a Foe within 3 spaces of you Slowed until the end of their next Phase.
5 - The Swordmaiden. Give 1 Ally within 3 spaces of you 1 Boon on their next melee attack.
6 - The Brahmin. Give 1 Ally within 3 spaces of you 1 Boon on their next Focus Sorcery.
7 - The Shieldbearer. Give 1 Ally within 3 spaces of you half cover until your next Start of Phase.
8 - The Aswang. Curse the melee or ranged weapon of an Ally within 3 spaces. The next time that Ally damages a Foe with that weapon, the Foe is also Frightened (save ends).
You pull out, from some spiritual compartment, a card of gossamer strings. It is blessed with the fate of the stars. Your destiny storm at your fingertip. This is a card trick that almost all Fool Cartomancers are known for. It is how they bend their allies’ destinies, after all. It is said that this Technique is only usable after the Fool Cartomancer has performed a mediumship dance and offering to a star diwata.

STRIFE AWITAN

First Verse now has the following text: Your song rings out: as an Action, choose 1 ally within 3 spaces of you. They deal 2 extra damage on their next attack.

ON MA'S SIDE

Tweaked all of the attack rolls of the Foes to coincide with the rise of Defenses of the Kadungganan. Foes also don't have access to Favor that Players have, so their attacks are inherently higher. Their Defenses are a bit easier to hit now, but this is to facilitate a quicker combat.

Files

GUBAT BANWA 0.8.53 CORE.pdf 86 MB
Jun 09, 2021
SONGS FOR THE MANG-AAWIT 0.8.53.pdf 16 MB
Jun 09, 2021

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