Beta 1.1


Ohoy, Kadungganan!

I return from the mines to bring a new feature update. I think with the foundation laid out and a solid view of the game's fiction and fantasy, these last few items should be everything to really round out the experience. Have a peek at 1.1's cover art, by CamChua (@frillion)!


There has also been a mass influx of new buyers thanks to dragonkid11's newest video, which is great and perfect and doesn't contradict anything really in this update! (If anything, it builds upon it).

This will be grouped into two sections: Feature Updates and Content Changes.

Feature Updates

Welcome to new Features! This game now has the following:

  • Raids. This game and setting's version of dungeons, since dungeons don't exactly exist within the setting. So "delving" is replaced with raiding! In this manner, you can port in your favorite dungeons into Gubat Banwa structurally as Raids. Rules how to randomly generate Raids as well as how to balance Raids are now here.
  • Relief. Long rests! These let you heal a Wound, and you only have a limited number of Reliefs every Venture. Ventures are now better crafted and written to facilitate longer Ventures. Ventures that can last for multiple sessions.
  • Following. At Prominence 4, the final tier of the game, you become a warlord. A chief. A datu, sarripada, rajah, and more. You can gain your own following, complete with settlement building mechanics, benefits, and interpolity politics!
  • Anting-Anting! These are this game's version of magic items. No longer optional, you gain one at Prominence 2, 3, and 4. These function similarly to Feats in other games. Passive augments to your combat abilities.
  • Train Respite Activity. You can now, as a Respite Activity, switch 1 Technique that you have with another Technique from your Discipline's current Style.
  • Folk in character creation. Choosing your Folk is now a part of character creation! Folk is this game's setting word for Ancestry. There are 6 major folk, the most popular among the isles: Bamboofolk (Humans), Eaglefolk, Dogfolk, Civetfolk, Macaquefolk, and Deerfolk. 

Content Changes

  • Discipline Name Changes. I recognize the fantasy space and the audience. People find Filipino words hard to pronounce sometimes, and that's okay. At the same time, not everyone--not even Filipinos--would immediately know what "Katulusan Kameser" and "Mentala Kawal" mean, which immediately removes a primary mode of evocation for the Disciplines. Thus, many Discipline names have been renamed completely, to attain both evocativeness and approachability. I hope you enjoy them! Check them out in the new PDF, as there is too many to list. Some of the new names are Murderglave, Bladeweaver, Sword Saint, Combat Calculator, and Heavenspear. Notably I keep Kawal and Mangangayaw, mostly because I want to make those words iconic.
  • Advancement Changes. Roles have been renamed to Styles, and they now have bespoke Features on them, which is added on top of your Discipline's Features, meaning at first Esteem you would have at least 5 Features. When you rise in Esteem, you can only choose 1 Technique from a Discipline that is your Style. Meaning if you are a Bladeweaver, which is a Raider, you can only pick a new Technique from other Raider disciplines. However, if you wish to Switch Disciplines, you may as that is still a Respite Activity. You can switch to any Discipline, even those of other Styles. You keep all your past Techniques, even if they're from another Style, and if you choose a Discipline from another Style, you may replace 1 Technique you currently have with a Technique from your new Discipline.
  • Esteem 16. Disciplines now have 5 Techs each instead of 6. This means you get to reach your newer Features quicker. Additionally, Esteem has been quashed down to 16, with the Prominence 1 being 1-4, Prominence 2 being 5-8, Prominence 3 being 9-12, and Prominence 4 being 13-16. This is to facilitate a quicker progression as well as removing the eventual intense load of 20 Techniques, especially since no Technique is passive anymore. 16 Techniques is infinitely more doable by comparison.
  • Combo Actions in Techniques. A new introduction to the Techniques line are combo actions. They are always triggered by an Effect, and lets you access more powerful combo actions. However combo actions are always 1 Action, and you must use them the first chance you get, or else the combo action dissipates. This means if you have a combo action by the start of your turn, you must use it as your first Action. You can still stride however.
  • Foes have gotten an overhaul, aping from Class + Template that LANCER and ICON does (and to a lesser extent, Strike! RPG). It's easier to build foes now, as there are five Roles with 5 Styles each. And then there are 10 Origins available in Core: Virbanwa, Gatusan, Akai, Apumbukid, Baikhan, Issohappan, Yawa, Beast (don't blame them), Undead, and Spirit. Each origin works as a Template.

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