GUBAT BANWA EARLY ACCESS RELEASE


EARLY ACCESS

Ohoy, Kadungganan. Have a WARSMITH.

This is technically just a 1.41, but I’ve decided to reboot the patch update system so that we can start from this, the foundation of Gubat Banwa from now on.

From the foreword, I say thus:

This Early Access is a fresh slate, and is indicative of a final version of the game, without major game system overhauls. Updates from here will be labelled with single numbers (Early Access 2, 3, etc.).

As for the changes, not much on a system level. There's some exciting stuff like Weak and St only doing +1/-1 now, but most of the changes is on the Discipline side, and not much on the Umalagad side (sorry).

The best change is that I've fixed bookmarks now a bit. Also fused Kadungganan and Umalagad sides into one. Copperplate and Warring Nations are still different PDFs.

Added this to the list of things you can always do as a Kadungganan

Be gentle.
Dream of a better world.

Added this to the list of things you can spend Conviction Tokens in:

Introduce something helps those around you or your community.

In general, Disciplines have their own stats now, which you swap into when you take upon that Discipline. This lets me more easily balance Disciplines and also nudge as to what the Discipline is good at. In this sense, it is similar to FFT's Job System.

Fundamentals and stuff have been converted into four Qualities, innate traits of the Discipline. The first Quality interfaces with the Conviction System. You can now gain Conviction Tokens through your Discipline.

Some Disciplines only have a certain type of Technick that they can use. However, Passive Technicks can circumvent this.

Technick acquisition is now in bundles of 2, in Tiers of 3. So there are 1st, 2nd, and 3rd Attainments. When you rise in Prestige (only needs 4 Esteem now), you gain a new Attainment. You always gain the 1st Attainment first. If you have the 1st Attainment, you can get the 2nd Attainment in that Discipline, and so on.

Roles are back for Disciplines, although they've been renamed into Mantles, and are now known as River, Thorn, Mountain, and Lightning. Here's their passage from the book:

Mantle
Mantles dictate what the Martial Art excels in. The ancient Gods of Violence have written upon eternity--that is, in the songs sung while sailing--the four names of the four Mantles: Mountain, River, Lightning, and Thorn.


  • Mountain Disciplines protect allies and soak up large amounts of damage. They will never falter. They tend to be slow, but have high defenses, Mettles, and abilities that force foes to attack them or get them in between foes. Play a Mountain Discipline if you want to protect your allies and withstand meteors.
  • River Disciplines strengthen, bolster, heal, rejuvenate, and move allies to action. Like a river, their cycle is eternal. They tend to have strong defenses and be moderately fast, but their strength exists in their abilities to bless and nourish those around them, making their attacks stronger, more precise, or healing them outright. Play a River Discipline if you want to be the secret key of the group, to double the capabilities of your allies and to keep them in the fight for longer.
  • Lightning Disciplines move and dart, and burn and scorch, quick and lethal like the white dog of fulmination. They are too like the lightning, and they will be the first to fall. They tend to be absurdly fast, and strike hard, but they have not much in way of protecting themselves. Play a Lightning Discipline if you want to move quickly across the battlefield, exploiting positioning, and dealing damage constantly.
  • Thorn Disciplines grow and fester like a disease, like brambles upon the jungle that hamper your movement. They tend to be frail, but like thorns they cover vast areas with their attacks, and can debilitate the faculties and abilities of the victims of their torn. Play a Thorn Discipline if you want to inflict debuffs upon your enemies and use Technicks that strike at large amounts of targets at a time.

Ranges are always reckoned in X~Y now. Ranges that are only X mean that the target must be that many spaces away from you, no farther and no less. Close bursts etc. work the same.

A bunch of new Statuses:

A status now is Floating: All creatures that Float ignore difficult and dangerous terrain, but they cannot move up nor can they move past occupied spaces.
Block: Null all damage.
Rattled: When you make an attack, you must first make a save. On a pass, the attack continues. On a fail, the attack fails and is canceled. This does not expend Technicks that have the Scene, Charge, or Taxing Tag.
Stunned: Whenever you use an Action, Flourish, or Movement while Stunned, make a save. On a fail, you stumble, expending that particular Action, Flourish, or Movement without anything happening.

There's Two New Elemental Types. Bringing the number of Types to 10. These are Light and Dark.

LIGHT represents the brightness of stars, a holy light that scares off darkness.

DARK represents the darkness of night and the gloom of shadow, a sacred shadow.

Extra Damage is gone. Flat bonuses still exist but they're mostly in Technicks now.

Flying works like this now:

Flying
You ignore Terrain and Heights and are considered 1 Height higher than your current Height.
If you are Rooted or Immobilized while in Flight, you fall to the nearest adjacent space to you on the ground, but don’t suffer falling damage.

Cover works like this:

When you are considered as having cover, all ranged attacks against you deal glancing damage.

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<span class="md-plain" <the="" only="" thing="" for="" <="" span="">For the Umalagad</span> is the rise of Mettle for Controls and Marksmen, and then a revamp on the Encounter Math.

Each Warband has a Potency that is equal to 4 x N, with N being the number of Kadungganan. An Encounter then has a number of Potency as well, known as the Encounter Potency, that is decided by the number of foes.
An Easy Encounter should be more or less half of the Warband’s Potency.
An Average Encounter should be equal to the Warband’s Potency or at least not more than double the Warband’s Potency.
A Hard Encounter should be double or more than the Warband’s Potency.
Foe Values
Each Foe has a value that determines how appropriate their rating or difficulty is in comparison to Player Kadungganan.
A Foe of equal Tier to a the Kadungganan’s Tier is worth 4 Potency. A Foe that is -1 Tier than the Kadungganan is worth 2 Potency. A Foe that is -2 Tier than the Kadungganan is worth 1 Potency.
*Similarly,** a Foe that is +1 Tier than the Kadungganan is worth 6 Potency, while one that is +2 Tier is equal to 7 Potency.
Braves are equal x2 Potency. Chiefs and Rivals are equal to x4 Potency. Monsters are equal inherently equal to the Warband’s Potency.
So a Tier 2 Brave fighting Tier 2 Kadungganan is worth Potency 8. A Tier 2 Kadungganan Warband with 5 Kadungganan has a Warband Potency of 20.
*Field Traits** are equal to 1 Potency each.

And that's it for the most part. This is mostly the Discipline Rework to coincide with the games that have been run with 1.4's engine and how I feel about it.

Lastly I'd like to thank again all those that have tried this game out despite its turbulent development.

Files

Gubat Banwa EARLY ACCESS.pdf 32 MB
Nov 17, 2021
GUBAT BANWA EARLY ACCESS COPPERPLATE.pdf 4 MB
Nov 17, 2021
GUBAT BANWA EARLY ACCESS WARRING NATIONS.pdf 2 MB
Nov 17, 2021

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