Monday, July 13, 2015

Final TRP update!

This should be the last update to the guide before the campaign starts.

1. Clarification: Divine magic cannot be taken by Bloodforged. It can be taken by any other race. This means the only race capable of taking any of the magic types is Bloodcursed (who may have a maximum of two magic types).

2. Additional rounds: I have added different bullet types that may be purchased for your guns, making them more versatile and capable of harming a wider variety of enemies. The bullet types are listed under Ammunition.

3. Additional supplies as well as containers for carrying them around. You will have convenient access to a limited amount of material depending on what sort of carrying devices you have with you.

The final version of the guide is going out in an email of course.

3 comments:

  1. AOE seems problematic when it comes to spells. 15 is a massive cost to heal a group by one each and very situational. Decimate seems even worse. 50% chance of one damage on a target with all the indirect damage cut in half makes this on par with bruise. Maybe you can clear that up for me.

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  2. The reason it was made that way is too limit how ridiculous you can get by power leveling a stat. With an AOE like that, you can wound every person within 25 feet with every action. I will admit the damage might be a bit low, but realize that the spells aren't going to scale linearly with cost. I don't want people to become ridiculously powerful just by having money to burn. This is similar to how with clip size, the bullets become more and more expensive per shot the more bullets the clip holds. But I will look into the balancing.

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  3. Revised spells. BTW spells are less powerful than guns because they ignore armor and the AOE specifically can target crew of tanks. You do have a good point though, so I upped the spells.

    1. Bruise: touch, 2 dice of damage, 1 action
    2. Pain: range 25 ft, 2 dice of damage, 1 action
    3. Debilitate: touch, -1 Physical, 1 action
    4. Wound: touch, 4 dice of damage, 1 action
    5. Misery: range 25 ft, 4 dice of damage, 1 action
    6. Hobble: range 25 ft, -1 Physical, 1 action
    7. Lacerate: touch, 6 dice of damage, 1 action
    8. Torment: range 25 ft, 6 dice of damage, 1 action
    9. Cripple: touch, -2 Physical, 1 action
    10. Envenom: touch, poison, 1 action
    11. Maim: touch, 8 dice of damage, 1 action
    12. Agony: range, 8 dice of damage, 1 action
    13. Disable: range, -2 Physical, 1 action
    14. Mutilate: touch, 10 dice of damage., 1 action
    15. Decimate: AOE 25 ft, 4 dice of damage, 1 action

    ALSO, note that the first two Blood Spells said 1 dice of healing. They have been changed to 1 HP of healing. The healing spells do not vary, they do a set amount of healing each use. This is only for Blood Magic. Divine Spells have not changed, and can potentially heal no damage since they take no actions.

    Otherwise, I changed one spell for Blood Magic. Benediction, the level 15 spell, now heals 2 HP to all targets.

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