Ironcrunch - Gears Update (Changelog 20200531)
Added 2020-05-30 10:34:28 +0000 UTCGENERAL
- Reduced the startup wealth for the character creation.
- To simplify the game dynamics, the motivations per character have been reduced by 1. The maximum is 2.
- The non-humanoid ancestries were left out of the ancestry appendix. This has been corrected.
- The following conditions have been removed: compulsed, phobiac, palsied, starved, suffocated, and unprepared.
- Every condition has been revised and rewritten for simplicity sake.
- The presentation of the conditions has been reworked.
- Improved the Moves Quick Reference layout.
- [NEW] The items card set is now available.
- [NEW] Added backs to the card sets (with the final name this supplement will get once released).
- Improved the grammar and fixed some typos.
- [NEW] Adde the Sneezing Powder toxic substance.
FOES
- [NEW] The foes mechanic has been entirely revamped for simplicity and the pursuit of workability.
- Removed variations of the foe special aspects.
- Foe's special aspects have been rewritten for clarity.
- Removed the following foe special aspects: Exceptional Skilled or Powerful, Particularly Weak or Tiny.
MOVES
- The Patch Equipment move now prompts you to "suffer -1 momentum or additional -1 supply (your choice)" (previously: -2 momentum).
- The Trade move now clarifies that when you sell an item you take +wealth in exchange as per the item's weight or cost (whichever is lower).
- The narrative trigger for the Enter the Fray move now states: "When you enter in combat against an aware foe...". The hit outcomes have been streamlined.
- The Sojourn, Heal, and Make Camp moves have been rewritten according to the conditions revision.
- The Strike and Clash moves have been rewritten for simplicity and clarity.
- Removed the Foe Inflicts Harm move.
- Removed the miss options of the End the Fight move to offer a single outcome: "Clear half the harm done and Pay the Price."
- The Take a Downtime move has been rewritten.
- Rolling +iron with the Endure Harm move is now optional.
- Removed the Out of Supply move.
- The Worsening of the Situation table, from the Reveal a Danger move, has been adjusted according to the conditions revision.
- The Long-term Insanity table, from the Manifest Insanity move, has been rewritten according to the conditions revision.
ITEMS
- Made clearer the wording of the awkward weapon aspect.
- Made clearer the wording of the light weapon aspect.
- Added 1P harm to the bardiche weapon.
- Removed 1P harm from the battle axe weapon.
- Increased the club's harm dice size by 1.
- Maul's harm is now 2d6 (previous: 1d8+1d4).
- Trident's thrown harm is now 1d6+1 (previous: 1d8).
- Poingard's harm is now 1d4+1P (previous: 1d4+1 (2P)).
- Trident Dagger's harm is now 1d6 (2P) (previous: 1d6+1 (2P))
- Thrusting sword's harm is now 1d4+1 (2P) (previous: 1d4+2 (1P)).
- Darts now costs 2 wealth (previous: 4)
- Bolas and Hunting Boomerang now have stock of 4 (previous: 2).
- Bolas and Hunting Boomerang now cost 2 (previous: 1 and 3 respectively).
- Decreased the harm when being unarmed (bare hands).
- Decreased the piercing harm of claws.
- Chain whip is now 1-handed, its range is +5 ft., and it is used with the recovery aspect if edge and iron are 1-3.
- Flail weapon harm is now 2d4+1P (previous: 2d4).
- Whip weapon precise aspect is now not optional.
- Whip weapon now weights 1 (previous: 2).
- Removed the reinforced coat armor.
- Removed the duplicate wooden armor.
- Armors have been rebalanced.
- Buckler shield now costs 1 wealth (previous: 2).
- Heater shield now costs 4 wealth (previous: 5).
- Kite shield now costs 5 wealth (previous: 6).
- Tower shield now costs 6 (wealth (previous: 5).
- Removed the 2-handed harm from the tower shield.
- [NEW] Hoplite and peltast shields are now two separate shields.
- [NEW] Horns or tusks it is now an unarmed weapon.
- The unarmed weapon has been renamed to nails or spiked gloves
- Armors and shields won't longer have +1 as an Endure Harm addition, the minimum is 1d3.
- Addons have been removed out of the game to simplify things even further. Artifacts (from Delve) already fits the concept addons were aiming for. Probably in the future, I will work on a standalone appendix (that won't be released with Ironcrunch) with magic items that would fill the need for these kinds of items.
- Antivenom consumable item's uses have been reduced to 2 (previous: 3).
- Enhancing Drink consumable item has been entirely rewritten and renamed Elixir.
- Increased the uses of the Quality Bandages and Poultice to 4 (previous: 3).
- Rebalanced the effects of the Healing Drink consumable items.
- Reduced the effect of the Liquour consumable item.
- Increased the effect of the Tonic consumable item.
- Increased the positive effects of the Unstable Drink consumable item as well as the uses to 4 (previous: 3).
- [NEW] Added the Alchemist Fire Kit consumable item.
- [NEW] Added the Acid Kit consumable item.
- [NEW] Added Bottled Lighting Kit consumable item.
- [NEW] Added Burst Jars Kit consumable item.
- [NEW] Added Flash Powders Kit consumable item.
- [NEW] Added Grenades Kit consumable item.
- [NEW] Added Liquid Ice Kit consumable item.
- [NEW] Added Shard Gel consumable item.
- Removed the Corrosive Goo and Gas Bomb Kit consumable items.
- Removed variations of the Book of Knowledge consumable item.
SERVICES
- Significantly increased the effect of the Health Care service.
- Increased the effect of the Leisure service.
- Increased the effect of the Lore Inquiry service.
- [NEW] Added the Lawyer service.
- [NEW] Added the Transport service.
- [NEW] Added guidelines on how to use gear items as quality consumable items.
Playtest Packages
Ironcrunch Public Playtest Package
Comments
Exactly. How did I miss that?
Samuel Rondón
2020-05-30 16:10:05 +0000 UTC"Adde the Sneezing Powder toxic substance." I didn't know I wanted this until now
Solanaar
2020-05-30 12:08:15 +0000 UTC