Dev Diary #5
Preamble.
This is what I'm working on right now. Note that these changes may not be balanced at all, I'm putting this out to get some initial feedback/impressions. You can DM me your thoughts or post your feedback/discussion here.
Equipment Changes
The goal of adding new equipment to your sheet is so you can have more marginal increase in equipment strength instead of having to save up a lot of gold and feeling 'stuck'. There are now 4 saves to really differentiate damage types and to give you more reason to upgrade equipment and to accommodate the saves coming from 6 mastery slots.
Armor: Top and bottom
- Gives HP based on weight (light, medium, heavy)
- Armor ability: Surge (light), Twice (medium), Immortal (heavy)
- Pick a save: Physical, Magic, Mind, Reflex
- Gives fewer HP
- Pick a save: Physical, Magic, Mind, Reflex
- Gives a lot of saves: Physical, Magic, Mind, Reflex
- Unchanged
- (Super undecided on) gives less WR as a bonus.
Alter Changes
Defense, Damage, Support, Speed, Extension are now in a common pool that any alter mastery may pick up. You may have a max of 4 purple cards.
The goal with this change is to allow you to be more flexible with flavoring. That, and to give each alter 2 unique actions to differentiate them a bit more. If you have an interesting idea, feel free to include it with your feedback/impression.
Aura
- Guardian
- Savior
- (NEW) Berserk: (BA) Gain a bonus to attacks, heals, and buffs based on the last damage you take before healing. This bonus is counted up to a maximum per rank: 20 (D) 40 (C) 60 (B) 90 (A) 150 (S) 250 (U).
- (NEW) Pain Immunity: When you are adjacent to or are in the square of an enemy actively dealing damage to you, ignore D3/C6/B9/A12/S15/U20 damage each time that enemy deal damage to you directly or indirectly (via environmental)
- Corruption
- (NEW) Share: (BA) Share your corruption bonus with allies.
- D & C: 1
- B & A: 2
- S & U: 3
- Momentum
- Rover
- Exceed
- (NEW) Imbuement: Roll 3d100, you may use a BA to trade the die result with any of your rolled dice at any time during the thread. (If a rolled die involves several d100s, you may trade up to 3 using one BA). You may also use a BA to reroll any of these dice (but only once per die).
- D & C: 2d100
- B & A: 3d100
- S & U: 4d100
- Hyper Awareness
- (NEW) Hyper Sight: (Passive) After not moving for X cycles, you may target any ally or enemy on the map. Use a BA to reduce X by 1d2.
- D & C: 4 cycles
- B & A: 3 cycles
- S & U: 2 cycles
- Regeneration
- Infuse
- (NEW) Adapt: (BA) Add 5/10/15/20/25/30 to any roll.
- (NEW) Conform: Trade XX HP to reroll you must go with the new result.
- D & C: 20 HP for up to 2 rolls
- B & A: 20 HP for up to 3 rolls
- S & U: 20 HP for up to 4 rolls
- (NEW) Edict: (Free Action) Summon a creature (offense, defense, support), this creature moves independently from you. (Max range limit: 1-square per rank, E:1 D:2, etc).
- BA: Use your action wherever your summoned creature is as if you were there.
- BA: Command your summon to deal damage, reduce damage, or heal you or an ally.
- BA: Switch your summon type.
- (NEW) Summoning: (BA) summon a non-restrained ally (player or summon) to your location. (Max range limit: 1-square per rank, E:1 D:2, etc).
- Charge
- (NEW) Bestowal: (Passive) Your weapon grants you X extra BA that you can you on any of your turn per thread.
- E, D, C, B – 1 BA's
- A, S, U – 2 BA's
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