April 2022

Changelog 14

New

Creatures:

  • Dire Bear (mammal): It’s a big bear!

  • Saber Tooth Tiger (mammal): It’s a big tiger!

  • Bristling Saber Tooth (mammal): A very large tiger with a very deadly bite.

  • Dire Canikarrian (mammal): A dire version of the scarlet canikarrian, better in nearly every way: stronger, faster, smarter, and larger.

  • Symbiotic Simulacrum (magic): A magical, symbiotic creature that appears as whatever it and its host wants it to be, manipulating and creating memories to insert itself into its host’s life. It’s as real as any other creature or person to its host… and only its host. To everyone else, it doesn’t exist.

  • Karr (Ancient): The Ancient of Destruction, Wrath, Fire, and Air. While it’s easier to just banish him to another plane, he can be defeated. The rewards for doing so are not insignificant.

  • Rhosar (Ancient): The Ancient of Commerce and the Dead. You can try to fight him if you really want to.

Traits

  • Symbiotic Companion: Now you can start with a Symbiotic Simulacrum as a familiar!

Spells and Powers

As part of a huge rework to the Gifted - Psionedge class, Gifted powers have received a lot of attention, and many, many new powers.

  • There is now at least one Bone Weapon or Psionic Weapon Gifted power in each rank above 0, allowing you to create weapons out of bones (collected or your own) or out of raw psychic energy. Bone Weapons require bones, are disposable, and don’t last long, but can have great potential when combined with Psionedge. Psionic Weapons can be formed out of nothing and can have their damage increased by gaining more stress, and also have great potential when combined with Psionedge. We won’t list each new weapon power, but you can create almost any weapon type, from simple swords and daggers to guns and throwables, and even weapon hybrids!

  • Assault Will (rank 7 Gifted Power): A cheap, but effective way of directly reducing a target’s Willpower, making them more susceptible to Gifted powers or other mind-affecting abilities.

  • Mastered Telekinesis (rank 8 Gifted Power): A step up from Advanced Telekinesis, letting you move things further and faster

  • Perfect Telekinesis (rank 10 Gifted Power): The perfect form of psychic telekinesis, letting you move most things as a free action, do so for great distances, and only increasing your Psionic Stress on use, not while maintained.

  • Perfect Flight (rank 10 Gifted Power): You now can fly or land at no action cost for 1 Psionic Stress, and get 2 wing types while active.

  • Improved, Advanced, and Perfect Telepathy (rank 4, 7, 10 Gifted powers) now offer better versions of the basic rank 0 Telepathy power.

Artifacts:

  • Dragonslayer’s Wall (Legendary): A completely indestructible wall of magic that completely conforms to its surroundings. Perfect for trapping a dragon in its cave.

  • Glove of the Duelist (Rare): A glove that can be thrown at a target. If the target is smart enough to know what that gesture means, you and that target are locked in combat with no interference possible until one side dies or surrenders.


Status Effects:

  • Exhaustion, dehydration, and hypothermia have been moved to their own ‘Survival Statuses’ category. New simplified versions have been added to facilitate more casual play.


Ancient Paths:

We started expanding on ancient benefits and paths this month, adding descriptions to some of the Ancients and going through their benefits. We have new paths and tribal gods for you, with more to come!

  • The Path of the Mugensmith (The Ironmaster): You can repair Mugen creations, and even build your own!

  • The Path of Destruction (Karr): A path that lets you make any attack elemental, focusing on damage, destruction, and scorching the earth for buffs.

  • The Path of Kindness (Etheria): Grants buffs for doing community outreach, and is generally focused on being selfless, merciful, and supportive. Don’t worry, you don’t have to be a pacifist to take this path.

  • The Path of the Oathkeeper (Hei-an): There are great benefits in store for you, but you had better not go back on your word!

  • The Sun (Lesser Ancient/Tribal God): Praise the Sun! Pray and make offerings to it to receive its boons!

  • Karizana (Lesser Ancient/Tribal God): Characters with a crafting focus now have an option for faith that isn’t an evil Ancient!


Classes:

  • Paladin - Gilded Shield: A paladin focused more on crafting and defense than loyalty to an ancient, and part of the “Gilded” faction that we’re still fleshing out.

  • True Therianthrope - Weretiger: The next installment in the new and improved Therian classes, the weretiger has a deadly bite and can gain a spike filled hide and debilitating roar.


Changes

  • The Overwhelmed status effect now also gives the Headache status effect.

  • The level 4 perk “200 Years of Horsepower” has been renamed to “Freedom of Movement.” It now grants +5 movement speed and +1 Dodge while outdoors and grounded. It used to give +10 speed while on the ground, and +1 Dodge while outside, but now it should be simpler to apply both bonuses.

  • The 300 Devotion benefit of Rhosar’s Path of the Crown, “Insistence of Rhosar,” is now usable once per encounter (was once per rotation).

  • The Shadow Stalker’s Doom action now prohibits the use of Will Points related to rolls made for it. Doom now also bypasses all death saves and the Dying state itself. There’s no real reason for this, its maker just wanted to make the Shadow Stalker much more cruel.

  • Perfect Body Alteration (rank 7 bio-mod) now allows you to turn into a hybrid or greater hybrid without requiring the associated traits. It also now allows you to change what type of therianthrope you are, if applicable.

  • Double Eyelid now prevents you from being Blinded by wind or sand.

  • The Solar Powered bio-mod (rank 7) now grants an additional D20 health regeneration to Sun Worshippers.

  • The Adrenaline Junkie bio-mod (rank 1) now caps your Dodge and Armor at 20. It now forces you to spend at least one swift or full action per turn trying to get in melee range of an enemy, no matter what.

  • Zirian Kitsunes now may gain a tail by gaining the Zis’s Favor rank 7 bio-mod.

  • The Power Beyond Understanding level 6 perk now only lets you access a Gifted power 1 rank above yours (was 1-2 ranks), and its restrictions can no longer be negated. If you want the power to turn skulls into blenders or turn off people’s free will, you’ll have to do it the normal way.

  • Blood of Thine Enemies - Evil (prized sword) now deals 50 unavoidable damage when killing an target to all enemies that can’t be reduced. It used to deal damage to all enemies equal to 5% of the killed target’s maximum health. We changed this to make it much simpler and quicker for everyone involved.

  • Blood of Thine Enemies - Good (prized sword) now heals themselves by 5 on hit, and all allies by 50 on kill. It used to heal for 5% of your and the killed target’s maximum health in their respective cases. We changed this for the same reason as the evil version.

  • The Devotion benefits for following Terran, Dragon of Blades that apply only to kobolds now also apply to kobold hybrids. If a kobold already has Lesser Sand Dragon’s Breath when gaining her 150 Devotion benefits, they instead gain an additional use of said breath. At 400 Devotion, Terran will also invite kobolds to join her entourage or visit her home, if she and the follower meet.

  • Rhosar can now teleport anywhere, regardless of distance or line of sight.


Creatures

  • Slight buffs to Alpha Impurex and Claw Fiends.

Gifted Classes and Powers

  • OVERHAUL! The Gifted - Psionedge class now focuses on two mutually exclusive “Arts'' that benefit Bone Weapon powers and Psionic Weapon powers. For flavor, we decided to allow characters to change their chosen Art once per day starting from rank 1 of Psionedge. We hope you like the changes!

  • Gifted classes do not give a bonus to magic regen with subsequent class ranks. New clarification has been added to their sheets to this effect.

  • Some redundant Gifted powers have been scrapped for having boring effects, or to accommodate the overhaul to Psionedge and Weapon Powers. Don’t worry, you weren’t missing much.

  • The Vision Adaptation Gifted power (rank 0) now lasts for 8 hours instead of until the user chooses to end it. This was done so that Gifted characters can’t just have perfect and permanent dark vision. Now they at least have to gain Psionic Stress if they want to refresh it.

  • The Psionic Overcharge Gifted power has been moved from rank 2 to rank 7. Since Mugen guns can be absurdly powerful, having easy access to a power that doubles a Mugen gun’s damage at no magic cost seems very excessive for a power that could be obtained as early as level 6, if not earlier.

  • The Empower Enchantment Gifted power (rank 4) can now only be done once per weapon or armor, no longer gives benefits for increasing its potency above CL 10, and now requires the target enchantment to have an equivalent version of itself in the chosen CL.

  • When a target resists the Compel Gifted power (rank 7), they now gain +6 Willpower when resisting subsequent Compel attempts for 2d6 days.

  • The Suspend Free Will Gifted power (rank 10) has had its base SR increased to 29 (was 23), making it significantly less practical. It now also gives a target of a failed control attempt +12 Willpower vs. all Gifted powers and +24 Willpower vs Suspend Free Will.

  • The Mantra of Stealth power (rank 5) has been changed so that its effects become inactive if attacking. This only applies for the attacker - if this was gained through a Gifted - Connector’s Psionic Web, only the attacker loses the effect.


Artifacts:

  • Muro tribal artifacts (all legendary) are now indestructible and cannot be infused. They are now one-of-a-kind (except the Stardust Bracelets, which are now two-of-a-kind).

  • Bracelets of the Archmage (legendary) now allow casting spells from any faith

  • Pearl of Tarrem (legendary) now gives immunity to terrain effects as well

  • Gourd of the Harvest (Legendary) now cures any illnesses in any affected plants and produce