Posted February 16, 2022 by +Joy (Deuce)
Updated v1.2.4:
Most of the above are fairly minor adjustments, though the new use for SP should make high rolls more satisfying.
What may be more controversial is Secure seeing a pre-emptive nerf, requiring multiple Grades of Success to defend against attacks multiple.
This takes it away from how it's represented in the original games, but brings it more in line with similar traits that request checks - before, Secure just triggered on a *Nice* result and made you completely invulnerable. I'm hoping that this change makes it more interesting and satisfying to use effectively.
Finally, Badges are now more generally useful, which should make them more rewarding without placing too many arbitrary restrictions on their use. There's two new Badges to consider, Poison Touch and Disarming Slam. These aren't especially wild and should hopefully fit in, they're just intended to give players access to more status effects - everything was available but Disorient, Lingering and Disable, so it made sense to finish the set.