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Devlogs

Release 1.0.2 Changelog

It'd Take A Miracle
A downloadable game

General Layout

- Cooler Cover Text
- Rearranged the entire book to move the credits to the front
- A ton of small rewordings and mechanically insignificant wording edits
- Added the rulebook and character sheets to the 'What you need in order to play' section (Just a tiiiiny oversight)
- All references to Actions have been underlined
- Added a section cryptically describing the Apocalypse
- Added a reference image for a combat map
- Example map had a typo
- Small arts inserted into some blank space

Added Sections

- Added a section breaking down the math of 2d6 rolls for the Wit min-maxers
- Added a section going over the character sheet

Mechanical Reworks

- You cannot benefit from Rests while Broken, so you'll need 2 sessions where you can Find Hope to recover
- Rests no longer give a free point of healing. Players can already heal a lot.
- Bonds can now freely lose trust with you, instead of only you being able to lose trust in them

Actions

- Added the Limited tag for our trio of 1/session actions
- Overcharge renamed to Empower to avoid confusion with... Overcharge
- Evasive Maneuvers now only works on attacks targeting you
- Shoot to Kill renamed to Aim to Kill (To quote one of my players "because we don't have guns")
- Aim to Kill no longer has the chance of looping for simplicity's sake
- Aim to Kill only inflicts Stress if you fail the roll
- Aim to Kill's flowchart was reworked such that a Transformed MG can instantly defeat an Untransformed MG
- Act Desperately can now be used multiple times per round, multiple times per roll even
- Added a failure condition to Scout

- Help can also use Speed, not just Wit for more accessibility
- Hinder can also use Instinct, not just Force for more accessibility
- Flee option 'You get seperated' removed because that and 'you got lost' were the only ones being chosen and it wasn't all that compelling
- Defend your Friends can block Stress as well as Injury
- Evasive Maneuvers can evade Despair
- Build Relationships is automatic and doesn't need to be rolled for, but can only be used once per session

Natures

- Layout for Natures was redesigned
- Regenerator renamed to Mender
- Mender is an action instead of quick, but can heal someone in the same range band as you

Character sheet

- Added Build Relationships to the Limited Action Tracker
- Updated Natures to reflect newest version
- The 4 in the Heart Track was darkened for Broken, when only 2 and 3 should be darkened

Hostiles

- Section on Hostiles was rearranged so Magical Girls are at the end for fun fun reasons
- Monstrosity Action Changes:
  * Actions with multiple rolls can now potent effect normally
  * New Action: Blockade (2 AP)
  * New Action: Stockpile (2 AP)
  * New Action: Lockdown (3 AP)
  * New Action: Targeted Summon (3 AP)
  * New Action: Rampage (5 AP)
- When fighting People, Act Skillfully was specified that it can be used to disarm or non-lethally engage in combat
- The Human action Attack was renamed to Brawl
- Magical Girl Combat Revamp!!!
  * New Dispositions and Experience Levels
  * Mechanically Different from any other ITAM combat!
  * Lots of rules and stuff for that ^
  * New version of Flee
  * New Action: Chase
  * Scene Transitions
  * Multi-Faction Combat rules

Contractor Stuff

- The Fate Roll is now slightly nicer to players
- Still no good campaign progression, but another suggestion has been added while I think it over

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