Posted December 03, 2024 by babblegumsam
I’m happy to say that life is slowly getting better to me, and as a result I’ve been able to treat this project like the garden it is - a labour of love. As always, feel free to let me know what’s working or not working for you.
An additional thought I have is that it might be a bit too easy to obliterate an enemy’s combatmen at higher levels, so a quick fix might be in order soon.
Creating Your Fighter: Instructions for how to create your Fighter have been ported over to the Gitbook.
Signature Moves: Signature Moves list added to Gitbook. Edited for clarity, wording, and balance. The FIGHTING & ALLY FORMS CREATION GUIDE has been updated to reflect these changes.
Stealth: move buffed and edited for clarity.
Old: “6: Your target deals a Half Harm Attack now. All attacks against you during the next round take -Active dice. Deal +½ Active Harm to your next attack but take +Active Harm if you fail.”
Combatmen Commander: renamed to Summon and edited for clarity.
Old: “Restore +Active Combatmen or Gain +½ Active Maximum Combatmen Limit and add +½ Active Combatmen.”
New: “Pick One:”
“Restore +Active Combatmen.”
“Increase Maximum Combatmen Limit by ½ Active then gain +½ Active Combatmen.”
Boons: Boons list added to Gitbook. Edited for clarity, wording, and balance. The FIGHTING & ALLY FORMS CREATION GUIDE has been updated to reflect these changes.
Weapon Boons: AOE and Powerful Sweep have been removed due to redundancy and ineffectiveness - all Fighters are now able to target multiple enemies with the Split Attackmove.
Stat & Resistance Boons: Handswitch renamed to Switch Up.
Defense Boons: Bodyguard buffed from “gain +½ Active dice to your next move” to “gain +Active”.