Posted December 24, 2024 by Hella Big Claws
UPDATE TIME!
Hi everyone! So sorry it's been so long. I started a new job at the beginning of the year, and it's been taking up a lot of my time. However, I've been chipping away slowly at Tendencies in the meantime: and I have a pretty significant update.
I will be leaving the previous version up for a bit- just in case! Feel free to leave feedback if you want, but I hope you all enjoy this update: it's been a long time coming.
CHANGES
WOUNDS:
Wounds have received a major update in terms of functionality: While their Tier effects remain the same, they now no longer are bound to a singular Aptitude. Instead, Wounds are now more freeform. When a Wound is applied, it must be described: *Concussion* may be one, but you can create others to apply specific Tendency effects to players.
Any move which is made that may be affected by a specific Wound takes on the negative effect of that Wound- so actions relying heavily on reasoning or dexterity may be affected by the *Concussion* Wound. However, Rallying (Spending 2 Volition) Will allow you to temporarily ignore the effect of that Wound for a move.
This change was made to make taking Wounds feel more dynamic- instead of simply debuffing moves, they now act to more accurately reflect the damage taken.
ENEMY TYPES:
Different Enemy Types have been added- these allow for different kinds of mechanical encounters to be mixed and matched in order to create new and exciting situations to challenge Heretics with.
Other Changes:
-Tenacity renamed to Will
-Go Beyond renamed to Tempting Gate
-Guide on approving Tendencies added in GM section
-Broken Dominions removed: Wounds fill up a singular tracker before a Heretic must Tempt Fate
-Other minor balancing changes to Damages and Will calculations
Thank you all so much for playing!!! I hope in the future to clean up the game and make the formatting more presentable. Enjoy for now, and happy holidays!