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Dima Serbin

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A member registered Jul 31, 2025 · View creator page →

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A simple yet useful tool to add depth to the players' characters. I always loved rolling for character backstory, piecing together what happened to them with each new roll, and I this submission provides that for characters in an ongoing campaign. I like how each result is followed up by questions to make you think about how to incorporate the result into a narrative. Good stuff. I can already see an otherwise good and by-the-book character rolling 5 every time and getting into trouble with authorities, and it's never their fault! That would impact how I roleplay that character for sure :D

My only note—a suggestion, really—is that getting multiple times a New Pet result would quickly get tiresome. I think a better option is to rewrite it into a New Friend option that mentions how this new friend can also be an animal. And getting a new friend as a result of rolling on this table would provide the Director with an excellent opportunity to use this new NPC for their nefarious purposes! Betrayal, kidnapping, leverage! Or just a natural source for providing new campaign-related information.

I have some issues with this submission. Firstly, I have no idea how it relates to the theme of the Jam. I've read the project page, and I still don't understand what the word Legacy in the title is referring to exactly. The submission itself is fun and creative, but, in my opinion, it definitely needs more refinement. It tries to push kit mechanics further but, in doing so, hurts its own usability. I wouldn't allow any of these (except maybe for the Wilder), unless there were a specific situation in the campaign where it felt appropriate to bend the balance. Most of these kits' benefits don't feel like Signature abilities. A signature move that defines your fighting style.

Ascetic: Mostly alright, but 1) I don't see how Reason can affect whether the target is bleeding (and the flavor of the kit makes it seem like it's actual physical bleeding), and 2) "If you're bleeding or after you take damage from this effect" sounds confusing. So, if I'm not bleeding and I take damage for it, I can add additional damage to that attack? Because if so, it means I can add additional damage either way.

Intercessor: That's definitely not a signature ability. I like the sidebar that explains what a "mission" is, but an ability that you can only use once per quest (not even a respite) is no way a signature move.

Valkyrie: "You are charged with guiding [the soul] to the afterlife". What happens if I don't do it? Can I not do it? There will be multiple creatures per encounter that could be subjected to this effect. I could give it a pass if it were a "you reduce a creature to 0 stamina with this ability" instead of an attack. And what exactly "guiding to the afterlife" looks like is very vague. I understand this is on purpose, but this vagueness only hurts the ability, in my opinion.

Witchblade: Pretty fun. My only issue is with the Shadow of Corruption curse. Automatic Slowed" effect with no potency check is too much for a signature ability.

Wilder: No notes. Nice implementation of a Beastheart-light type of character.

A creative way of approaching the theme: each word of One Year of Draw Steel represents a different aspect of the game, giving players themed options. And all of them are usable!

My only note is that Made of Tin is way too overpowered for 1 ancestry point. It's even overpowered for 2! I know it's the only way to properly represent the fantasy, but the drawback just can't outweigh the benefits.

Love this one! Not only is it super usable, it's also so pretty! And most of the bonuses feel appropriately balanced, though I think it might depend on how long your campaign is. I feel that with longer campaigns, some of these bonuses can get somewhat out of hand.

Good implementation of a statblock that combines a leader and a solo creature together. Actually usable!

Fun concept! Wish the diplomatic aspect of the brew had more tangible mechanics. Specific bonuses for specific situations. And I would also enjoy some more narrative to it so it's easier to incorporate the significance of the grappa in the campaign world.

Good stuff! Not really on theme in my opinion, other than the name, but it's pretty useful and quite creative. The Disruption Field Nucleator is my favorite thing from this entry. Other notes: I think the Disengage +1 bonus for the Mirror Blade should be at level 5 instead. It's more balanced that way + feels more like a progression. And the PDF could benefit from a different font, I think. This one is thin enough that it was just a tiny bit harder to read than usual. Not hard enough to knock down a star on the Usability scale, though.

Big fan! Love the goofy Saturday-morning-cartoon vibes! (War dogs wanting the villagers to make a cake for Ajax instead is so funny.) 5 stars on the Enjoyment rating for me, for sure! 

All maps have the highest resolution, so they need some adjustments if you want to make them lighter for a VTT. It's just something I didn't bother with because, in my mind, it's very easy to do, and I didn't want to bloat the size of the file even more, but I guess I'll split the zip file into multiple files so you can download only what you need. I'll do that with the next update later.

F.I.R.E. Fox! What a character!