Update 10/15/2024: Rulebook and Database Update
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Update 10/15/2024: Rulebook v0.15.1 and Database Updates
Hello Everyone!
It's been a while since the last monthly update, I was busy with other matters last month, but this update is more packed as a consequence. This is the first time in a long time that I've put together Systemic (Rulebook) Changes and Database in the same update!
There isn't much of note to really theme this update around, just scattered changes and additions here and there, but I suppose the semi-reworking of Alchemy and the addition of Manifest's details are some things to mention-but I'll get into that in the patch notes below.
- Rulebook v 0.15.1
- Added Entry on Encounters
- Added Entry on Priority and Resolving to The Stack
- Added Entry on The Game Master
- Added Entry on Static, Triggered and Activated Abilities
- Added Entry on Ticks, Turns, and Rounds
- Added Entry on Manifest under Additional Mechanics
- Actions
- Evade/Endure Mixed success slightly reworked
- Defend - Clarified conditions for defending
- System
- Stamina
- With the economy of Stamina being the way it is, I wanted to push players more towards planning around rests and cooking Food. I also decided to mention that GM's can call for Stamina spend despite not using a scene or Encounter for it. There may be a future change where Tiered Abilities done out of combat need no roll but are paid for with Stamina instead of Focus.
- Commands now Cost 3 Stamina to Perform
- Noncombat Encounters now spend 1-2 Stamina
- Combat Encounters now spend 2-3 Stamina
- The GM can now call for Stamina spend for activities not given a scene or encounter.
- Summoned Creatures
- Not much to really talk about here
- Entry reworked
- Can no longer be dismissed
- Chaos Counters
- 12 result clarified to be a Perfect Cast, and only Prepared Spells.
- Alchemy
- Slightly Reworked, see rulebook for details
- Stamina
- Character Creation
- Starting Coin Change
- Roll 2d10, assign the higher roll as the tens place, the other as the ones, then add 1.
- Starting Coin Change
- Items
- Material item category no longer a subcategory under “Consumables”
- Tags
- Burning glossary entry added
- Bleeding glossary entry added
- Amass - now only creates a copy of itself if the creature is not a Token.
- Revive - removed, Abilities that use this keyword converted to “raw” text
- New tag: Indestructible
- Database
- Items
- New Reagents
- Luck lily
- Needlegrass
- Sickleweed
- Thunderfruit
- Bloom root
- Slow-Use and Fast-Use Tags added to items
- Spellblade and Blasting Staff granted Close Range Tag
- New Reagents
- Abilities
- Clairvoyant (Blue Mastery)
- Slightly reworked
- Sentinel (White Mastery)
- Slightly reworked
- Scrap Brawl (Red Signature)
- Corrected Stun to Dazing
- Counterbalance (White Signature)
- Slightly reworked to grant you Focus if the target has more Focus.
- Stain the Mind (Black)
- Renamed to Hijack
- All forms reworked.
- Vigor Mortis and Necromantic Selection (Black Concept)
- All forms (SIG, TIER, and CMD) reworded to reflect removal of the Revive keyword.
- Artifice:Brewing (Colorless Concept)
- Slightly changed to reflect Alchemy rework
- TIER: Concoct reduced to [1/2/3]
- CMD: Vial increase reduced to 5 from 10
- Clairvoyant (Blue Mastery)
- Items
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Ignited TRPG
A Magic: the Gathering inspired TRPG!
Status | In development |
Category | Physical game |
Author | Madness |
Tags | Fantasy |
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