03/23/2025 - Collective Command and WIL Changes


Hello,

This is the second half of the update that began with yesterday's database changes. Primary change of note would be the removal of Collective Command and replacing WIL's specific mechanic with Stamina gain-- specifically from Resting. The Defend Action was also reworked. Some of the changes found here have technically already been in effect, and just haven't been written into the Rulebook until now.

Expect either More Noncombat Abilities, Revisiting Commands, or more Artifact Spells in the next update.

  • Rulebook Changes
    • System
      • Tag Manipulation
        • Sharp and Blunt made an Item Tag and clarified.
        • Two-Handed tag can no longer be removed.
      • Collective Command removed
      • Chaos Counter effects expanded to 20 outcomes
      • Added Section on Traveling, Exploration, and Environmental Hazards.
      • Short Rest Stamina restored increased to 4 from 2.
    • Attributes
      • WIL now increases Stamina gained from Resting (minimum 0).
      • MND Starting Focus minimum reduced to 0 from 1.
    • Actions
      • Exert Mixed Success and Failure Stamina loss changed to 3 and 5 respectively.
      • Defend Action Reworked
        • Roll whenever you want to choose a Defend effect
        • Defending a target isn’t explicitly mentioned as an Ongoing status
      • Endure removed from Evade/Endure
        • Protecting yourself folded into Defend
        • Database changes to reflect this change
          • Shining Example (White Tiered Skill)
          • Counter Stance (Blue Tiered Skill)
          • Battlemage Garb (Armor)
          • Buckler (Shield)
    • Archetypes
      • Forgemaster’s Arsenal - now lets you change Gear instead of just Weapons.
      • Barbarian’s Hate Surge - Damage changed to 2 per 5 Missing HP
      • Weaponmaster’s Sword Arts - Damage changed to twice the Spell’s Tier.
      • Warlock's Eldritch Spell - Reworked to allow casting Prepared spells (this is because Warlock actually isn't able to generate Spark)
    • Tags
      • Bleeding - Causes HP Loss whenever an Action is Taken.
      • Burning - Deals Damage that Ignores Armor. Burning without a number uses the Target’s Armor.
      • Poisoned - Causes HP Loss that Ignores THP.

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