V1.13.0: The New Year Update



Public Update V1.13.0: The New Year Update

BEACON CHARACTER SHEET

  • Added tooltip text to status/conditions
  • Added Hub and Hub upgrades to Narrative Play sheet.

NARATIVE PLAY

  • Skill Checks: Added that you can willingly fail.
  • SKILL CHALLENGES
    • Sway: Unprepared enemies updated to allow you to decide NPC deployment. Turncoat pulls an NPC from the enemy side onto yours. Misinformation allows you to change reinforcement zone positions.

COMBAT PLAY

  • THE ACTIONS
    • Action resolution updated to indicate that checks/saves are rolled first. Order still remains the same, effects from other characters first, then you. Updated wording overall.
    • Removed CAST, rolled into VOLLEY. [There doesn’t need to be a specific cast action. Volley is basically your ranged attack action, and fight is your melee one, regardless of whether using a weapon or spell.]
    • RUSH: Option b updated to also ignore Engagement. [With the new HIDE/HIDDEN rules, HIDE would basically get you the benefits of the disengage unless you were adjacent, which meant it was almost always better to use. This lets the disengage option still be useful.]
    • FULL ATTACK: Removed reference to cast.
    • READY: Removed reference to cast.
    • COUNTERATTACK: Removed reference to cast.
    • OPPORTUNITY ATTACK: Removed reference to cast.
    • INTERPOSE: Updated wording to reference shifting instead of moving. [Mostly a redundant change.]
  • SURGE:
    • Added an Alternate Rules sidebar for different ways to handle surging.
    • Clarified that the surge cost happens at the start of a surge turn before anything else. This means that any Overstress penalties from surging don’t end at the end of the surge turn, since the turn has already begun.

COMBAT RULES

  • Added section on abilities/effects with the same name not stacking.
  • LINE OF SIGHT
    • Reworked LoS rules, should be simpler
    • Now draws from the edges of spaces to edges of spaces, instead of center.
  • COVER
    • Updated cover rules.
    • Now drawn from edges instead of center. Removed referencing to shooting over or around cover. Now clarified that if possible, you can ignore adjacent cover of your size or smaller when determining LoS or Cover. [Using the edges of spaces mimics being able to aim around corners.]
  • DAMAGE
    • Discord checks are at the end of each of the targets turns, not at the end of each turn. [Really important typo, I think folks were doing it correctly but this was a potentially big oversight.]
    • Resistance: Updated wording to clarify that you half the damage with resistance. Any remaining damage is rounded up.
    • Resistance to discord only applies to the upfront damage and stacks gained, not the end of turn damage.
  • TAGS
    • Summon: Summons can’t create summons.
  • MOVEMENT
  • CONDITION AND STATUS
    • Flying: Updated wording, clarifying that they are considered larger than all terrain when determining LoS and cover.
    • Silenced: Added clause that you can’t release spells either.
    • Slowed: Added clause for interaction with bosses.
    • Stunned: Added clause for interaction with bosses.
    • HIDDEN: Updated wording.
  • ATTACKS: Updated wording
  • DANGEROUS TERRAIN: check is moved to end of turn, not start.
  • WOUNDS and OVERSTRESS: Updated table. The Dazed range has been reduced by 1, and the broken results have been increased by 1 and split into their own categories to minimize rolling.
  • RESTING
    • Short Rest: Also reload

ANCESTRY

  • GNOME
    • Fade Away: Updated wording.
  • KOBOLD
    • Evasive: Reworked, gives resistance to damage and stress from AOEs, and the accuracy on saves. 1/turn you can spend 1 focus to reroll a failed save.
  • LYCANTHROPE
    • Sneaky Form: Updated formatting.
    • Travel Form: Updated wording, removed 1/round limitation.

CLASS

  • AEGIS
    • Aetheric Cubes: Removed, replaced with Warding Wall
    • Force Shield: Updated wording.
    • Offensive Shielding: cast to volley. MEM cost reduced to 1 from 2.
    • Perfect Shield: Clarified that lasts until end of phase.
    • Proximity Shield: Removed, replaced with Barrier
    • Ward: Only affects allies, not self. [This helps push the idea that the aegis itself is fragile, and doesn’t want to be getting damaged at all. Without the ability to ward themselves, using other defensive tools on themselves, like shields, becomes more important.]
  • ALCHEMIST
    • Transmutation Circle: Reworked. Cast to volley.
    • Scorpion Gauntlet: On hit effect only triggers on enemies, and only regains 1 charge each hit. [Current consumable recovery rate was too high.]
    • Volatile Mixtures: Updated explosive concoction wording.
  • ASSASSIN
    • Garrote: You can only garrote 1 person at a time, and a person can only be garroted by 1 person at a time. [This prevents knightmares from grappling a group and doing huge damage to them, garrote stacking, or teams of beacons equipping garrotes and all hitching a ride on a Gigan to deal simultaneous damage.]
  • BERSERKER
    • Charge: Action changed to FULL ATTACK. Updated wording to allow a FIGHT or SHOVE action.
  • CHRONOMANCER
    • Unwinding Beam: cast to volley. MEM reduced to 1.
    • Borrowed Time: Clarified that the effect persists between scenes, unlike most things.
    •  
  • DEMONOLOGIST
    • Demon Lexicon: Cast to volley.
    • Legion: cast to volley.
    • Agony: cast to volley. MEM reduced to 1.
    • Gert’s Backbone: Updated wording, now minor action to dismiss. [Gert is a weird weapon and has some weird interactions. This should help curb some of the oddities.]
  • DRAGON RIDER
    • Forceful Jab: Updated wording.
    • Transfuse: cast to volley.
    • Crash: removed reference to cast.
  • DRUID
    • Gust of Wind: cast to volley.
    • Entangle: Cast to volley.
  • EQUINOX
    • Tetraflare: Updated wording.
    • Exobomb: Changed to spell attack.
    • Celestial Ray: cast to volley.
  • GUNSLINGER
    • Splinter: Gains an on-crit effect.
    • Stare Down: Updated wording.
  • HEXBLADE
    • Curse Bolt: cast to volley.
  • LIFEWEAVER
    • Stolen Life: cast to volley.
    • Purge renamed “Purge Malady”
  • PALADIN
    • Auras of Protection: aura of protection option renamed aura of steel. Changed to 1 MEM from 2 MEM, retribution updated to retaliation, auras only affect allies, not you.
    • Bastion of Resolve updated with new trait changes. Clarified that lasts until end of phase.
    • Lay on Hands: Changed to 1 MEM from 2 MEM, updated wording.
    • Oath of Protection replaced with Guardian Angel
    • Retribution reworked.
    • Stalwart Shield: Removed the AOE reducing ability, added the ability to use shield effect on adjacent allies.
  • PHOENIX
    • Immolate: cast to volley.
    • Inferno: Changed to spell attack.
    • Supervolcano: If you stop channeling, limit break isn’t expended.
    • Vent Heat: Updated wording.
    • Wildfire: Reworked. [Replacing the need to track wild discord, and as a capstone, gave it more options.]
  • RIMEGUARD
    • Frostbite. Cast to volley. MEM reduced to 1.
    • Frost Armor:  Provides more temp HP for less of a cost from the Rimeguard.
    • Icy Veins: Regains temp HP when they take a wound.
    • New Trait, Rimeheart.
  • SEEKER
    • Chain Shot: cast to volley.
    • Swarming Shot: Cast to volley.
    • Coiling Shot: Cast to volley. MEM reduced to 1.
  • SHADEBINDER
    • Reworked class and stats. No longer has a trap focus.
    • Aetheric Evolution: Cast to volley.
    • Command Partner: The target and summon must both be within Shadebinder’s Scope. [This prevents ridiculously long-range artillery shenanigans].
    • Buddy Bond: Updated wording.
  • SHADOWDANCER
    • Living Shadow: Cast to volley.
    • Shadow Sorcery: Cast to volley. MEM reduced to 1.
    • Strangle: Cast to volley. MEM reduced to 1. Gasp for air, updated wording.
  • SHAPESHIFTER
    • Scout Form: Updated wording.
  • SKALD
    • Encore: Now costs 1 mana to use. [Encore is a REALLY strong ability, especially for offensive builds.]
  • THUNDERCLAW
    • Lightning Bolt: Cast to volley.
  • TIDECALLER
    • Storm Surge: Cast to volley.
    • Drown: Cast to volley.
    • Water Meld: Updated wording.
  • WARDEN
    • Nature Vortex: Changed to spell attack.
    • Lifeblood: Clarified that you can use lifeblood when you gain discord, doesn’t require taking discord damage. Also clarified that this special check doesn’t cause the ongoing discord damage.
  • WARLORD
    • Lead from the Front: now works with FULL ATTACK on melee weapons.
    • Focused Plan: Removed reference to cast

TALENTS

  • ARTILLERIST
    • Rank 2: Only applies to 1 target in an aoe.
  • GREAT WEAPON MASTER
    • Rank 3, updated wording.
  • JUGGERNAUT
    • Rank 2, limited to 1/round.
  • LICHDOM
    • Rank 2: Demilich only restores 1 charge 1/scene.
  • PARKOUR
    • Rank 2, updated wording.
  • SPELLBLADE
    • Rank 1: cast to volley.
    • Rank 3: Cast to volley.
  • WARCASTER
    • Rank 2: cast to volley.

SUPPORT ITEMS

  • Shield: Updated wording
  • Tower Shield: Updated wording
  • Battering Ram: Only applies to enemies/allies, not self.

TECHNIQUES

  • New skill, Shield Bash.
  • Arcane Explosion: Changed to spell attack.
  • Arcane Bolt: Cast to volley.
  • Hider Spell: Cast to volley.
  • Magic Missile: Cast to volley.

GM GUIDE

  • Hub: Added hub upgrades.

COMBAT SCENES

  • ENVIRONMENTAL FACTORS
    • Mana Zones: Updated wording.
    • High Winds: Changed from slide to push.
  • COMBAT TYPES
    • Raid: NPC budget reduced to normal budget.
    • HOLDOUT: Non-solo enemies now respawn, meaning there is no end to the NPCs, the combat will last the full length. Budget is normal + 3.
    • RAID: Goal is for PCs to have a certain number of treasure, NPCs don’t need to collect it anymore, just deprive PCs of treasure.
    • SURVIVE: Defeating all NPCs and reinforcements ends scene early. Timer reduced to 6 rounds.

NPC

  • UNIT SPECIAL RULES
    • NPCS with no stress cap take stress as force. Removed extra clause for taking Lunar if also immune to force to keep it in line with the PC rule.
  • ARCHITECT
    • New trait, Busy Hands, lets architect use standard action for another minor action.
    • Traps: Concussion trap now inflicts either disarm/silenced on a success, target choice.
    • Removed Improved Traps
    • Removed Bio Mine
    • New feature, redesign.
    • New feature, tripwire.
    • Sticky Bomb: Cast to volley.
  • ARDENT
    • Gains 1 armor
    • Fervor: Changed to use the aura tag, now just a free action to activate but is suppressed on a DAZE as well. Can also use standard movement to increase aura size.
    • Incite: Updated wording.
    • Move as One: Updated wording.
    • Shelter: Applies +1 DIF, not soft cover now. Doesn’t apply to attacks within the area.
    • Scorn: Cast to volley.
  • CHARGER
    • Charge Attack: Updated wording, now gives +1 ACC.
    • Run Through: Updated format.
    • Lasso: Now deals 2 stress on hit.
    • Trample: Also ignores engagement. Updated wording.
  • CLEAVER
    • Whirlwind: Only hits enemies.
  • ELEMENTALIST
    • HP increased to 16/18/20
    • Elemental Shield: Fire deals discord on popping the temp HP, instead of astral.
    • Walls: Air, updated wording.
  • EXPENDABLE
    • Claws: damage increased to 4/5/6
    • Lash: Updated wording.
  • FIREBUG
    • HP increased to 14/16/18.
    • Fuel Tank. Requires a minor action to activate, regain 1 mana for 2 stress.
    • Ring of Fire: Updated wording.
    • Terrify: Updated wording.
  • FORTRESS
    • Ability Scores: AGILITY is -2/-2/-2, MIND is 0/0/0
    • HP increased to 25/30/35
    • Initiative becomes 1
    • Harness: Allies are considered to have the Fortress’ size for determining line of sight.
    • Mounted Defenses: Allies can also attack with this weapon if they are in the fortress’ spaces. The Dazed lasts until the end of the target’s next turn.
    • Removed Patch Up
    • New trait, Barracks.
    • Watchtower: Cast to volley.
  • FURY
    • Ability Scores: BULK 3/4/5, MIND -2/-2/-2, MAGIC -2, -1, 0
    • Furious Charge: ignores engagement.
    • Lash Out: Updated wording.
  • GLADIATOR
    • HP increased to 16/18/20
    • Cestus removed, replaced with spiked shield.
    • Call Out marks all adjacent enemies
    • Spiked Shield. Also imposes DIF on attacks that don’t include the Gladiator.
    • Added new base feature, Gladius weapon
    • Electric shield moved to extra features
    • Pit Fighter: the bonus damage applies to any reaction attacks.
  • GUNNER
    • Repeater: Range increased to 20. Updated wording.
    • Special Bullets: Costs 1 mana.
    • Special Bullets Charm: Updated wording, cast to volley.
  • HEALER
    • Save target decreased to 10/12/14
    • Dodge increased to 10/11/12
    • Speed reduced to 5
    • Rebuking Word: Cast to volley. Effect changed to deal 1/2/3 stress upfront, and 2 stress whenever they make an attack. [Previous effect of doing stress based on moving was a little too complicated to track.]
    • Drain Strength: Updated wording.
    • Relief: Cast to volley.
  • MARSHAL
    • HP increased to 14/16/18
    • Focused Attack: Updated wording, cast to volley.
    • Weak Point: Action changed to MARK from SKIRMISH, updated wording.
    • Hit Them: Removed reference to cast.
  • MINDREAVER
    • HP increased to 14/16/18
    • Scope decreased to 12/12/15
    • Dodge increased to 8/10/12
    • Enthrall: Only works on enemies.
    • Mind Worms: Updated wording. Cast to volley.
    • Mind Spike: Effect now deals +2 stress if target is Breaking. Cast to volley.
    • Balance: Cast to volley.
    • Hamper: Cast to volley.
  • MIRAGE
    • HP increased to 10/12/14
    • New base feature, confusion.
    • Flicker Blade moved to extra features.
    • Replace: Cast to volley.
    • Removed masque.
  • OVERLORD
    • Manawell: Cast to volley.
    • Nimbus: Cast to volley.
  • PEGASUS
    • HP increased to 14/16/18
    • Sunrise: damage reduced to a flat 2 stress. Cast to volley.
    • Divine Gate: Cast to volley.
  • PROTECTOR
    • Threatening Attacks: Updated wording.
  • RANGER
    • HP increased to 15/18/21
    • Dodge reduced to 8/10/12
    • Speed reduced to 5/5/5
    • Explosive Shot: activated as a free action.
    • Favored Foe: mana reduced to 1.
    • Homing Shot: Updated wording.
    • Flush them out: Cast to volley.
  • ROGUE
    • New base feature, concealing cloak
    • Shiv: damage changed to 5/6/7, no longer thrown, gains Reach 2. Attack bonus increased to +2/+4/+6
    • Stalker: Also allows rogue to become HIDDEN on a crit with a weapon.
    • Shifty moved to extra features.
    • Deadly Crit Removed
    • Smoke Bomb: Invisibility doesn’t end for characters inside.
    • Assassin’s Crossbow: loses reliable, gains reloading. Range changed to range 5, reach 3. On hit effect changed to daze until cleared.
  • SNIPER
    • Flavor changed to that of a long-range bow user.
    • Initiative 3
    • Fusion Rifle changed to Compound Bow. Weapon does better base damage than fusion rifle, but has no charge effect.
    • New base feature, quiver.
    • Sniper shot reworked, now does +5 damage when channeled instead of an instant wound.
    • New base feature, sky shot.
    • Fade cloak renamed ghillie suit and moved to optionals.
    • Removed absolute precision
    • Steady shot moved to optionals.
    • Annihilation Launcher gains Blast 1. [I think it was supposed to have this all along, otherwise it was a very weak weapon before.]
    • Line core renamed spectral arrow
    • Scan Movement: Trigger extended to line of sight. Effect is just an attack, no mark.
    • Seeker Shot: Changed to ignore DIF, not gain homing. [this matters for the new sniper shot effect.]
    • Remove capacitor core
  • SPECTER
    • HP increased to 14/16/18. [Specter used to have an ability to resist physical damage, and I don’t think the HP was ever adjusted for the loss of that.]
  • SPELLSHIELD
    • Mana Drain. Drains a flat 2 mana. Cast to volley.
  • SUMMONER
    • Conjure Conscript: Creates 2 summons at once. Gains arcing, damage becomes 4/5/6, loses piercing. Cast to volley. the summons have summoning sickness, can’t attack the turn they are summoned. [Because the Summoner has a large scope, they can put their summons in good positions, focusing down squishy targets very quickly. This gives the PCs a chance to plan around and interact with the summons.
    • Seize Command: commanded summon can’t be dismissed either. Cast to volley.
    • Removed Dual Summon
    • Added Soulless Investiture.
    • Mana Tap: cast to volley.
    • Improved Summons: Changed the optional features. Mage deals auto damage to adjacent enemies to the target instead of being a blast. Warrior just keeps auto hit against adjacent enemies, doesn’t need a damage boost.
  • SWARM
    • Surging Host: Damage reduced to 3/4/5, gains piercing.
    • Swarm Body: Added distinction on the size/zone reduction if the Swarm has more than 1 wound/overstress. This means, in most cases, the reduction will only happen once.
    • Choking Swarm: Deals 2 stress on success of fail.
    • Clutching Swarm: Updated wording.
  • TITAN
    • HP increased to 15/20/25.
  • VULTURE
    • Skitter Bomb: Updated wording.
    • Lost Fog: Cast to volley
  • WARMAGE
    • Scope increased to 20/20/20.
    • Mirror Self: Updated wording.
    • Explosion: Cast to volley.
    • Mind Fog: Cast to volley.
  • UNIVERSAL FEATURES
    • New Feature, mana rich.
    • Mana Hunter: 1/turn.
    • Seeker Blast: Cast to volley.
    • Trample: Also ignores engagement, updated wording.
  • DIRE
    • Lash Out renamed “Backed in a Corner”
    • Tear: Sundered effect happens after the attack.
  • SOLO
    • Deadly renamed deadly crit.
    • Endurance: Condition clear at start of turn, repair at end of turn.
    • Added base feature legendary resistance.
    • Solo Traits: Updated wording.
    • Armory: Any attacks use a +2/+4/+6 attack bonus.
  • VETERAN
    • Deadly renamed deadly crit.
  • BEAST
    • Predator’s Claws: Damage reduced to 4/6/8
  • CELESTIAL
    • Divine Light: Cast to volley.
  • DEVIL
    • Charm: Cast to volley
    • Hellfire: Cast to volley.
    • Invisibility: lasts until start of next turn.
  • ELEMENTAL
    • Energy Form: also ignores engagement.
  • FEY
    • Confuse: Cast to volley.
    • Polymorph: Cast to volley
    • Fey invisibility renamed invisibility, mana cost reduced to mana 1.
    • Fey Walk: Mana cost reduced to mana 1.
  • MOUNTED
    • Hard Fall: Updated wording.
    • Gallop: Updated wording.
  • OUTLAW
    • Flintlock: Damage reduced to 6/7/8.
    • Steal: Doesn’t work with armor or integrated.
  • PLANT
    • Living Trees: Cast to volley. Summons are considered to have the plant template as well.
    • Hallucination Spores: Action increased to Fight from minor.
    • Pacifying Spores: Action increased to Fight from minor.
    • Poison Spores: Action increased to Fight from minor.
  • UNDEAD
    • Curse of Death: cast to volley.
  • VAMPIRIC
    • Siphon: Cast to volley.
    • Agents of the Night: Mana cost reduced to 1.
    • Blood Drain: 1/turn limitation.

BOSS

  • GREAT WYRM
    • Ranged Destruction: Removed reference to cast.
    • Burn: Cast to volley.
    • Fireball: Cast to volley.
  • KRAKEN
    • Storm surge renamed “Rogue Wave”
    • Howl: Updated wording.
    • Meteor swarm renamed “Meteor Strike”. Damage increased to 12/16/20, removed the auto-wound. Limited ranged to Scope, gains Arcing.
  • LICH
    • Disintegrate: Cast to volley.
    • Energy Drain: Cast to volley.
    • Mana Nexus: Only restores 3 mana. [The fact that the Lich gets multiple turns, and will likely always start in a nexus, means they have all their mana available for spell shield and other effects.
    • Ranged Destruction: Removed reference to cast.
    • Ray of Frost: Cast to volley, renamed Creeping Rime
    • Soul Crux: Costs 2 mana to summon guardian. [Guardians are more dangerous in stage 2, since they deal stress.]
    • Vengeful Ghost: Stress reduced to a flat 2 stress.

LOOT

  • New Loot, Railgun, legendary magitech.
  • Added Book of Alternative Explosions
  • Added Defender’s Bond
  • Added Devil’s Crown
  • Added Golden Carp
  • Added Hand Cannon
  • Added Healer’s Pact
  • Added Hydrus
  • Added Orbital Strike
  • Added Time’s Eclipse
  • Aether Flask: Updated wording.
  • Astral Projection: Cast to volley.
  • Baleful Polymorph: updated wording.
  • Double Spell: Updated wording.
  • Dragon Mask: Action changed to Fight, Mana cost reduced to 1, damage reduced to 1d6+1.
  • Ember: Cast to volley. MEM cost reduced to 1.
  • Empowered Spells: updated wording.
  • Energy Shield: Cast to volley, updated wording.
  • Frost Bolt: Cast to volley.
  • Frost Lance: Cast to volley.
  • Hamstring: Updated wording.
  • Healing Summon: Updated wording.
  • Ice Crown: Cast to volley. Mana cost reduced to 2 from 3.
  • Improved Energy Shield: Cast to volley. Updated wording.
  • Lava Lob: Cast to volley. MEM reduced to 1. [Consistent with the change that most simple spell attacks became 1 MEM.]
  • Pass Without Trace: Cast to volley. Updated wording.
  • Stealth Spell: Cast to volley. Gains minor action, Updated wording.
  • Stunning Summon: Cast to volley.
  • Thunder: Cast to volley. Updated wording, no longer has a 1d6 to determine action reduction to minor action, now just happens whenever the fail the check to clear their discord. [for a rare spell, a 1 in 3 chance IF they fail the check felt like the odds were too low.]
  • Tremor Summon: Cast to volley.
  • Animated Shield: Updated wording.
  • Flare: Changed to spell attack. MEM reduced to 2 from 3.
  • Healing Mace: Gains ACC vs allies, and mana cost reduced to 1 for healing effect.
  • Improved Interpose: Updated wording.
  • Mana Battery: Switched from spell to skill.
  • Shield of the Evil Eye: Updated wording.
  • Catch a Breath: Given free action.
  • Conductor’s Baton: Damage increased to 1d3+2.
  • Cryo Cannon: Damage increased to 1d6+3.
  • Cursesong Armor: Armor increased to +2, mana 3 becomes mana x, allowing you to spend up to 3 mana, instead of having to spend 3 mana.
  • Dancing Blade: Costs minor action to dismiss.
  • Displacer Cloak: Teleportation is equal to the damage dealt.
  • Distraction: MEM cost reduced to 1.
  • Elven Cloak: Effect changed to not lose Hidden if you are in difficult terrain unless enemy is adjacent to you.
  • Etherealness: Updated wording.
  • Exploding Heart: Changed to a melee attack with the Slow tag. Deals 3 stress on a hit and triggers a save. Fail is extra stress and stun, success is slowed. Stun is 1/scene, but otherwise can be repeatedly used for the stress and slow.
  • Firebrand. On crit, deals +2 damage.
  • Fleetfoot armor: Updated wording.
  • Frightening Howl: Gains stress 1 self tag.
  • Ghost Fist: Gains reach 1.
  • Ghost Gloves: Gains reach 1.
  • Ghostwalker Armor: Updated wording.
  • Give Order: Updated wording.
  • Guard Break: Turned into a melee skill attack, updated wording.
  • Helm of Teleportation: Removed consumable, gave mana 2.
  • Hemorrhage: No longer 1/round.
  • Heroic Leap: Teleport range increased to your full speed.
  • Hexbolt: Changed to ranged spell attack.
  • Hydra Helmet: Gains an effect to switch wounds to overstress and vice versa.
  • Justicar Armor: Updated wording.
  • Leap: Updated wording.
  • Leech: Damage increased to 1d3+2
  • Mace of Terror: Removed can’t move toward you effect (since doesn’t come up often with a reach 1 weapon), and instead they can’t attack you.
  • Meteor Staff: Gains arcing.
  • Mortal Strike: 1/turn, updated wording.
  • Paired Enchant: Updated wording.
  • Penance: On crit effect changed to on hit.
  • Portable Cover: No longer consumable or a summon. 2/scene can create size 1 or size 2 hard cover. [Needed to be stronger as a heavy support. Removing summon gets rid of some potential shenanigans.]
  • Portalis: Updated wording.
  • Potion of Giants: Added clause can only be activated 1/scene.
  • Potion of Size: Increased to Consumable 3.
  • Power Armor: Gains -1 Dodge.
  • Prismatic Armor: Removed dodge/speed debuff. Instead randomly makes you vulnerable to astral/lunar/force each scene.
  • Quick Hide: Stress 2 self to use.
  • Radar: MEM cost reduced to 1, range increased to 5 from 3.
  • Recall Stone: Removed.
  • Reckless: Renamed Reckless Swing.
  • Returning Weapon: Only applies to melee weapons.
  • Scarab Staff: Stress increased to 3.
  • Shield of the Evil Eye: The daze effect is no longer a free action, since that would be nearly impossible to trigger. Daze is now auto.
  • Slime Staff: The on crit effect also deals 3 discord.
  • Spectral Dash: MEM reduced to 1.
  • Spellstrike: Damage increased to 3 per mana, gains on crit for 4 per mana.
  • Stunning Summon: The stun is auto.
  • Sundyr: Broken equipment can’t be repaired. [Only really applies to solos, but makes it a dangerous ability.]
  • Swordbreaker: Reliable increased to 2.
  • Throat Chop: Stress cost reduced to 1, updated wording to trigger on any channel, not just a spell. Effect just deals stress, since that will always trigger the concentration save anyway. Also bestows dazed.
  • Thunderstomp: Updated wording.
  • Timber: Gains Reliable 3
  • Titan Blood: Gains Integrated tag.
  • Twin Death: Updated wording, no longer a free action so can trigger off turn.
  • Unstable Wand: Damage changed to 3 per mana spent, and reliable equal to mana spent.
  • Vampiric Touch: Mana 1 moved to being a cost for the on crit effect, instead of every time.
  • Wallbreaker: Now a passive effect auto-destroying walls/cover when you walk through them. [Needed a better effect for taking up a Heavy slot.]
  • Wand of Fireballs: Damage increased to 1d3+4. [Needed something more for a legendary.]
  • Water Walking: Updated wording.
  • Wind Boomerang: Updated wording.
  • Windstep Armor: Invisibility is granted when you move, and ends when you do hostile stuff or are attacked. [Invisibility while moving wasn’t that strong of an effect on a MAIN legendary support item. This makes it more attractive, while not being as defensively strong as an invisibility cloak.]

Files

Beacon Public Playtest v1.13.0.pdf 13 MB
Jan 02, 2023

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