v0.08 Update


Whoo boy. It's been quite awhile , but the next version of Epigenesis is here! I intended this to be a minor update after some playtesting, but things got away from me.  Posting the entire Changelog here would take up too much space, so refer to the document to see it in its entirety. That being said, let's go over the broad strokes. 

The majority of this update is combat and character class changes. I would like to thank my players who helped me test Epigenesis out; they have been a tremendous help in uncovering some major issues in the system. In addition to various buffs and nerfs, I've made various adjustments to increase the importance of positioning and moving enemies around, as well as standardized durations of effects to make them easier to track. Changes include

-The standard Grab now lets the user throw or slide the target multiple squares as opposed to just moving them one square. This is to increase the efficacy of area targeting /denial effects and prevent combatants becoming clumped up in every Encounter. 

-Critical damage now just does max damage as opposed to rolling the DMG twice. This, along with some minor enemy VIT buffs, is intended to increase npc survivability and make control and support Moves and Abilities more useful. 

-Loads of class changes, including Metamancer. Especially Metamancer. 


On the Narrative side, there are now rules for assisting Attribute Checks as well as some changes to Downtime Actions. Most importantly, characters that use DRV now have a proper name: Channelers. It only took almost a year to come up with the name.


Finally, I had planned on including a pre-made mission for GMs to run as an easy introduction to the system and its mechanics. However, playtesting revealed that the Mission needed some improvements, to put it mildly. Hopefully I will be able to include it in the next update, but it's hard to say without more rigorous testing. 

Files

Epigenesis Core Rules v0.08.pdf 797 kB
Sep 23, 2021

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