19 Jul

Version 1.06

It’s been a while! But with the influx of new readers, players, and GMs from the Kotaku article, we’ve gotten a whole lot of feedback and playtesting reports. So we’ve got a slew of tweaks, updates, and changes, big and small!

This version features a few changes to Races, such as Rito now being able to use their molted feathers as a Cloth material. It also features the first inclusion of material from Cadence of Hyrule, the “Cadence’s Shovel Strike” Spell. Swarms were altered to not be based off of the monsters’ Size, so they should be easier to use and more sensible to fight. And of course, there’s lots of minor corrections, clarifications, and wording alterations.

As ever, you can download the new version of the books here or here.

Reclaim the Wild (Core Rulebook)

  • Some art was removed or replaced.
  • Added a short list to the beginning of the “How to Use This Book” section, indicating required materials (namely, that the system uses only good ol’ six-sided dice).
  • Tweaked the “Lifting” rules to remove an inconsistency in the breakpoints.
  • Demons’ transformation benefit has been reworked. It now Binds Magic and Stamina, instead of Burning it.
  • The term “Weakness” has now been replaced with “Vulnerability”, to reduce confusion. Remember: Vulnerabilities hurt you no matter how they’re used against you, but a Weak Point has to be revealed and struck for massive damage!
  • Added the “Ever-Ready” Bonus to Talking Animals, and tweaked the “Cooperative” bonus to be more desirable.
  • Tweaked the wording of the “Rest & Relaxation” section in an attempt to remove edge-cases.
  • The “Ancient Knowledge” Feat now allows you to upgrade Ancient materials, as well as create them.
  • The “Uppercut” Technique now also knocks the target Prone. Shoryuken!
  • The “Two Against One” Technique now requires you not be using a Shield.
  • Reduced the Stamina cost of the “Kinetic Shot” Technique, from 10 Stamina to 6, increased its Push to 3, and decreased its Range to Projectile 6.
  • The “Call to Arms” and “Combo” Techniques are now in the proper order. Alphabetical is harder than it looks!
  • Clarified the wording on the “Venom Strike” Technique.
  • Clarified that damage taken from Dark Brambles ignores Defense.
  • Clarified that Magneto-Bombs deal “Shock” damage.
  • Improved the layout of the page describing Rain weather.
  • Clarified that weapons only lose Durability when successfully used in a combat encounter. If you miss all of your attacks, your weapon doesn’t lose any Durability. No harm, no foul.
  • “Bari’s Coat” now takes only a Minor Action to activate.
  • Added a new Spell: “Cadence’s Shovel Strike”. Handy against foes who want to use terrain-altering effects!
  • Reduced the Magic cost of “Blizzagia’s Breath” and “Yarna’s Vortex”, from 8 MP to 5 MP.
  • The “Goron Goroll” Technique now increases your Movement by 2, but prevents you from Climbing, Jumping, or Swimming. Also, clarified that it grants you 4 Ranks of Resistance, rather than ‘steps’.
  • Updated the wording for “Serpent’s Fangs”’s Use Requirement.
  • The Technique “Darmani’s Defense” can now only be triggered by attacks that would cause you to be Pushed, Knocked Prone, or Off-Balance.
  • The Technique “Doppelganger’s Movement” now costs 10 Stamina (down from 12), and can be used against any Melee attack. However, when used, it now makes you Distracted by the attacker until the end of your turn.
  • Clarified that Bombs can’t be used as part of Techniques. No, you can’t use Pinning Shot with a Bomb.
  • Removed the Damage on the Charge action, as the damage is covered by using the Strike Basic Attack at the end of the Charge.
  • Clarified that Harvesting Tools grant a bonus of (Rank), not (Rank / 2), to Harvesting rolls.
  • Clarified that the “Create Ammunition, Lesser” Spell only creates a single unit of Ammunition per cast.
  • The Talking Animal bonus “Producer” now runs off of (Discipline / 3) and (Fortitude / 3), rather than the previous (Fortitude / 2) and (Hearts / 2).
  • The (largely useless) Rito bonus towards Jump height has now been replaced with the ability to molt their feathers, producing Cloth materials. We’re open to feedback on this, so please let us know what you think!
  • Fixed an error where the Rito Crafting Style’s range-boosting bonus wasn’t included in various charts.
  • Added a note to the Boosted Trait status, that it cannot be used to determine the Rank of items you can Craft.
  • Clarified that, when you take advantage of a Rod or Staff’s “+2 Willpower” for a Spell, that counts as ‘using’ it.
  • Altered how Swarms function; their function is no longer tied to the monster’s Size. Instead, you simply place however many squares of Swarm you want, and chop them down as you go.
  • Added a note to the Master Mode Rule for Forge Quality, to clarify that it also limits Transmutation.

Ravage the Wild (Bestiary)

  • The term “Weakness” has now been replaced with “Vulnerability”, to reduce confusion.
  • Added the “Fire” damage type to a lot of fiery moves, like Flame Breath and Zola’s Fireball.
  • The Brigand Ambushers figured out that they can throw their Boomerangs, not just hit folks in melee with them.
  • Cucco have sharpened their beaks, which are now properly recognized as Rank 3 weapons.
  • Clarified that Wallmasters can carry grappled foes through walls, which even Ghini cannot do.
  • Reworked Mothula’s “Summon Insects” attack, to better fit the reworked Swarm rules.
  • Updated Kanonnier’s entry to reflect the changes to Heavy Weapons in Rebuild the Wild.
  • Adjusted the drops of all Swarm monsters, based on changes to the Swarm rules.

Rebuild the Wild (Supplement)

  • The term “Weakness” has now been replaced with “Vulnerability”, to reduce confusion.
  • In the “Breaking and Entering” section, noted that Barracks likely have guards around the clock, and have thick, sturdy walls.
  • Significantly increased the damage of Cannonballs, to make them worth their expense and inconvenience. They should now be more competitive against Bombs (as fired from Cannons) in use against foes with less than Extreme Defense. Now, a blast from a Cannonball’s damage, fired from a Cannon of the same Rank, should be roughly equivalent to (if not slightly better than) a “2x” attack from a Hero wearing same-Rank equipment with appropriate Traits.

3 thoughts on “Version 1.06

  1. I may just not be seeing it, but I can't find what the bind cost is for demons to use their transformation
    • It's listed right in the description for their transformation, in the Core Rulebook: It takes (Magic) MP and (Stamina) SP. So if you have a Magic Trait of 3, and a Stamina Trait of 2, you'll need to Bind 3 MP (out of your total 12) and 2 SP (out of your total 8) in order to transform.
      • Ok, that makes more sense, I was reading it as a redundant explanation of where MP and SP come from for some reason. Thanks.

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