[UPDATE] Hero Manual Version 0.5.1

[NOM] Lance

Administrator
Staff member
#1
Hey everyone, we've got a big update for you today, so strap in as we unveil the latest changes and rapidly approach a final product.

CHANGELOG #6 13/6/2019 - Version 0.5.1: (Part 1)

General Update:

  • Any Action Effect that affects C, A, or P for a CAP Check has had the C, A, and P bolded.

P. 9 Aspects

Tier 4
  • Charged
    • Aspect now states: +1 Amplify Limit OR The first Amplify Action you use does not count toward your Amplify Limit. 1 per Encounter.
  • Dynamic
    • Aspect now states: +1 Trigger Limit OR The first Amplify Action you use does not count toward your Amplify Limit. 1 per Encounter.
P. 11 Generating Attributes

Advancing Your Hero
  • Tier 2 Advancement
    • Changed to: +2 to 1 Skill OR +1 to each of 2 Skills (see Tier 2 Advancement on p. 7)
  • Tier 4 Advancement
    • Changed to: +2 to 1 Skill OR +1 to each of 2 Skills (see Tier 4 Advancement on p. 7)

P. 18 Equipment

Melee Weapons:
  • New Melee Weapon: Sceptre [1H] (added after Pole-arm [2H] and before Staff [2H])
    • Damage
      • [Tier+1]d4 vs. Resistance
    • Range
      • 1
    • Bonuses
      • +1 Accuracy
      • Your first Spell is a Free Action. 1 per Encounter.
  • Staff
    • Bonuses
      • +2 Penetration
      • NEW BONUS: Your first Spell is a Free Action. 1 per Encounter
P. 25 Ardent

Tier 1
  • Cold Snap
    • Action Speed
      • Improved from Slow to Fast
Tier 2
  • Fan the Flames
    • Effect:
      • Revised from: 1 Damage Die Type to your next Damage-dealing Spell (Max. d20). This bonus resets if you hit, miss, or have that Spell Action Cancelled. 1 per Round.
      • Revised to: +2 Damage Die Types to your next Damage-dealing Spell (Max. d20). This bonus resets if you hit, miss, or have that Spell Cancelled. 1 per Round.
  • Rising Pheonix
    • Effect:
      • Revised from: [Tier+1]d8 Damage vs Resistance. Heal 3 HP. 1 per Round.
      • Revised to: Target Foe suffers 1 Stack of BURNING. Heal 3 HP.

Tier 3
  • Stone Rain
    • Effect:
      • Revised from: 10x[each Foe within 7 Squares of Target Foe] Damage vs. Toughness.
      • Revised to: 10x[each Foe within 3 Squares of Target Foe] Damage vs. Toughness.
Tier 4
  • Dragonfire
    • Name: Rename to: Frostfire
    • Effect:
      • Revise from: [Tier]d10 Damage vs. Resistance and Foe suffers 1 Stack of BURNING.
      • Revise to: [Tier+1]d8 Damage vs. Resistance and Foe suffers 1 Stack of BURNING or CHILL.
  • Tetrastorm:
    • Name: Rename to: Afterburn
    • Effect:
      • Revise from: [Tier+2]d8 Damage vs. Resistance.
      • Revise to: [Tier+1]d10 Damage vs. Resistance. Amp. Effect: Expend 1 Fast Action to improve Damage Die Type by +1*[each Stack of BURNING] on Target Foe.
  • Cobalt Conflagration
    • Effect:
      • Revise from: -4 A to CAP Check. The maximum Stacks of BURNING on Target Foes is increased to 3.
      • Revise to: -4 A to CAP Check. The maximum Stacks of BURNING on Target Foes is increased to 3 until the End of the Encounter.
  • NEW CLASS ACTION: Starburst (added after Afterburn and before Ignition)
    • Type: General | Spell
    • Target: 1 BURNING Foe
    • Range: Ranged | 7
    • Effect: AUTO-HIT. Remove all Stacks of BURNING from Target Foe. All Foes adjacent to Target Foe suffer from 1 Stack of BURNING.
    • Speed: Slow
  • NEW CLASS ACTION: Ignition Drive (added after Starburst and before Cobalt Conflagration)
    • Type: General | Exploit
    • Target: Self
    • Range: -
    • Effect: When you end your next Move Action, all Foes adjacent to you suffer 1 Stack of BURNING. 1 Stack.
    • Speed: Slow
  • Frostfire:
    • Name: Rename to: Dragonfire
    • Effect:
      • Revised from: -4 A to CAP Check. [Tier]d8 Damage vs. Resistance; and 1 Hit Foe suffers from 1 Stack of Chill or 1 Stack of BURNING.
      • Revised to: [Tier]d8 Damage vs. Resistance; and 1 Hit Foe suffers from 1 Stack of BURNING. Amp. Effect: Expend 1 Slow Action to cause all Foes to suffer from 1 Stack of BURNING instead.
  • Scramble Mind:
    • Effect:
      • Revised from: If Target Foe uses an Action that Targets 1 Hero, roll 1d20. If the Roll result is 10 or less, that Foe targets another Foe with that Action instead. Sust. Effect: Repeat Effect.
      • Revised to: If Target Foe uses an Action that Targets 1 Hero, roll 1d20. If the Roll result is 10 or less, that Foe targets another Foe of your choosing with that Action instead. The new Target must be a valid Target. Sust. Effect: Repeat Effect.
P. 30 Druid

Tier 1
  • Wildfire
    • Effect:
      • Revised from: 2d6 PIERCING Damage. Sust. Effect: Repeat Effect and also deal that Damage to Foes adjacent to your Target.
      • Revised to: [Tier]d6 PIERCING Damage. Sust. Effect: Repeat Effect and also deal that Damage to Foes adjacent to your Target.
    • *Note: This will affect Pregenerated Hero Cards
  • Wither
    • Effect:
      • Revised from: 1d10 PIERCING Damage. Sust. Effect: Repeat Effect and that Foe suffers from 1 Stack of WEAKNESS.
      • Revised to: [Tier]d8 PIERCING Damage. Sust. Effect: Repeat Effect and that Foe suffers from 1 Stack of WEAKNESS.
Tier 2
  • Moonbite
    • Effect:
      • Revised from: 1d10 PIERCING Damage. Sust. Effect: Repeat Effect.
      • Revised to: [Tier]d8 PIERCING Damage. Sust. Effect: Repeat Effect.
  • Ancestral Return
    • Fixed font sizing issue.
    • Effect:
      • Revised from: Trig. Cond.: If a Foe becomes FALLEN,
        Trig. Effect.: Transfer all Effects you are Sustaining on that Foe onto another Foe.
      • Revised to: Trig. Cond.: If a Foe becomes FALLEN,
        Trig. Effect.: Transfer all non-Tide-Turner Effects you are Sustaining on that Foe onto another Foe.
Tier 3
  • Sudden Storm
    • Effect:
      • Revised from: +1 Sustain Limit.
      • Revised to: Your first 2 Sustain Actions each Encounter are Free Actions.

Tier 4
  • Enrage
    • Name: Renamed to: Unleash
  • Reflecting Pool [Moved to Class Traits]
    • Type: Passive
    • Effect:
      • Revised from: Whenever you use a Sustain Action, you may use that Action on another Target as a Free Action directly after. Sust. Effect: Repeat Effect.
        Remove all Effects you are Sustaining when you stop Sustaining any Effect.
      • Revised to: -1 Sustain Limit (Min. 1). Select 1 Sustain Action and increase its Targets by +1. Sustaining the Action’s Sust. Effect on the additional Target does not use additional Sustain Limit.
  • Flourishing Autonomy
    • Effect:
      • Revised from: All Sustain Actions that include Target do not count toward your Sustain Limit.
      • Revised to: All Sustain Actions that include Target do not count toward your Sustain Limit until the end of the Encounter.
  • Excise Existence
    • Effect:
      • Revised from: Target Grunt Foe(s) becomes Fallen. Amp. Effect: Expend 1 additional Tide-Turner Charge to cause Target Awakened Foe(s) to become FALLEN instead.
      • Revised to: Target Grunt Foe(s) becomes Fallen. Amp. Effect: Expend 1 Tide-Turner Charge to cause Target Awakened Foe(s) to become FALLEN instead.

P. 36 Invoker

Tier 1
  • Healing Dew
    • Effect:
      • Revised from: Target Unoccupied Square heals the next Combatant that enters it 10 HP. 1 per Field.
      • Revised to: Target Unoccupied Square gains the Healing Dew (Local Field Effect). 1 per Round.
        Healing Dew (Local Field Effect): The next Combatant that enters this Square heals 10 HP, then remove Healing Dew (Local Field Effect).
  • Transference (moved below Well of Power)
    • Effect:
      • Revised from: Healing or Damage that would change a Combatant’s current HP to be above their maximum or below 0 can be redirected to any other Combatant of your choosing. This damage gains the PIERCING property.
      • Revised to: The Battlefield gains the Transference (Global Field Effect). 1 per Encounter.
        Transference (Global Field Effect): Healing or Damage that would change a Combatant’s current HP to be above their maximum or below 0 can be redirected to any other Combatant of your choosing. This damage gains the PIERCING property.
    • Speed:
      • Revised from: Slow
      • Revised to: Slow + Slow
  • Well of Power (moved above Transference)
    • Effect:
      • Revised from: Combatants that occupy Target Square deal +[Tier+2] Damage on their first Damage-dealing Action each Round. Well of Power cannot Stack. If there are ever more than 3 on the Field, remove a pre-existing one of your choice.
      • Revised to: Target Unoccupied Square gains the Well of Power (Local Field Effect). 3 per Encounter. Well of Power (Local Field Effect) cannot be stacked on the same Square.
        Well of Power (Local Field Effect): Combatants that occupy this Square deal +[Tier+2] Damage on their first Damage-dealing Action each Round.
  • Healing Font
    • Effect:
      • Revised from: Target Unoccupied Square heals any Combatant occupying it 5 HP at the beginning of your Turn. 1 per Field.
      • Revised to: Target Unoccupied Square gains the Healing Font (Local Field Effect). 1 per Encounter.
        Healing Font (Local Field Effect): Combatants that occupy this Square heal for 5 HP at the start of your Turn.
Tier 2
  • Sheltering Valley
    • Effect:
      • Revised from: Reduce Damage taken by Combatant that occupies Target Square cannot by 5. Sheltering Valley is removed at the start of your next Turn. 1 per Encounter
      • Revised to: Target Unoccupied Square gains the Sheltering Valley (Local Field Effect). 1 per Encounter.
        Sheltering Valley (Local Field Effect): Reduce Damage taken by Combatant that occupies Target Square by 5. Sheltering Valley is removed at the start of your next Turn.
  • Leyline Singularity
    • Range:
      • Revised from: Ranged | 5
      • Revised to: -
    • Effect:
      • Revised from: +[Squares affected by a Local Field Effect] Damage to Basic Attacks (Max 10). Sust. Effect: Repeat Effect.
      • Revised to: +[Squares affected by a Local Field Effect] and +2x[Global Field Effects] Damage to Basic Attacks (Max 10). Sust. Effect: Repeat Effect.
  • Crystalline Bastion
    • Effect:
      • Revised from: The first time Target Hero takes Damage next Round, reduce Damage by -10. You cannot cast Spells until the end of your next Turn. Sust. Effect: Repeat Effect.
      • Revised to: You cannot cast Spells until the end of your next Turn. The first time Target Hero takes Damage, reduce that Damage by 10. Sust. Effect: Repeat Effect.
  • Earthen Maw
    • Effect:
      • Revised from: 1 Foe is knocked PRONE at the start of each of your Turns. Sust. Effect: Repeat Effect.
      • Revised to: The Battlefield gains the Earthen Maw (Global Field Effect).
        Earthen Maw (Global Field Effect): 1 Foe is knocked PRONE at the start of your Turn. Sust. Effect: Repeat Effect.
  • The Greatest Flattery
    • Effect:
      • Revised from: You may use any Action on Target Other Hero’s Class Action List. Sust. Effect: Repeat Effect.
      • Revised to: You may use any Action on Target Other Hero’s Class Action List (not Tide-Turner List). Sust. Effect: Repeat Effect.

Tier 3
  • Phasewalk
    • Effect:
      • Revised from: Teleport to Target Square. Sust. Effect: No Effect.
        When Phasewalk is removed, Teleport to the Square you initially teleported to with Phasewalk if it is currently unoccupied.
      • Revised to: Teleport to Target Square. Sust. Effect: No Effect.
        When Phasewalk is removed, Teleport to the Square you initially teleported to with Phasewalk if it is currently unoccupied. (Becoming FALLEN removes Phasewalk).
Tier 4
  • Defiled Earth
    • Effect:
      • Revised from: Reduce healing on all Combatants to 0 until the start of your next Turn. Sust. Effect: Repeat Effect.
      • Revised to: The Battlefield gains the Defiled Earth (Global Field Effect).
        Defiled Earth (Global Field Effect): Reduce healing on all Combatants to 0 until the start of your next Turn. Sust. Effect: Repeat Effect.
  • Patient Boon
    • Effect:
      • Revised from: Target heals for 1d10 HP. Sust. Effect: No Effect.
        When Patient Boon is removed, that Hero is healed 1d10 HP per Round Patient Boon was sustained.
      • Revised to: Target heals for 1d10 HP. Sust. Effect: No Effect.
        When Patient Boon is removed, that Hero is healed 1d10 HP per Round Patient Boon was sustained. (Becoming FALLEN removes Patient Boon).
  • NEW CLASS ACTION: Persistent Pestilence (placed after Hex: Unravel)
    • Type:
      • Trigger | Spell
    • Target:
      • 1 CONDITIONED Foe
    • Range:
      • Ranged | 5
    • Effect:
      • Trig. Cond.: If 1 or more Stacks of 1 Condition would be removed from Target Foe,
        Trig. Effect: Those Stacks of that Condition is not removed.
    • Speed:
      • Fast
  • Theatre of the Valiant
    • Effect:
      • Revised from: Heroes automatically succeed on their first Willpower Check each Round.
      • Revised to: The Battlefield gains the Theatre of the Valiant (Global Field Effect).
        Theatre of the Valiant (Global Field Effect): Heroes succeed on their first Willpower Check each Round.
  • Widow’s Kiss
    • Type:
      • Revised from: General | Spell
      • Revised to: Sustain | Spell
    • Effect:
      • Revised from: The next damage-dealing Action that includes Target Foe gains the AUTO-CRIT property. 1 per Encounter.
      • Revised to: +1 Damage Die Type to all Actions that include Target Foe if they were the Target of or had a “Hex” Spell Sustained on them. Sust Effect: Expend 1 Slow Action and Repeat Effect. 1 per Encounter.
 
Last edited:

[NOM] Lance

Administrator
Staff member
#2
[Update] Hero Manual 0.5.1 (Pt. 2)

P. 41 Archer

Tier 1
  • Farsight Shot
    • Effect:
      • Revised from: +2 A to CAP Check. [Ranged Weapon Damage]. If your last Damage-dealing Action before Farsight Shot was a Melee Action, deal +3x[the number of Squares your Target is from you] Damage.
      • Revised to: +2 A to CAP Check. [Ranged Weapon Damage]. If your last Damage-dealing Action before Farsight Shot was a Melee Action, deal +3x[the number of Squares your Target is from you] Damage.
  • Whirling Dervish
    • Effect:
      • Revised from: +2 A to CAP Check. [Melee Weapon Damage]. If your last Damage-dealing Action before Whirling Dervish was a Ranged Action, +3 to Dodge until the start of your next Turn.
      • Revised to: +2 A to CAP Check. [Melee Weapon Damage]. If your last Damage-dealing Action before Whirling Dervish was a Ranged Action, +3 to Dodge until the start of your next Turn.
  • Winds of Fortune (move to Tier 3 and replace Repeating Shot)
    • Effect:
      • Revised from: +2 Range to all of your Actions. You may make a Shift Action as a Free Action each Round.
      • Revised to: The Battlefield gains the Winds of Fortune (Global Field Effect).
        Winds of Fortune (Global FIeld Effect): +2 Range to all of your non-Movement Actions. You may make a Shift Action as a Free Action each Round.
Tier 2
  • Galeforce
    • Effect:
      • Revised from: [Melee/Ranged Weapon Damage] + 3x[Tier]. If you used a Shift Action directly before Galeforce, Galeforce is a Fast Action. 1 per Round.
      • Revised to: [Melee/Ranged Weapon Damage] + 3x[Tier]. If you made a Shift Action directly before Galeforce, Galeforce is a Fast Action. 1 per Round.
Tier 3
  • Signal Flare
    • Effect:
      • Revised from: Amp Effect: If you Hit a Foe with a Damage-dealing Action, make a Move Action directly toward or away from that Foe.
      • Revised to: Amp. Effect: If you Hit a Foe with a Damage-dealing Action, make a Move Action directly toward or away from that Foe.
  • Galerider Strike
    • Effect:
      • Revised from: [Melee Weapon Damage] to Target Foe. If your last damage-dealing Action before Galerider Strike was a Ranged Action, Teleport to an Unoccupied Square adjacent to that Foe.
      • Revised to: [Melee Weapon Damage] to Target Foe. If your last damage-dealing Action before Galerider Strike was a Ranged Action, Teleport to an Unoccupied Square adjacent to that Foe.
  • Penetrating Shot
    • Effect:
      • Revised from: +2 P to CAP Check. [Ranged Weapon Damage] to Target Foe. If your last damage-dealing Action before Penetrating Shot was a Melee Action, deal Damage to all Foes between you and your Target too.
      • Revised to: +2 P to CAP Check. [Ranged Weapon Damage] to Target Foe. If your last damage-dealing Action before Penetrating Shot was a Melee Action, deal Damage to all Foes between you and your Target too.
  • Repeating Shot (move to Tier 1 and replace Winds of Fortune)
    • Effect:
      • Revised from: +4 P to CAP Check. [Ranged Weapon Damage]. Amp. Effect: Expend additional Fast Actions to make +1 Repeating Shot per expended Fast Action.
      • Revised to: +4 P to CAP Check. [Ranged Weapon Damage]. Amp. Effect: Expend additional Fast Actions to make +1 Repeating Shot per expended Fast Action.
Tier 4
  • Doubletap:
    • Effect:
      • Revised from: Whenever you use an Amplify Effect OR Trigger Effect, you may use that Effect once more before the start of your next Turn (unless that Effect has an usage amount restriction). Amplify Effects OR Trigger Effects granted by Doubletap are Free Actions and do not count to your Action Limits.
      • Revised to: Revise from: Whenever you use an Amp. Effect OR Trig. Effect, you may use that Effect once more before the start of your next Turn (unless that Effect has a usage amount restriction). Amp. Effects OR Trig. Effects granted by Doubletap are Free Actions and do not count to your Amplify Limit OR Trigger Limit.
  • Incendiary Ascension:
    • Effect:
      • Revised from: Target Square and all adjacent Squares are set on Fire. If a Combatant occupies any of those Squares, they suffer 1 Stack of BURNING.
      • Revised to: Target Square and all adjacent Squares gain the Fire (Local Field Effect).
        Fire (Local Field Effect): Combatants that enter or occupy this Square at the End of their Turn suffers 1 Stack of BURNING.
  • NEW CLASS ACTION: Tempest Turn (placed after Repelling Bolas)
    • Type: Trigger | Exploit
    • Target: Self
    • Effect:
      • Trig. Cond.: If you Cancel an Action,
        Trig. Effect: Make a Shift Action now and +2 A to your next CAP Check.
    • Speed:
      • Free
P. 46 Rogue

Tier 1
  • Pinpoint Strike
    • Effect:
      • Revised from: +2 C to CAP Check; [Melee Weapon Damage]; if Amplified with Dual Attack, deal 2x Damage instead.
      • Revised to: +2 C to CAP Check; [Melee Weapon Damage]; if Amplified with Dual Attack, deal 2x Damage instead.
  • Tactical Retreat
    • Effect:
      • Revised from: Trig. Cond.: If you are the Target of a Basic Attack,
        Trig. Effect: That Action misses; directly take a Move Action as a Free Action.
      • Revised to: Trig. Cond.: If you are the Target of a Basic Attack,
        Trig. Effect: That Action misses; take a Move Action directly after as a Free Action.
  • Shadowstalk
    • Effect:
      • Revised from: If Target Foe ends a Move Action 3 or more Squares from you, you may remove Shadowstalk and Teleport to an unoccupied Square adjacent to that Foe directly after. Sust. Effect: Repeat Effect.
      • Revised to: If Target Foe ends a Move Action 3 or more Squares from you, you may remove Shadowstalk and Teleport to an unoccupied Square adjacent to that Foe directly after. Sust. Effect: Repeat Effect.
Tier 2
  • Trickster’s Reserve
    • Effect:
      • Revised from: Remove all Stacks of 1 Condition; Heal 10 HP; Make a Move Action as a Free Action; if a Foe is within range, make two Basic Melee Attacks as Free Actions. Expend +1 Tide-Turner Charge to use Trickster’s Reserve while FALLEN during your Turn.
      • Revised to: Remove all Stacks of 1 Condition; Heal 10 HP; Make a Move Action as a Free Action; and if a Foe is within range, make two Basic Melee Attacks as Free Actions.
        Expend all Tide-Turner Charges to use Trickster’s Reserve while FALLEN during your Turn. If you do, you recover from FALLEN, then gain the above Effects.
Tier 3
  • Black Lotus
    • Effect:
      • Revised from: [Melee Weapon Damage]; if Black Lotus is Amplified with an Effect that causes POISON, or if hit Foe is already POISONED, they suffer an additional +3 Stacks of POISON.
      • Revised to: [Melee Weapon Damage]; if Black Lotus is Amplified with an Effect that causes POISON, or if hit Foe is already POISONED, that Foe suffers an additional +3 Stacks of POISON.
  • Serpent’s Bite
    • Effect:
      • Revised from: Stacks of POISON cannot be removed from Target Foe. Sust. Effect: Repeat Effect.
        When Serpent’s Bite is removed, Teleport to an unoccupied Square adjacent to your Target.
      • Revised to: Stacks of POISON cannot be removed from Target Foe. Sust. Effect: Repeat Effect.
        When Serpent’s Bite is removed, Teleport to an unoccupied Square adjacent to your Target. (Becoming FALLEN removes Serpent’s Bite).
  • Fevered Bane (moved after Bloodthirsty Flourish and before Flashing Steel)
    • Effect:
      • Revised from: Whenever Target Foe suffers a Stack of POISON, they also suffer DAZE and 2 Stacks of WEAKNESS. Fevered Bane is removed if that Foe becomes FALLEN or at the End of the Encounter.
      • Revised to: Whenever Target Foe suffers a Stack of POISON, they also suffer DAZE and 2 Stacks of WEAKNESS. Fevered Bane is removed if that Foe becomes FALLEN or at the End of the Encounter.
  • Bloodthirsty Flourish (moved before Fevered Bane)
    • Effect:
      • Revised from: [Weapon Damage] and heal ¼ of your Maximum HP. If Amplified with Dual Attack, deal 2x Damage and heal ½ of your Maximum HP instead.
      • Revised to: [Weapon Damage] and heal ¼ of your Maximum HP. If Amplified with Dual Attack, deal 2x Damage and heal ½ of your Maximum HP instead.
  • Flashing Steel
    • Effect:
      • Revised from: Amp. Effect: When you hit a Foe with a damage-dealing Action, you may use that Action on that same Foe again as a Free Action directly after. All Amplify Effects applied to that Action are Free Actions.
      • Revised to: Amp. Effect: When you hit a Foe with a damage-dealing Action, you may use that Action on that same Foe again as a Free Action directly after. All Amp. Effects applied to that Action are Free Actions.
Tier 4
  • Twisting Knife
    • Effect:
      • Revised from: [Melee Weapon Damage]; if hit Foe is Off-Guard, your first Amplify Effect applied to this Action is a Free Action.
      • Revised to: [Melee Weapon Damage]; if hit Foe is OFF-GUARD, your first Amp. Effect applied to this Action is a Free Action.
  • Momentum
    • Effect:
      • Revised from: Make 1 Dual Attack as a Free Action each Round. Dual Attack must be on your Class Action List to use Momentum. Sust. Effect: Repeat Effect.
      • Revised to: Make 1 Dual Attack as a Free Action each Round. Dual Attack must be on your Class Action List to use Momentum. Sust. Effect: Repeat Effect.
  • Exploit Weakness
    • Effect:
      • Revised from: Target Foe is OFF-GUARD; your damage-dealing Actions deal 1.5x Damage against that Foe. If Dual Attack is used on an Action that includes that Foe, deal 2x Damage instead. Sust. Effect: Repeat Effect.
      • Revised to: Target Foe is OFF-GUARD; your damage-dealing Actions deal 1.5x Damage against that Foe. If Dual Attack is used on an Action that includes that Foe, deal 2x Damage instead. Sust. Effect: Repeat Effect.
  • Deathwish
    • Effect:
      • Revised from: Improve the Speed of any Amplify Effect applied to an Action used by any Hero that includes Target Foe to Free. Sust. Effect: Repeat Effect and lose 1 Tide-Turner Charge.
      • Revised to: All Amp. Effects applied to an Action used by any Hero that includes Target Foe are Free Actions. Sust. Effect: Repeat Effect and expend 1 Tide-Turner Charge.
P. 53 Warrior

Tier 1
  • Staccato Strike
    • Effect:
      • Revised from: Amp. Effect: When you Hit Target Foe with a Melee Action, make a Basic Melee Attack directly after against that Foe as a Free Action.
      • Revised to: Amp. Effect: When you Hit Target Foe with a Melee Damage-dealing Action, make a Basic Melee Attack directly after against that Foe as a Free Action.
Tier 2
  • Seasoned Veteran
    • Effect:
      • Revised from: +1 A at the start of each of your Turns (Max. 20 A). Remove bonuses granted by Seasoned Veteran at the end of each Encounter.
      • Revised to: +1 A at the start of each of your Turns (Max. 20). Remove bonuses granted by Seasoned Veteran at the end of each Encounter.
  • Cleave
    • Name: Rename to: Savage Sweep
    • Effect:
      • Revised from: +2 C, A, and P to CAP Check. ½ [Melee Weapon Damage] +5 to Target Foe(s).
      • Revised to: +2 C, A, and P to CAP Check. ½ [Melee Weapon Damage] +5 Damage to Target Foe(s).
  • Obsessive Fury
    • Effect:
      • Revised from: +5x[Tier] Damage to all Damage-dealing Actions you use that include Target Foe. Sust. Effect: Repeat Effect.
        Lose 5x[Tier] HP when that Foe becomes FALLEN or Obsessive Fury ends.
      • Revised to: +5x[Tier] Damage to all Damage-dealing Actions you use that include Target Foe. Sust. Effect: Repeat Effect.
        Lose 5x[Tier] HP when Obsessive Fury ends. (Target Foe becoming FALLEN removes Obsessive Fury).
Tier 3
  • Fearless
    • Effect:
      • Revised from: Heal 5 HP. 1 per Round. Amp. Effect: Expend no additional Actions to ignore Forced Movement until the start of your next Turn.
      • Revised to: Heal 5 HP. 1 per Round. Amp. Effect: Expend 1 Free Action to ignore Forced Movement until the start of your next Turn.
  • Ironhide
    • Effect:
      • Revised from: +1 Toughness whenever you take Damage (after Barrier Values) greater than 0. Remove Ironhide and all bonuses granted by it at the start of your next Turn. 1 per Round.
      • Revised to: +1 Toughness whenever you take Damage (after Barrier Values) greater than 0. Remove Ironhide and all bonuses granted by it at the start of your next Turn.
  • Shieldfury Stance
    • Effect:
      • Revised from: +10 Toughness until the start of your next Turn. Sust. Effect: Repeat Effect and lose 1 Tide-Turner Charge.
        Remove Shieldfury Stance and all bonuses granted by it when you use a Damage-dealing Action, then add [your Toughness] Damage to your next Damage-dealing Action.
      • Revised to: +10 Toughness until the start of your next Turn. Sust. Effect: Repeat Effect and expend 1 Tide-Turner Charge.
        Remove Shieldfury Stance and all bonuses granted by it when you use a Damage-dealing Action. Your next Damage-dealing Action deals +10+[your Toughness] Damage.
Tier 4
  • On the Warpath
    • Effect:
      • Revised from: If you take a Move Action, +2 A to your next Action that Targets a Foe. 1 per Round.
      • Revised to: If you take a Move Action, +2 A to your next CAP Check.
  • Hamstring
    • Effect:
      • Revised from: [Melee Weapon Damage]. Amp. Effect: Expend 1 Fast Action to prevent Hit Foe from taking Move Actions next Turn.
      • Revised to: [Melee Weapon Damage]. Amp. Effect: Expend 1 Fast Action to prevent Hit Foe from taking Move Actions granted from Move Hexes next Turn.
  • Enrage
    • Effect:
      • Revised from: Trig. Cond.: If you take Damage,
        Trig. Effect: -2 A until your the end of next Turn. +1 C until the end of the Encounter (Max 20 C). 1 per Round.
      • Revised to: Trig. Cond.: If you take Damage greater than 0 (after Barrier Values),
        Trig. Effect: -2 A until your the end of next Turn. +1 C until the end of the Encounter (Max 20). 1 per Round.
  • Ravager’s Rush
    • Effect:
      • Revised from: Amp. Effect: When you cause a Foe to suffer 1 or more Stacks of VULNERABILITY with an Action, make two Shift Actions directly after that Amplified Action.
      • Revised to: Amp. Effect: When you cause a Foe to suffer 1 or more Stacks of VULNERABILITY with an Action, make 2 Shift Actions directly after that Action.
  • Savage Warpaint
    • Effect:
      • Revised from: +1 C at the start of each of your Turns (Max 20 C). Remove Savage Warpaint and all bonuses granted by it when you score a Critical Hit. Sust. Effect: Repeat Effect.
      • Revised to: +1 C at the start of each of your Turns (Max 20). Remove Savage Warpaint and all bonuses granted by it when you score a Critical Hit. Sust. Effect: Repeat Effect.
  • Perfecting Fury
    • Effect:
      • Revised from: +1 C at the start of each of your Turns (Max 20 C). Sust. Effect: Repeat Effect.
      • Revised to: +1 C at the start of each of your Turns (Max 20). Sust. Effect: Repeat Effect.
 
Last edited:

[NOM] Lance

Administrator
Staff member
#3
[Update] Hero Manual 0.5.1 (Pt. 3)

P. 58 Atlanta

Tier 1
  • Whitemane Warsong
    • Name: Renamed to: Warsong: Roar of the Whitemane
Tier 2
  • Skewer
    • Effect:
      • Revised from: [Melee Weapon Damage]. Amp. Effect: Expend 1 Fast Action to cause Hit Grunt to become FALLEN.
      • Revised to: [Melee Weapon Damage]. Amp. Effect: Expend 1 Fast Action to cause hit Grunt Foe to become FALLEN.
  • Mighty Roar
    • Effect:
      • Revised from: Trig. Cond.: If a Foe uses a Ranged Action that Targets a Hero,
        Trig. Effect: +2 to that Hero’s Dodge and Willpower against that Action.
        Amp. Effect: Expend 1 Fast Action to Cancel that Action instead.
      • Revised to: Trig. Cond.: If a Foe uses a Ranged Action that Targets a Hero,
        Trig. Effect: +2 to that Hero’s Dodge and Willpower against that Action. Amp. Effect: Expend 1 Fast Action to Cancel that Action instead.
Tier 4
  • Lion’s Fang
    • Effect:
      • Revised from: [Tier]d6 Damage vs. Resistance. Amp. Effect: Expend 1 Fast Action to add +10 Damage to the next damage-dealing Action used by another Hero that includes Target Foe. 1 per Round.
      • Revised to: [Tier]d6 Damage vs. Resistance. Amp. Effect: Expend 1 Fast Action to add +10 Damage to the next damage-dealing Action used by another Hero that includes Target Foe. 1 per Round.
  • Rescue
    • Effect:
      • Revised from: Teleport Target Hero to an unoccupied Square adjacent to you. 1 per Round. Amp. Effect: Expend 1 Fast Action to heal that Hero 5 HP.
      • Revised to: Teleport Target Hero to an unoccupied Square adjacent to you. 1 per Round. Amp. Effect: Expend 1 Fast Action to heal that Hero 5 HP.
  • Lionhead Bulwark
    • Effect:
      • Revised from: Lionhead Bulwark must be used as your first Action each Turn. +2 Toughness, Resistance, Willpower and you cannot take Move Actions until the start of your next Turn. 1 per Round.
      • Revised to: Lionhead Bulwark can only be used as your first Action each Turn. +2 Toughness, Resistance, Willpower and you cannot take Move Actions until the start of your next Turn. 1 per Round.
  • Counterfire
    • Effect:
      • Revised from: Trig. Cond: If a Foe uses a Ranged Action,
        Trig. Effect: Cancel that Action. Amp. Effect: Expend 1 Fast Action to allow 1 Hero to make a Basic Ranged Attack as a Free Action now.
      • Revised to: Trig. Cond: If a Foe uses a Ranged Action,
        Trig. Effect: Cancel that Action. Amp. Effect: Expend 1 Fast Action to allow 1 Hero to make a Basic Ranged Attack against that Foe as a Free Action now.
  • Skyward March
    • Effect:
      • Revised from: Amp Effect: When you Hit a Foe with an Action, make a Move Action as a Free Action directly after. +2 Willpower until the end of the Encounter.
      • Revised to: Amp Effect: When you Hit a Foe with an Action, make a Move Action as a Free Action directly after. If you moved directly toward a Foe, +2 Willpower until the end of the Encounter.
  • Ballad of Restoration (moved after Warsong: Ballad of Restoration)
    • Name: Renamed to: Warsong: Ballad of Restoration
    • Effect:
      • Revised from: Trig. Condition: If a Hero would become Fallen, Trig. Effect: That Hero retains 1 HP, and may use a Tide-Turner Action without expending a Tide-Turner Charge.
      • Revised to: Trig. Cond.: If a Hero would become FALLEN,
        Trig. Effect: That Hero retains 1 HP, and may use a Tide-Turner Action without expending any Tide-Turner Charges.
  • Warsong: Radiant Dawn (moved after Tremble Before Me and before Warsong: Ballad of Restoration)
    • Type:
      • Revised from: Sustain | Exploit
      • Revised to: General | Spell
    • Effect:
      • Revised from: Remove all Stacks of all Conditions from Target Hero. For each unique Condition removed, improve that Hero’s C by +1 (Max +5 C) until the end of the Encounter.
      • Revised to: Remove all Stacks of all Conditions from Target Hero. +1*[each unique Condition removed] C to that Hero (Max 5) until the end of the Encounter.
P. 66 Spiritualist

Tier 1
  • Vengeful Revenant
    • Effect:
      • Revised from: +1 P (Max. 20) whenever you take Damage or lose HP. Remove bonuses granted by Vengeful Revenant at the end of each Encounter.
      • Revised to: +1 P (Max. 20) whenever you take Damage greater than 0 (after Barrier Values) or lose HP. Remove bonuses granted by Vengeful Revenant at the end of each Encounter.
    • Speed:
      • Revised from: Free
      • Revised to: -
  • Soulreaver Weapon
    • Effect:
      • Revised from: +3x[each FALLEN Combatant] Damage to Target Hero’s next Damage-dealing Action (Max. +10).
        Amp. Effect: Expend ½ of your Current HP to increase the maximum to +30.
      • Revised to: +3x[each FALLEN Combatant] Damage to Target Hero’s next Damage-dealing Action (Max. +10). Amp. Effect: Lose ½ of your Current HP to increase the maximum to +30.
  • Judgment’s Favour
    • Effect
      • Revised from: +1 C (Max. 20) to Target Heroes when you Hit with a Basic Attack or Kiai Strike. Bonus resets to 0 when any Hero Critically Hits. Sust. Effect: Repeat Effect.
      • Revised to: +1 C (Max. 20) to Target Heroes when you Hit with a Basic Attack or Kiai Strike. Bonuses granted from Judgment’s Favour resets to 0 when any Hero Critically Hits. Sust. Effect: Repeat Effect.

Tier 2
  • Spirit of Spite
    • Effect:
      • Revised from: Remove 1 FALLEN Foe from the Encounter. Summon a Spirit of Spite in a Target Square. During your Turn, Spirit of Spite may make 1 Basic Melee Attack (using your CAP Values) against 1 adjacent Foe that deals 10 PIERCING Damage on a Successful Hit. Sust. Effect: Lose 1 Fast Action and Repeat Effect. 3 per Encounter.
      • Revised to: Remove 1 FALLEN Foe from the Encounter. Summon a Spirit of Spite in Target Square. During your Turn, Spirit of Spite may make 1 Basic Melee Attack (using your CAP Values) against 1 adjacent Foe that deals 10 PIERCING Damage on a Successful Hit. Sust. Effect: Expend 1 1 Fast Action and Repeat Effect. 3 per Encounter.
Tier 3
  • Spiteful Spirit
    • Name: Renamed to: Spirit of Agony
    • Effect:
      • Revised from: Lose 1 Tide-Turner Charge. Summon a Spiteful Spirit in Target Square. During your Turn, Spiteful Spirit may make 1 Basic Ranged Attack (using your CAP Values) against 1 Foe within 5 Squares that deals 10 PIERCING Damage on a Successful Hit. Sust. Effect: Lose 1 Fast Action and Repeat Effect. 1 per Encounter.
      • Revised to: Expend 1 Tide-Turner Charge. Summon a Spirit of Agony in Target Square. During your Turn, Spirit of Agony may make 1 Basic Ranged Attack (using your CAP Values) against 1 Foe within 5 Squares that deals 10 PIERCING Damage on a Successful Hit. Sust. Effect: Expend 1 Fast Action and Repeat Effect. 1 per Encounter.
Tier 4
  • Wretched Demise
    • Name: Renamed to: Bloodwail
    • Effect
      • AUTO-HIT. Remove Target Spirit from the Battlefield. All Foes within Range of you or Target Spirits take 10 PIERCING Damage and suffer 1 Stack of 1 Condition of your choice.
      • AUTO-HIT. Remove Target Spirit from the Battlefield. All Foes within Range of you or that removed Spirit take 10 PIERCING Damage and suffer 1 Stack of 1 Condition of your choice.
  • NEW CLASS ACTION: Virtue: Parting Gift (placed after Death’s Embrace and before Clamouring Souls)
    • Type: General | Spell
    • Range: Ranged | 7
    • Target: 1 Hero
    • Effect: Remove 1 Spirit from the Battlefield. The first Damage-dealing Action that Target Hero uses during their next Turn gains AUTO-HIT or PIERCING.
    • Speed: Fast
  • Shadows of the Damned
    • Target:
      • Revised from: 1 Fallen Foe
      • Revised to: 1 FALLEN Foe
    • Effect:
      • Revised from: Expend all Tide-Turner Charges. Target FALLEN Foe recovers from Fallen and heals ½ of their max. HP. You control that Foe during your Turn.
      • Revised to: Expend all Tide-Turner Charges. Target FALLEN Foe recovers from FALLEN and heals ½ of their max. HP. You control that Foe during your Turn. Whenever that Foe Targets another Foe with an Action, that Foe must make a CAP Check and uses your CAP Values.
P. 71 Tactician

Tier 1
  • Settle the Score
    • Effect:
      • Revised from: Trig. Cond.: If Target Other Hero takes Damage from a Foe,
        Trig. Effect: That Hero may make a Basic Melee or Ranged Attack at -4 A against that Foe as a Free Action directly after.
      • Revised to: If Target Other Hero takes Damage greater than 0 (after Barrier Values) from a Foe,
        Trig. Effect: That Hero may make a Basic Melee or Ranged Attack at -4 A against that Foe as a Free Action directly after.
  • Bolt of Inspiration (moved after The Ties which Bind)
  • Overturn (moved after Bolt of Inspiration)
Tier 2
  • Energizing Victory (moved after Double or Nothing)
    • Effect:
      • Revised from: Trig. Cond.: If another Hero Hits Foe(s) with an Action,
        Trig. Effect: That Hero’s next Fast Action is a Free Action.
        Amp. Effect: If the Triggering Action caused a Foe to become FALLEN, that Hero’s next Slow Action is a Free Action instead.
      • Revised to: Trig. Cond.: If another Hero Hits 1 or more Foes with an Action,
        Trig. Effect: That Hero’s next Fast Action is a Free Action. Amp. Effect: If the Action that fulfilled the Trig. Cond. caused 1 or more Foes to become FALLEN, that Hero’s next Slow Action is a Free Action instead.
Tier 3
  • Denied (moved after Battle On)
  • Maximum Caliber
    • Effect:
      • Revised from: Maximum Caliber does not expend a Tide-Turner Charge. Amp. Effect: When you Hit a Foe with a damage-dealing Action, deal maximum Damage instead. 1 per Encounter.
      • Revised to: Maximum Caliber does not expend a Tide-Turner Charge. Amp. Effect: When you Hit a Foe with a damage-dealing Action, deal maximum Damage instead. 1 per Encounter.
Tier 4
  • NEW CLASS ACTION: Bladeturn Formation (place after Armoured Operations and before Honour and Valour)
    • Type: General | Exploit
    • Target: All other Heroes
    • Range: Ranged | 3
    • Effect: Reduce your Barrier Values to 0 until the start of your next Turn and +½ of your Willpower to all Target Heroes Barrier Values until the start of your next Turn.
    • Speed: Slow + Fast
  • Outmaneuver (move after Lead with an Iron Fist)
 
Last edited:

[NOM] Lance

Administrator
Staff member
#4
[Update] Hero Manual 0.5.1 (Pt. 4)

Hero Manual - Page reference errors
  • P. 81 - Awarding EXP - replaced p. xx with “p. 82”
  • P. 81 - Gaining a Tier - replaced p. xx with “see Tier Advancement, right”
  • P. 97 - Tide-Turner Charges - replaced p. xx with “p. 103”
  • P. 99 - Rules of Combat - replaced p. xx with “p. 110”
  • P. 109 - Veteran Red Hexes - - replaced p. xx with “p. 111”
Hero Manual - Graphical Errors, Revisions, and Additions

  • P. 76 - White Space
    • Added Fast Talk Skill image to the white space.
  • P. 92 - Deck of Fates - 3rd Column
    • Added Example Deck of Fates to white space.
  • P. 98 - White Space
    • Added Concentration Skill image to the white space.
  • P. 106 - White Space
    • Added Leadership Skill image to the white space.
  • P. 111 - Tip Box
    • Tooltip no longer covers up page number.
  • P. 113 - Condition List
    • Text is now formatted correctly (I.e. no longer all italicized)
Hero Manual - Text Revisions
  • P. 21 - Replaced “Long Rest” with “Milestone”
  • P.82 - TIP Box - 3rd Paragraph
    • Revised from: Players should consider their goals for the next Milestone as they select new Class Actions and choose been between general abilities and specialization. A non-specialized Hero may find they have trouble focusing fire to take down a major Foe, while a specialized Foe may find themselves struggling against a Foe with Special Abilities that negate their strongest attack sequences. Ultimately, choose the Class Actions that you feel best fit your Hero’s personality and your play style. These usually give you and your group the most immersive and rewarding Epic.
    • Revised to: Players should consider their goals for the next Milestone as they select new Class Actions and choose been between general abilities and specialization. A non-specialized Hero may find they have trouble focusing fire to take down a major Foe, while a specialized Hero may find themselves struggling against a Foe with Special Abilities that negate their strongest attack sequences. Ultimately, choose the Class Actions that you feel best fit your Hero’s personality and your play style. These usually give you and your group the most immersive and rewarding Epic.
  • P. 88 - 2nd Column - 1st Line
    • Removed: Flip for Quick Guide: Foe Turns.
  • P. 89 - 2nd Column - 1st Line
    • Removed: Flip for Quick Guide: Hero Turns.
  • P. 94 - Types of Role-playing Encounters - Discovery and Dialogue
    • Revised from: Discovery and Dialogue: In Dialogue Encounters, the Heroes explore their surroundings for information and resources. In Dialogue Encounters, the Heroes interact with Characters using any number of techniques, including interrogation, threats, bribery, and persuasion.
    • Revised to: Discovery and Dialogue: In Dialogue Encounters, the Heroes explore their surroundings for information and resources. In Discovery Encounters, the Heroes interact with Characters using any number of techniques, including interrogation, threats, bribery, and persuasion.
  • P. 101 - Special Types of Movement - Climb Movement and Elevation:
    • Revised from: • Climb Movement and Elevation: Raised or lowered sections of the Battlefield are labelled as +/-X Elevation, meaning they are X Squares above or below the rest of the Battlefield. Elevation requires Climb Movement to traverse. You can Shift as a Fast Action to Climb 1 Square of Elevation, or perform an Athletics Skill Check as a Slow Action to attempt to Climb faster. If you succeed, you may Climb 1-5 Squares. If you fail, you not Move.
    • Revised to: • Climb Movement and Elevation: Raised or lowered sections of the Battlefield are labelled as +/-X Elevation, meaning they are X Squares above or below the rest of the Battlefield. Elevation requires Climb Movement to traverse. You can Shift as a Fast Action to Climb 1 Square of Elevation, or perform an Athletics Skill Check as a Slow Action to attempt to Climb faster. If you succeed, you may Climb 1-5 Squares. If you fail, you do not Move.
  • P. 105 - Toughness or Resistance?
    • Revised from: To determine the type of Damage your Action deals, check the Icon that follows the Damage Roll number within that Action’s Effect.
    • Revised to: Sometimes, Toughness and Resistance will be represented by the above icons. To determine the type of Damage your Action deals, check the Icon or text that follows the Damage Roll number within that Action’s Effect.
  • P. 113 - Condition List
    • Poison
      • Effect: Replaced “beginning” with “start”
    • Burning
      • Effect: Replaced “beginning” with “start”

HERO CARD UPDATES

Condition List
  • Poison
    • Effect: Replaced “beginning” with “start”
  • Burning
    • Effect: Replaced “beginning” with “start”
 
#5
Vicious and Keen aspects at tier 3 are +1 damage die TYPE, which is not entirely clear (I'm assuming size?) and is wildly overpowered for 1d12 damage attacks. I want to put in a thought again that Vicious and Keen tier 1 end up being wildly too good compared to other options for anyone who wants to deal damage: if these were reduced to just +2 damage, they'd *still* be worth taking! Hell, if they were changed to just +1 Damage, they'd be competitive a lot of the time! They are such an obvious choice they feel bad.

Charged and Dynamic aspects seem overly complicated - why why I ever want the first amplify I use to not count towards my limit, rather than just having a higher limit all the time? In addition, Dynamic references Amplify, when it should likely reference Trigger.

I continue to think it's kinda sad that a two-weapon melee character is disincentive pretty hard - there's no reason to use a off-hand weapon unless you're a spellcaster - so it would at least make sense to me to change it to something like a spell focus. This goes to a lot of the things, too - axes are really good for rogues, but warriors with huge damage bonuses would never touch them!

Bladeturn formation would read better if it was two separate sentences, just to make it clearer.
 
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