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I love the Brindlewood influence here, and how willing you are to take FitD design out of Blades' shadow! This rocks <3

One small question: Doom isn't defined in this, so I'm a little unclear what it is other than a Trauma-equivalent. Any tips?

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Thanks Thursday! That's really kind of you and great to hear!

That's a great question -- I think it is hard to know how to balance something being a quickstart vs a playkit, and I think I maybe could do more to make it a quickstart. I'll have a think about the best way to do incorporate some of these other rules. It also would probably be helpful to incorporate some guidance on writing/running hunts.

So, Doom is a trauma equivalent, but ties in to a couple other things. Here's the relevant bit from the book, hopefully it's helpful

EDIT: not sure why the formatting is so goofed up, but I'll try to clean it up after I'm done with work!

When you fill your luck track, mark doom.

If you give in to your inner darkness (e.g. lash out, hurt someone you care about, go too far), stay in <span class="word" <the<="" span="">the </span>scene.

If you hold off <span class="word" <the<="" span="">the </span>darkness <span class="word" <inside<="" span="">inside </span>you, take a final action with increased impact before collapsing, being left for dead, or otherwise being temporarily taken out of <span class="word" <the<="" span="">the </span>scene, only to come back later, changed.

Facing <span class="word" <the<="" span="">the </span>darkness always changes you in some way; modify one of your beliefs to reflect <span class="word" <this<="" span="">this </span>and clear your luck track. Your solace has been satisfied for <span class="word" <the<="" span="">the </span>next downtime.

If you are marking doom for <span class="word" <the<="" span="" style="color: inherit; font-family: inherit; font-size: inherit;">the </span>first time, you now have access to monstrous abilities.

----

When your doom track is full, you are doomed.

Your character cannot continue <span class="word" <their<="" span="">their </span>life as a hunter. After taking your final action, you must either sacrifice yourself or embrace the<span class="word" <the<="" span=""> </span>void.

If you sacrifice yourself, all other hunters take +1d to <span class="word" <their<="" span="">their </span>next action, as if you had taken <span class="word" <the<="" span="">the </span>help action. You decide whether your hunter dies, retires, or something else. Whatever <span class="word" <their<="" span="">their </span>fate, your character cannot continue <span class="word" <their<="" span="">their </span>life as a hunter.

If you embrace the void, <span class="word" <the<="" span="">the </span>void is satisfied ... for now. All other hunters may clear 1 doom but you must hand your hunter over to <span class="word" <the<="" span="">the </span>keeper who decides <span class="word" <their<="" span="">their  </span>ultimate fate.

Maybe <span class="word" <they<="" span="">they </span>die, or maybe <span class="word" <they<="" span="">they </span>suffer a fate worse than<span class="word" <than<="" span=""> </span>death: becoming <span class="word" <the<="" span="">the  </span>very evil <span class="word" <they<="" span="">they </span>swore to drive out.

When looking at the Arcs, what does the number and the B/H mean in the parenthesis?

Is that the cost in Hope or Bond?

Yes, good catch! I can clarify that!

I should probably read the material you provided previous to the quick start.  It seems fairly complete. Since this is revised information, what has changed between 0.9.3 and the playkit/quickstart recently released?

I should probably type this up and include it with the download, but there are two major rules changes:

Risk & Impact - in the original edition of the game, the action roll was simplified by folding position and effect together. The keeper set position which hunters had limited means to modify. Here, position becomes risk and effect is added back in as impact. All rolls are risky by default, but the players can increase their impact by making things riskier ("make it desperate") or decrease their risk by reducing their impact ("play it safe"). Inspired by how the action roll works in Slugblaster and me missing players being able to trade position and effect like in Blades.

The other big difference is downtime. The revised edition contains a total rewrite of the downtime phase which used to function more similarly to Blades in the Dark. All of downtime is now focused around purchasing beats using xp (hope or bond). 

There are some other changes that came along with those: Trust worked a little differently. The xp (hope/bond) triggers have changed a bit and now they are only accrued during hunts and not downtime. The showdown roll results were tweaked to reflect the shift from position to risk/impact. Consequences look a little different for the same reason.

Finally, there are some changes to how gear works. Previously each playbook had a different maximum load. Load was renamed "gear slots" and now it's 4 for everyone, but some playbook abilities increase your total number of slots available.

I think that's all the main stuff!