Hunter Corps V2 Update


Global Changes

> Gray Background added to reduce saturation.
> Actions/Perks/Powers are listed in white blocks to make it easier to parse while skimming through the Handbook.
> Table of Contents Reorganized
> "Player Section" renamed to "Character Creation" 
> "Beyond Character Creation" expanded to "After Character Creation" section.
> "Character Sheet" and "Feral Character Sheet" remade.
> Spelling/grammar issues fixed.
> Some abilities rewritten to improve conveyance.
> Elemental Mechanics/Powers color coded.

Character Creation Section

> "Quick Start Guide" added (pg. 04) 
> Simple Actions refresh at the start of each Phase (pg. 05)
> It costs one Simple Action to spend two charges. (pg. 05)
> Charges do not refresh until you're inside a District.  Once inside a District, all charges will refresh. (pg. 05)
> Maneuvers now allow you to combine up to three Complex Actions into one.  The Primary is whatever Complex Action gives you the highest DC while each Secondary causes you to receive a [+2] DC Modifier for each Secondary added. (pg. 06)
> "Apex Maneuvers" replaced with "Joint Maneuvers." (pg. 06)
> Joint Maneuvers requires that everyone involved in the Maneuver succeeds in order for the Joint Maneuver to succeed. (pg. 06)
> Minion Maneuvers rewritten (pg. 06)
> Amigo Maneuvers added (pg. 06)
> Phases reduced from three to two. (pg. 07)
> Turns are the time it takes one person to spend their action(s). (pg. 07)
> Phases are the time it takes everyone on the same team to spend their action(s). (pg. 07)
> Rounds are the time it takes for everyone on the field to spend their action(s). (pg. 07)
> There are now Two Phases instead of three; the first Phase is reserved for Hunters (PC's and Allied NPC's) while the second Phase is reserved for enemies. (pg. 07)
> During a Turn, a player can spend 2 Simple Actions + 1 Complex Action, or 1 Simple Action + 1 Full Action. (pg. 07)
> An ally must be adjacent to you in order to awaken/stabilize you as a Simple Action. (pg. 07)
> You may now move partial cover around the battlefield; you must successfully make a STR roll and you may move it forward, backwards, to the left, or to the right for a number of □ equal to your STR value (Min: 1□) (pg. 08)
> Canci racial perk no longer applies to INT rolls (pg. 10)
> Hannabi now only lose the ability to regenerate until the end of the next Round, rather than taking [+2] hits from a called shot to their core. (pg. 11)
> Jaegers cannot spend Complex or Full Actions while in Weapon form. (pg. 11)
> A Jaeger's weapon form cannot be destroyed, but anything that would destroy/damage their weapon form will cause them to take Hits, which ignores Resistance (pg. 11)
> If you ever become Unconscious, Dying, or Dead; you revert back to your human form and/or any copies that you made will disappear. (pg. 11)
> Kit-kuns can fall 6□ without injury, but receive a [+2] DC Modifier to any AGI rolls that would force them to descend more the 3□ in one Movement. (pg. 11)
> Marines can turn a failure into a success, but they must roll INT; if they succeed, they fall unconscious at the end of the Phase, while a failure causes them to fall unconscious at the end of the Turn. (pg. 12)
> Moguls reduce damage taken from any attack by [-1], rather than just starting out with [+1] Resistance. (pg. 12)
> Monarchs can regain up to two charges at the cost of one Simple Action, but they must roll MAN; if they fail, they cannot use their racial perk again until they return to a District (pg. 12).
> Rook racial perk rewritten, but otherwise has no changes.
> Every □ that you fall past 2□ deals [1] Hit, which ignores Resistance. (pg. 14)
> If you fall 10□ or more, you die. (pg. 14)
> It takes one Turn to fall 10□, any leftover □ will carry over to the next Turn until you hit the ground. (pg. 14)
> Tuskens now receive a [-2] DC Modifier to all STR rolls when they're enraged, rather than a [x10] modifier to Carry Cap. (pg. 14).
> Character Details reorganized (pg. 15)
> At character creation, players will receive 4 Stat Points, Spending 1 Stat Point will increase any Stat (except MAN) by [+1] (pg. 16)
> STR now determines how many inventory slots you receive (4-8) (pg. 16)
> STR can now be used to draw or store one item from your inventory as a Simple Action. (pg. 16)
> Block reduces damage taken, rather than increasing your Resistance for the Turn. (pg. 17)
> "Stealth Rating" renamed to "Concealment" (pg. 17)
> "Insight Modifier" replaced with "Prediction"
> Material cost increased (pg. 17)
> You may now use Crafting to repair an item, rather than craft it. (pg. 17)
> Insight rewritten (pg. 17)
> "Detection Range" renamed to "Observation" (pg. 18)
> "Scan" increases Observation Range by [+2□] instead of [+5□] (pg. 18)
> "Detection" renamed to "Awareness" (pg. 18)
> Charisma revamped in its entirety (pg. 18)
> Protection Values lowered (pg. 19)
> You may now apply a Ward to yourself using MAN as a Simple Action (pg. 19)
> Production revamped in its entirety (pg. 19)
> Formation revamped in its entirety (pg. 19)
> You now receive [75*Job Rank]♪ whenever you work instead of [25*Job Rank]♪ (pg. 20, pg. 31).
> Cleaners double the amount of Rounds they reduce a Status Effect's Duration by using a Status Roll (pg. 20)
> Collectors can find one additional unit of material if they roll [5+] Degrees on their PER roll, rather than making each roll cost 30 minutes of time. (pg. 20)
> Contractors give you Domestic Points to your home based on what rank of material they spent on your home (pg. 21, pg. 33)
> Enforcers can learn someone's character statistics, their Host Power, and how many Forms they have if they know the person's name and successfully roll INT (pg. 21)
> Entertainers receive three [-2] DC Modifiers that they can apply to any roll that they, or their allies make.  These modifiers refresh at the start of the next session.
> Researchers can give themselves a [+2] DC Modifier when using Insight to discover the ability, caveat, and RED Values of one Active Power that they witness being performed (pg. 21)
> Soldiers grant allies a [-X] DC Modifier (equal to INT, Min: -1) whenever they perform a Joint Maneuver with allies.
> Light Weapons now allow you to transfer damage to the weapon instead of you taking the damage, but if the damage is greater than the weapon's rank, the weapon becomes broken. (pg. 22)
> Prices for all items increased (pg. 23)
> Host Powers revamped overall (pg. 25)
> Form section moved to "After Character Creation" Section

>RED Values revamped in its entirety. (pg. 23)
>Total Rounds for your Terminal Timer has been lowered from 30 to 24 (pg. 24)


After Character Creation Section

> Whenever you gain 15 EXP, you will gain 1 Stat Point and 1 New Form. (pg. 27)
> Character Progression section added (pg. 28)
> "Forms" renamed to "Form Powers" (pg. 29)
> "Form Powers" added to "After Character Creation" Section (pg. 29-30)
> "Scavenging" removed as a Downtime Action.
> Downtime Actions now cost "Time Slots"
> At the start of the session following the end of a mission, the group will decide how many Time Slots they will receive (3-5); once all Time Slots are spent, Downtime is over. (pg. 31)
> "Missions" Section added (pg. 32)
> "Home" Section added (pg. 33)

Setting Information Section

> Rewritten/edited in its entirety with some new details added overall.

GM Section

> Chapter 1 changed from "How to run a Game" to "What is a GM?" (45-47)
> "Creating Caveats for Forms" section added to chapter 1 (pg. 46)
> "Handling Forms and their Caveats" renamed to "Powers you should say No to!" (pg. 47)
> "Chapter 2: Designing NPC's" rewritten in its entirety (pg. 48).
> Ferals now receive Feral Powers based on their maturity (pg. 49)
> STR modifies a Feral's Damage (pg. 50)
> A Feral may reduce their damage by [-1] Hit to target one additional person with their attack. (pg. 50)
>Instead of Ferals having one large sum of HP, each core will now receive an HP pool based on their END. (pg. 50)
> Ferals can now use INT to summon Minions to the field. (pg. 51)
> Regeneration now allows them to restore HP to each core at once. (pg. 51) 
> Larval Ferals now receive a typing to either physical or supernal (pg. 51)
> Runes (see Formation on pg. 19) can now be used to harm Ferals. (pg. 51)
> "Feral Powers" (as in the custom abilities) are now renamed to "Theme Powers" (pg. 52).
> Feral Ability "Onslaught" added (pg. 52)
> Two completed Feral Sheets added so GM's can now see what a completed Feral Sheet looks like (pg. 52)
> "Chapter 4: Designing a Map" rewritten in its entirety. (pg. 53)

Files

Hunter_Corps_v.2.0.pdf 3.2 MB
Jan 01, 2021

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