Hunter Corps update V3


Changelog v.3.0

Fixes/Changes between 3.26.21 and 4.2.21

  • > NPC Character Sheet added (pg. 51)
  • > Prone grants a [+] Modifier when performing/interrupting a Ranged attack (pg. 06)
  • > Prone grants a [-] Modifier when performing/interrupting a Melee attack (pg. 06)
  • > Aestheticians can now use their career perk by spending 1/4 of a Time Slot, rather than 1 Time Slot (pg. 20)
  • > Fixed page location; Contractor listed Homes as being on pg. 33, rather than pg. 36 (pg. 21)
  • > Fixed Examples; Enforcer/Entertainer and Soldier/Transporter had the same examples (pg. 21)
  • > Fixed Typo; "Melee Qualities" changed to "Melee Perks" and "Ranged Qualities" changed to "Ranged Perks" (pg. 22)
  • > Text now clarifies that you consume [1] meal each time you spend a time slot (pg. 23)
  • > Chartreuse Barbarian altered; each time an interrupt is made against your attack(s), you may reroll and take the highest value rolled (pg. 25)
  • > Fixed Maneuver; Taunt said that it was a Maneuver comprised of (END+PER) rather than (END+CHA) (pg. 27)
  • > Read Maneuver buffed; now allows you to move [1.5x] your Movement if the enemy fails a PER roll (pg. 27)
  • > Fixed Maneuver; Ensnare said that it was a Maneuver comprised of (DEX+DEX) rather than (DEX+INT) (pg. 28)
  • > Fixed Maneuver; Elemental ID said that it was a Maneuver comprised of (INT+CHA), rather than (INT+MAN) (pg. 28)
  • > Ensnare Maneuver buffed; now allows you to produce a number of one-use snares equal to your INT Value (Min: 1) (pg. 28)
  • > Added Column to show Stat Caps for each stage of play (pg. 31)
  • > Added clarification; anyone who wields a jaeger in weapon Form gains any effect that would normally affect the jaeger, such a Utility Forms (pg. 32)
  • > Time Slots halved across the board for all downtime activities and you receive [4] Time Slots per Downtime (pg. 34)
  • > An NPC's Mood must be [3] or more in order for you to recruit them into your Squad (pg. 34)
  • > Hiring a Hunter now costs [300*Total Forms] Notes, instead of [150*Total Forms] Notes (pg. 34)
  • > Hiring a Trainer now costs [300] Notes per Time Slot spent on Training (pg. 34)
  • > You now receive [1500*Feral Rank] Notes per Feral killed, and [750*Feral Rank] Notes per Feral captured (pg. 35)
  • > Added a note as to where to find "Voice" in NPC section (pg. 51)

Global Changes

  • > Background style added to pages
  • > Text blocks recolored/border removed 
  • > 5 pages added
  • > Header sizes upped one size across the board
  • > Modifiers now add +1d12 to your dice pool, where you'll either take the highest value rolled (if it's a [+] Modifier) or the lowest value rolled (if it's a [-] Modifier) (pg. 05).
  • > You can only stack two Modifiers of the same type.
  • > Links to all sheets have been converted to tinyURL's to save on page space.
  • > Spelling/grammar improvements across the board

Core Rules Section 

  • > Core Rules Section added
  • > Chapter 0.1 and 0.2 move to "Core Rules Section
  • > Maneuver, Joint Maneuver, Minion Maneuver, and Amigo Maneuver moved to Chapter 7: Maneuvers (pg. 26-28)
  • > You now receive 3 Complex Actions instead of one. (pg. 05)
  • > Full Actions removed (pg. 05).
  • > Maneuvers now cost 2 Complex Actions instead of one Full Action (pg. 05).
  • > Calls are no longer free, they cost one Complex Action to perform (pg. 05).
  • > The DC for Maneuvers is the average between both Stats being used in the action (pg. 05).
  • > Interrupts are no longer free, they cost one Complex Action to perform (pg. 05).
  • > If you are unable/unwilling to spend a Complex Action to perform a Call or an Interrupt, you automatically fail (and earn no EXP from the failure) (pg. 05).
  • > During your Turn, you may spend 2 Simple Actions + 1 Complex Action or 1 Simple Action + 2 Complex Actions (pg. 06).
  • > Partial Cover now has [4] HP (pg. 07).
  • > Full Cover now has [8] HP (pg. 07).
  • > Called Shots allow you to add [+2] Hits for every [-] that you apply to your roll (pg. 07)
  • > If you ambush a target, the target receives [6] Hits and their allies must roll PER to see if they act during the Round or not (pg. 07).

Character Creation

  • > "Quick Start Guide" moved to pg. 08
  • > "Quick Start Guide" renamed to "Character Creation Section"
  • > Link to Character Sheet moved to pg. 08
  • > Chapter 7: Maneuvers added to Character Creation Section
  • > Items can now go up to rank [6], rather than rank [4].
  • > Stats now have a range of [6] to [-6], instead of [4] to [-4]
  • > Hannabi's now regenerate at the end of each Phase
  • > Copies of weapons produced by Jaegers disappear at the end of the Round, rather than while they're touching it (pg. 11).
  • > Rook racial perk changed; can now store objects up to [3x] their size into their pouch, but the item takes up two inventory slots.
  • > Simi Racial Perk changed; can now produce an item with a rank of [6] or less (pg. 13)
  • > Simis can now combine a consumable with a non-consumable using their racial perk (pg. 13)
  • > Added Question; "If your MAN is greater than [-6], who taught them how to manipulate miasma before they were a Hunter?" (pg. 15)
  • > If you fail a Melee attack, you give the enemy a [+] to their interrupt and your attack is reduced by [-1] Hit (pg. 16)
  • > "Grab" has been changed to "Grapple" (pg. 16)
  • > Grapple reworked (pg. 16)
  • > END can now give you up to [8] HP (pg. 17).
  • > Status now allows you to remove one effect and regain HP equal to your END value (pg. 17)
  • > Failing a Legerdemain roll causes the target to know that their inventory has been altered (pg. 17)
  • > Succeeding Stealth allows you to add [+1] to your Concealment and move up to half your Movement (pg. 17)
  • > INT grants you Insight Modifiers, which can be spent while using certain options under Insight (pg. 17)
  • > Players can now find/produce rank 5 and rank 6 material (pg. 17)
  • > Consumables have a UR of 0.5 to produce (pg. 17)
  • > Tools have a UR of 1 to produce (pg. 17)
  • > Weapons have a UR of 3 to produce (pg. 17)
  • > Armors have a UR of 6 to produce (pg. 17)
  • > Failing a Ranged attack causes the enemy to receive a [+] Modifier to their roll and reduces your attack's damage by [-1] Hit. (pg. 18)
  • > CHA now gives you a "Mood Modifier," which influences an NPC's starting mood towards your character when you first meet. (pg. 18)
  • > Succeeding Influence rolls increases an NPC's mood towards you by [+1] (pg. 18)
  • > Succeeding Dominate rolls decreases an NPC's mood towards you by [-1]. (pg. 18)
  • > Dominate grants a [+] Modifier if an NPC's mood towards you is [-1] or less, or a [+/+] Modifier if their mood is at [-6] (pg. 18)
  • > Influence grants a [+] Modifier if an NPC's mood towards you is [1] or more, or a [+/+] Modifier if their mood is at [6] (pg. 18)
  • > "Endearment" renamed to "Encourage" and doesn't improve their mood towards you by default (pg. 18)
  • > "Protection" renamed to "Buffer"
  • > Buffer now has a range of [(-3)-(3)] instead of [(-2)-(2)] (pg. 19) 
  • > All Elemental effects changed (pg. 19)
  • > Runes no longer allow you to deal that element's damage with your attack, though they do allow you to make others resistant/vulnerable to elemental attacks (pg. 19)
  • > Failing a MAN roll now causes you to take [3-Buffer] Hits of Necrotic damage, which ignore resistance (pg. 19)
  • > "Working a Job" added to Chapter 4: Careers (pg. 20)
  • > Starting Job rank can be [1-3] based on the GM's discretion (pg. 20)
  • > Cleaner Career Perk changed; Cleaners now receive a [+] Modifier whenever they perform a Status roll (pg. 20).
  • > Contractor Career Perk changed; The UR to construct a house is [6] and it requires rank 1 material for lower-class, rank 2 for middle-class, and rank 3 material for upper-class homes (pg. 21)
  • > "Weapon Qualities" renamed to "Weapon Perks (pg. 22)
  • > Example for "Burst" Attacks changed (pg. 22)
  • > Effect Values Doubled
  • > Duration Values Doubled
  • > Effect changed; Effect now determines how many Degrees the enemy must roll to interrupt an attack performed while the weapon is equipped (pg. 23)
  • > Weapons receive [4*Weapon Rank] RP per rank (pg. 23)
  • > Runic Perks allow you to perform an elemental maneuver if you perform an Elemental Strike or Elemental Shot Maneuver while the weapon is equipped (pg. 23)
  • > Tools now give you a [+] Modifier or a [+/+] Modifier to up to three different non-combat actions (pg. 23)
  • > Armor can now grant you up to [6] Resistance (pg. 23)
  • > You receive a Ward at Armor Rank 5 & 6 (pg. 23)
  • > The RED for all Host Powers is equal to the total Forms that you possess (pg. 25).
  • > Crimson Warrior now icauses the enemy to receive an elemental effect, as if you used a Formation attack against an enemy (pg. 25)
  • > Maneuvers revamped; now you spend two complex actions and choose Maneuvers from a list of pre-written maneuvers that combine multiple Stats into one (pg. 26-28)
  • > Performing a Maneuver that's not on your sheet will cause you to receive a [-] Modifier to your roll (pg. 26)
  • > The DC of a Maneuver is the average between the two Stats being used (pg. 26)
  • > Joint Maneuvers revamped; you may perform a Joint Maneuver with up to three allies to combine your actions/maneuvers into one, but every ally beyond the first causes everyone to receive a [-] Modifier to their rolls (pg. 26)
  • > Minions deal [1] Hit of Supernal damage for every [2] Minions present within a group (pg. 26)
  • > Minion groups receive [1] Resistance for every two Minions present within the group (pg. 26)
  • > One Amigo is the equivalent to one group of Minions, which limits how many of both you can have on the field at once (pg. 26)
  • > Amigos are no longer vulnerable to Supernal damage (pg. 26)
  • > Damage transferred from an Amigo to its user no longer ignores all effects that would mitigate damage (pg. 26)
  • > 36 Maneuvers added (pg. 27-28)

After Character Creation

    • > Performing a Maneuver no longer gives you EXP (pg. 30)
    • > Training now offers 4 EXP upon resolution, but it now costs 2 Time Slots and requires an NPC with a [4+] in the Stat that you're training (pg. 30)
    • > It costs 20 EXP to gain a new Form, but now you'll receive 2 Stat Points and a Maneuver when you gain your 1st, 3rd, 4th, 6th, 7th, 9th, 10th, and 12th Form (pg. 30).
    • > A Stat is now capped based on the stage of play your character is currently in; [2] for Pre-Game, [3] for Early-Game, [4] for Mid-Game, [5] for Late-Game, and [6] for End-Game (pg. 30).
    • > Active Forms now receive 4 RP when you gain your 1st, 2nd, 4th, 7th, 10th, and 12th Form instead of [2] (pg. 30).
    • > After making your selection, reset your EXP back down to [0] (pg. 30)
    • > Progression Chart added (pg. 31)
    • > Rules for character death altered; if your character dies, you will start off with the minimum number of Forms, Stat Points, and Maneuvers needed to qualify for the stage of play that the rest of the squad is in (pg. 31)
    • > Active Form Description changed; Active Forms are new abilities that aren’t already possible using an existing Action, Perk, Power, or Maneuver (pg. 32)
    • > Passive Form Description changed; Passive Forms are effects that allow you to add or modify the effect of an existing Action, Perk, Power, or Maneuver (pg. 32)
    • > Active/Passive Descriptions for each Form Role removed (pg. 32)
    • > Utility Forms are now passive effect(s) that grant you a [+] Modifier whenever you roll using a specific Action or Stat (pg. 32).
    • > Description on what Range, Effect, and Duration does for a Form was added to the Form Power section (pg. 32).
    • > Example Forms altered across the board (pg. 33)
    • > You now receive [6] Time Slots, spent [2] at a time, rather than deciding between [3-5] Time Slots at the start of each Downtime period (pg. 34)
    • > "Downtime Actions" renamed to "Downtime Activities"
    • > Every 2 Time Slots spent represents 3 weeks of time between missions (pg. 34)
    • > Spending half a Time Slot represents an activity that takes up to 1 hour to resolve (pg. 34)
    • > Spending one Time Slot represents an activity that takes up to 1 day to resolve (pg. 34)
    • > Spending two Time Slots represents an activity that takes up to 1 week to resolve (pg. 34)
    • > "Buying" renamed to "Buying an item" (pg. 34)
    • > Buying an item costs 0.5 Time Slots to perform (pg. 34)
    • > "Recruiting" renamed to "Recruiting Hunters"
    • > Recruiting Hunters costs 0.5 Time Slots to perform (pg. 34)
    • > You may also hire an NPC to temporarily join your squad for the next mission for [150*Total Forms] Notes (pg. 34)
    • > "Working" renamed to "Working Shifts" (pg. 34)
    • > Working costs 0.5 Time Slots to Perform (pg. 34)
    • > Recovering allows you to also remove one status effect, in addition to regaining 2 HP (pg. 34)
    • > Recovering costs 2 Time Slots to Perform (pg. 34)
    • > Training now requires that your Instructor possess a [4] or higher in the Stat that you're using for your training roll (pg. 34)
    • > You may also hire an instructor for 150 Notes per Time Slot spent on Training
    • > Training costs 2 Times Slots to Perform (pg. 34)
    • > Attempting to strike a Feral's core gives you a [-/-] Modifier to your roll, but if you succeed, you deal [6] Hits and prevent them from regenerating until the end of the next Phase (if the core wasn't reduced to [0] HP) (pg. 35)
    • > You must now pay taxes at the start of each Downtime Period (pg. 36)
    • > Each Home aspect can have up to [6] Domestic Points invested into them (pg. 36)

    GM Section

    • > Sample Feral links moved to top of pg. 52
    • > Random Encounter block added to help GM's decide what Feral party encounters while staying within the Wastes on pg. 52
    • > Feral stats now have a range of [0] to [6], instead of [-4] to [4].
    • > All Caveat Templates changed
    • > Ferals now receive [6*Feral Rank] Stat Points (pg. 52) by default
    • > Larval Power changed; Larval Ferals can now add one weapon perk to their next attack as a Simple Action (pg. 52)
    • > Larval Feral's now have a Stat Cap of [3] (pg. 52)
    • > Larval Ferals get [1] Feral Power (pg. 52)
    • > Larval Ferals now deal [1-3] Hits, instead of [2-4] Hits (pg. 52)
    • > Pupa Power changed; Pupas now receive an elemental maneuver once they gain their second typing (pg. 52)
    • > Pupa Ferals now have a Stat Cap of [4] (pg. 52)
    • > Pupa Ferals get [1] Feral Power instead of [2] (pg. 52)
    • > Adult Power changed; Adults can now produce up to [6] Minions, comprised of any element that they possess, as a Simple Action (pg. 52)
    • > Adults have a Stat Cap of [5] (pg. 52).
    • > Adult Ferals get [2] Feral Powers (pg. 52).
    • > Zodiacs have a Stat Cap of [6] (pg. 52).
    • > Zodiac Ferals get [3] Feral Powers (pg. 52).
    • > STR can now add up to [4] Hits to a Feral's Attacks (pg. 52).
    • > AGI now allows Ferals to move 10-15 spaces per Move Action (pg. 52).
    • > Each Core can now have up to [8] HP.
    • > Ferals now receive a [-] Modifier to all rolls and lose access to one Feral Power each time a core is destroyed (pg. 53).
    • > DEX now give Ferals a Concealment of [10-15] (pg. 53).
    • > INT now gives Ferals [0-6] Insight Modifiers (pg. 53).
    • > A Feral may spend an Insight Modifier to learn about one Active Form that one Hunter on the field used during the previous mission (pg. 53).
    • > PER now gives Ferals an Observation Range of [10-15] spaces (pg. 54).
    • > MAN now allows a Feral to regenerate up to 8 HP per Phase (pg. 54).
    • > Larval Ferals can now gain any element as their first elemental typing (pg. 54).
    • > Hits dealt to a Feral hit by a Rune has been doubled across the board (pg. 54).
    • > Elemental Maneuver List added (pg. 54-56).
    • > Behavior system added (pg. 57).
    • > Onslaught is now based on the Feral's Rank, rather than how many active cores they possess (pg. 57)
    • > "Table" for item facets rewritten (pg. 58).
    • > "Traps" removed from facet table (pg. 58).
    • > Black added as a color under Difficult/Hazardous Terrain section (pg. 58).
    • > "Gravity Well" and "Inverted" removed as environmental effects (pg. 58).
    • > You now roll 3d12 to determine how many spaces on the map are affected by an environmental effect (pg. 58)

    Files

    Hunter_Corps_v3.0.pdf 3 MB
    Apr 02, 2021
    Hunter_Corps_Free_Edition_v3.0.pdf 2 MB
    Apr 02, 2021

    Get Hunter Corps

    Buy Now$1.00 USD or more

    Leave a comment

    Log in with itch.io to leave a comment.