Final Devlog


Changelog v.Final

Core Rules Section

Pg. 05

  • > Calls cost one Complex Action, but only if you failed the roll
  • > Interrupts require you to roll a value that's greater than or equal to the enemy's Effect (see pg. 35)
  • > As an Interrupt, you may now increase an ally's roll value by the number of Degrees that you rolled (Max: 13)

Pg. 06

  • > If you rolled [4+] Degrees for an attack roll, increase the damage dealt by [+2] Hits.

Character Creation Section

Pg. 20

  • > When making a Grapple, you must successfully roll STR; then the enemy will roll STR to see if they resist your Grapple.

Pg. 27

  • > Flame now ignites combatants directly, causing them to take [1] Hit of Flame DMG until they spend a Simple Action to extinguish themselves.
  • > Plant and Supernal deal damage until the end of the next Round, rather than until the end of the current Round.
  • > Shock now causes all Interrupts to cost one additional Complex Action until the end of the next Phase, but no longer grants a [-] Modifier.

Pg. 32

  • > Tackle can now be used as an Attack or as an Interrupt.
  • > Feint causes an enemy's Interrupt to cost one additional Complex Action, but no longer denies them an Interrupt at all.
  • > Elemental Strike rewritten; overall effect remains the same.

Pg. 33

  • > Scapegoat now allows you to become the target of an enemy effect, rather than an enemy attack.  You may roll Status as an Interrupt, or  you may allow the enemy effect to affect you to learn what it does and give allies a [+] Modifier to Calls/Interrupts to resist it.
  • > Taunt now produces a 5x5□ AoE that forces all enemies within the AoE to successfully roll CHA, or be forced to target you with their next attack until they deal [2+] Hits of DMG to you or successfully roll CHA.
  • > Elemental Guard rewritten; overall effect remains the same.
  • > Shadow rewritten; overall effect remains the same.
  • > Elemental Ambush rewritten; overall effect remains the same.

Pg. 34

  • > Field Craft rewritten; overall effect remains the same.
  • > Leading shot rewritten; overall effect remains the same.
  • > Elemental ID rewritten; overall effect remains the same.
  • > Suppressing Fire now forces enemies to travel to the closest cover within their Movement range or take full damage from the attack. They cannot leave their cover until they successfully roll CHA.
  • > Elemental Shot rewritten; overall effect remains the same.
  • > Invoke Will rewritten; overall effect remains the same.
  • > Elemental Allure no longer has an effect when using a neutral element; now grants a [+] Modifier to Dominate rolls and causes targets to receive a [-] Modifier when you're Resistant to their Rune or a [+] to Influence rolls while targets receive a [-] Modifier to Interrupts when you're Vulnerable to their Rune.

Pg. 35

  • > Effect: Whenever you wish to Interrupt someone, you must roll a value that's greater than or equal to their Effect Value; if you succeed,  your Interrupt resolves first.  If you roll a value that's less than their Effect Value, their action resolves first instead.
  • > Effect Values changed.

Pg. 40

  • > Heavy I: Now reduces the amount of Hits mitigated by an enemy's Block and/or Resistance by the rank of the weapon.
  • > Heavy II: now launches enemies if no Hits were Mitigated; launches 1□ for every Hit of DMG taken, plus they're knocked Prone.
  • > Heavy III: Now deals additional damage equal to you STR value (Min: +1) if the enemy is prone.
  • > Reach I: No longer gives enemies a [-] Modifier if they entered your melee range before attacking.
  • > Reach II: If an enemy entered your Melee range before attacking, they'll receive a [-] Modifier to their attack while you'll receive a [+] Modifier to your interrupt.
  • > Reach III: Now allows you to perform a Trade without spending a Complex Action once per Round, whenever an enemy enters/leaves your melee range; if you succeeded, their Movement immediately ends.
  • > Silent I: rewritten; overall effect remains the same.
  • > Silent II: Whenever you ambush a target, their allies will receive a [-] Modifier to their PER roll(s) to find you.
  • > Silent III: While using this weapon, add your DEX value (min: +1) to the amount of DMG dealt whenever you ambush a target.

Pg. 43

  • > Siege I can now be applied to weapons with Missile Perks.

After Character Creation

Pg. 49

  • > Training now allows you to earn up to 5 EXP, instead of 6 EXP, per Time Slot spent.

GM Section

Pg. 66

  • > When designing Unnamed NPC's, roll six sets of 2d12 instead of four sets of 2d12.

Pg. 67

  • > Larval Power: Now allows a Feral to increase the value of a Stat by decreasing the value of another Stat, up to their Feral Rank.
  • > Pupa Power: Rewritten; overall effect remains the same.

Pg. 68

  • > Feral Stats start at [0] instead of [-2].
  • > Ferals now receive [Feral Rank*4] Stat Pts. instead of [Feral Rank*9] Stat Pts.
  • > Sentence added to clarify that the Stat Cap for Ferals is [Feral Rank+2].

Pg. 68-69

  • > All Stats now have 5 Stat levels instead of 4; levels are [6], [4-5], [1-3], [(-1)-0], and [-2].

Pg. 70

  • > Question 3: Rewritten, but overall the same.

Pg. 71

  • > Enhance: Until the end of the next Round, now allows Melee attacks to deal [+1] damage for every 2 Degrees rolled.  You'll also receive a [+] Modifier to your Melee attacks as well.
  • > Rage: Now increase Melee damage by your MAN value (Min: +1) until the end of the next Round
  • > Resist: Effect lasts until the end of the next Round, instead of ending during the end of the Round it was activated.
  • > Speed: Effect lasts until the end of the next Round, instead of ending during the end of the Round it was activated.
  • > Regenerate: Receive a [+] Modifier to Bolster rolls; Effect lasts until the end of the next Round, instead of ending during the end of the Round  it was activated.
  • > Reflex: Effect lasts until the end of the next Round, instead of ending during the end of the Round it was activated.
  • > Bomb: Rewritten; overall effect remains the same.
  • > Heat: Rewritten; overall effect remains the same.
  • > Smoke: Rewritten; overall effect remains the same.
  • > Immolate: Now specifies that it ignites combatants and items within the AoE; Explosions produce a [Burst 1] AoE that converts all □'s within the AoE into more Hazardous □'s.

Pg. 72

  • > Magnet: Now specifies that it affects combatants, items, and cover.
  • > Cloud: Rewritten; overall effect remains the same.

Pg. 73

  • > Wood: Rewritten; overall effect remains the same.
  • > Venom: Rewritten; overall effect remains the same.
  • > Ice: Now deals [1] ice damage until its HP is reduced to [0]; Cover produced by Ice's effect loses [1] HP at the end of each Phase, but Physical damage will ignore its Resistance.
  • > Rain: Rewritten; overall effect remains the same.
  • > Lightning: Now bypasses cover.
  • > Death: Rewritten; overall effect remains the same.

Pg. 74

  • > Ferals will now receive [Feral Rank-1] Feral Powers instead of receiving one Feral power per Core that they possess; this means that Ferals will not  receive their first Feral Power until they become Pupas.

Files

Hunter_Corps_Free_Edition_Final.pdf 3 MB
Oct 02, 2021
Hunter_Corps_Final.pdf 4 MB
Oct 02, 2021

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