New Update


v.Physical Changes

Global Changes

> Grammar/Spelling Improved from v.Final

Core Rules

Pg. 04

> Clarification added: You should have 1-3 d12's in order to play Hunter Corps.

Pg. 05

> You now start each Round with three Simple Actions instead of two.

> Moved rule for interrupting Powers from pg. 47 (Forms) to pg. 05 (Charges).

> [+] Modifiers now decrease the DC of your action by [2] (Min: 0), in addition to adding +1d12 to your roll

and allowing you to take the highest value rolled.

> [-] Modifiers now increase the DC of your action by [2] (Max: 13), in addition to adding +1d12 to your roll

and allowing you to take the lowest value rolled.

> You can no longer perform an aid action to increase the value of an ally's roll.

Pg. 06

> Clarification added: You may choose to delay your Turn so that it occurs later during combat.

Pg. 07

> Clarification added, AoE's cause all Minions within a group that's within the AoE to all take the same amount 

of damage and suffer the same effect(s)

Character Creation Section

Pg. 17

> Cost Modifier for Producers changed from [x5.0] to [x1.5]

Pg. 20

> Grapple no longer allows the enemy to roll STR to resist the effects; if you succeed and they do not interrupt,

they suffer whatever effect you chose for your grapple attack.

> Grapple can now be used as an Interrupt.

> Clarification added: You deal [+2] Hits of DMG whenever you roll four or more Degrees on an attack roll.

Pg. 21

> Clarification added: You can also move through summons that were produced by allies as well.

> Fall damage causes you to take [1] Hit for every 2□ that you fall, which can no longer

be reduced in any way.

> You will now automatically die if you fall 15+□'s, instead of dying if you fell 10+□.

> Drowning damage now deals [1] DMG per failed roll instead of [3].

Pg. 24

> Clarification added: > Clarification added: You deal [+2] Hits of DMG whenever you roll four or more Degrees on an attack roll.

Pg. 25

> "Consider" renamed to "Muse"

> Muse allows you to spend one Simple Action to be told whether a target's Mood Value towards you

is Positive, Negative, or Neutral; you may spend two Simple Actions to receive an exact value for their Mood.

> Influence and Dominate now require the enemy to fail a CHA roll in order to be affected by an Influence/Dominate effect.

> Distract (Dominate) now forces enemies to immediately target you instead of an ally with their attack or receive, 

a [-] Modifier to their roll, instead of forcing them to alter the target their action.

> While using Deception (Influence) you may tell the target a detail that may or may not be false, rather than being forced

to tell a lie to them.

> You will receive a [+]/[+/+] Modifier to Influence when a target's Mood towards you is positive, but you'll also receive a

[-]/[-/-] Modifier if the target's Mood towards you is in the negatives.

Pg. 26

> "Formation" renamed to "Rune"

> "Production" renamed to "Miasma"

> Clarification added: You deal [+2] Hits of DMG whenever you roll four or more Degrees on an attack roll.

> Clarification added: The RED Values of a Miasma attack is [MAN Value*2, Min: 2] by default.

> If you attempt to overwrite a Rune/Ward that a target possesses, the target may roll MAN to resist the effects, rather than 

rolling END to resist the effect.

Pg. 29-30

> Layout changed

Pg. 30

> Role Chart added

> Green Knight now makes you immune to damage effects until the end of the Turn, rather than gaining an immunity to all enemy effects.

> Cerulean Fixer now allows you to choose; all allies will regain [4] HP or one target within LoS will become immune to all enemy effects

until the end of the Turn.

> Blue Bard now allows you to choose; all allies will receive a [+] MOdifier to their next roll or one target within LoS will regain 

one action of their choice.

> Black Magician now allows all allies, within Line-of-Sight, to temporarily gain access to your Racial Perk; it now longer allows you to also

grant allies access to your Career Perk as well.

Pg. 31

> Joint Maneuvers now require you to delay your Turn so that you and an ally can work in tandem with each other.

> When an Amigo takes damage, you will reduce their Duration on the field by [-1] Round per Hit of DMG taken; if their Duration reaches [0], 

they're unsummoned.

> Whenever you use CHA to give an order to an Amigo, you will spend two Complex Actions and roll against your CHA's DC; However, when using CHA for your

action, you will receive a [-] Modifier to your roll since your Amigo is compelled to protect you.

> Clarification added: Amigos and Minions can be unsummoned as a Simple Action.

> Clarification added: Each Minion within a group has [1] HP.

Pg. 32

> Double-Strike, Full Assault, and Elemental Strike can now be used as Interrupts, as well as Attacks.

Pg. 34

> Suppressing Fire can now be used as an Interrupt.

> Elemental Shot can now be used as an Interrupt.

> Elemental Maneuver can now be used as an Interrupt.

Pg. 35

> Effect rewritten

> Effect Values changed

> Effect (for actions) causes you to take a [-] Modifier to your Interrupt roll if the value of the Stat connected to your Interrupt is less than the value 

listed in parenthesis.

> Effect (for powers) requires you to roll a value that's greater than or equal to the value of a Power's Effect in order to use an Interrupt against it.

Pg. 37

> Cone attacks had their AoE range reduced by half.

Pg. 39-40

> "Guard" Perks moved from pg. 40 to 39.

Pg. 39

> Grapple III now causes you to gain a [+] Modifier to your next Attack roll while the enemy receives a [-] Modifier to their

next Interrupt roll whenever the enemy fails to escape the weapon's grapple.

Pg. 40

> Heavy Perks cannot be applied to a weapon with Light Perks, and vice-versa.

> Reach II now causes enemies to receive a [-] Modifier to their attack roll and you'll receive a [+] Modifier to your Interrupt roll if

the enemy entered the weapon's Melee range before attacking.

> Reach III's effect can now only be used once per Round.

> Silent II and Silent III's effects have been switched with one another.

Pg. 43

> Siege now only requires an Item to possess two ranks of Vehicle before Siege ranks can be added to it.

After Character Creation Section

Pg. 45

> Training allows you to earn [2] EXP per Success, instead of [3] EXP per success.

> When you gain a new Form, you may list it as a Placeholder Form (Passive/General) until you determine its effect, so you always benefit from

a new Form, even if it's incomplete.

Pg. 47

> Moved rule for interrupting Powers from pg. 47 (Forms) to pg. 05 (Charges).

Pg. 50

> Safe zone increased from 3x3□ to 5x5□.

GM Section

Pg. 67

> Feral Encounter chart changed; Nothing (1-3), Larval (4-6), Pupa (7-9), Adult (10-11), and Zodiac (12).

> Clarification added: RED values added to each Feral type's header 

> Onslaught now grants Ferals [3] Simple Actions, [3] Complex Actions, and [1] Turn for every Active Core that they possess.

> The Zodiac Power has been changed from a Complex Action to a Maneuver.

Pg. 68

> Clarification added: Excess damage caused to a Feral's core will not spill over into other cores that it possesses.  Damage

will only affect the core that was targeted by a Hunter's attack.

> Cores no longer regenerate HP at the end of the next Round that it was destroyed in; Cores will only regenerate HP after being destroyed

if a Feral flees & survives the encounter.

Pg. 71-73

> Range for all ranged Joint Elements has been increased from [2] to [MAN*2, Min: 2].

Pg. 71

> Enhance now causes anyone attempting to Block your Melee attacks to receive a [-] Modifier to their END roll.

> Resist is no longer an Interrupt.

> Flow is no longer an Interrupt. 

> Supreme is no longer an attack, but it causes all Melee/Ranged attacks that you perform to deal Supreme damage until the end of the 

next Round.

> Supreme damage now deals [+2] DMG for each [+] Modifier applied to your roll.

> Smoke is no longer an attack, but it can now be used as an Interrupt.

> Immolate is no longer an attack.

Pg. 72

> Crystals will release elemental damage in a 3x3□ AoE 

> Clarification added: Crystals release their stored elemental energy at the end of the next Turn.

> Mud can now be used as an Interrupt.

> Leaf can now be used as an Interrupt

> A lightning bolt produced by Thunder will produce a [Column 1] AoE when it hits the ground.

> Thunder will only cause combatants standing in the AoE to receive a [-] Modifier to Interrupts, rather than receiving a [-] Modifier

to Interrupts & causing Interrupts to cost one additional Complex Action.

> Tornado is no longer considered an attack.

Pg. 73

> Wood can now be used as an attack.

> Venom is no longer considered an attack.

> Venom is applied to your next attack, regardless of whether it's a success or failure.

> Clarification added: the enemy may roll END at the start of the next Round following your Venom attack.

> Eel is no longer an Interrupt.

> Storm is no longer considered an attack.

> Death is now a Missile 1 attack.

Pg. 74

> Feral Powers only increases the cost of an action if you add multiple Feral Powers to the same action being performed.

Pg. 75

> Safe zone for Hunters increased from 3x3□ to 5x5□.

Pg. 76

> Fixed typo: "Detection Range" listed under Charisma and Manipulation changed to "Mood Modifier" and "Buffer" respectfully.

Pg. 78

> Fixed a typo: "Form 06" was listed as "Form 03".

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