Latest Posts | After the End: News and Updates
oman1666 Mar '18
The main forum was getting a little bit long, so news about tweaks and changes I've made will be posted here instead now.
Season Two
14/4/18 The Phantom Update! -Phantoms have been reworked and invasions are live! full details here; fabletop.com/forum/topic/10455/after-the-end-phant... Update 4/4/18 After the End is ready to return! -Main forum update, fixing a few minor typos and unclear wordings on rules. -New spells added; the game can now boast over 100 unique spells, with 1 additional spell added to each element. Each element now includes at least 1 spell with a power point cost of 2, allowing for new exciting builds. -Item descriptions have also been added for each of the new spells.
Season One
Update 6/12/17 To celebrate my birthday and Christmas, a special event is now on until the end of December. 3 dice are rolled for loot until then! Update 6/11/17 -Dodging Tweak: Following the previous update, dodging went from almost unviable to an almost guaranteed thing with certain builds. Dodging will now have a minimum requirement of 1 natural star rolled on each dodge check and will NOT allow multiple dodge rolls for people on less than 1 weight. -Dodging and NPCs: Enemies with dodging abilities updated to have different requirements for success depending on their carry weight. -Phantoms, when summoned, are now specific to one player. The GM will assign initial pairings at the start of the session, and physical players without a phantom may choose who they want to summon during a session. If you are a phantom and your physical player is killed, you will be vanquished, so guard them with your life! If you are a physical player and your phantom is killed, you may pay two power points to summon another player's phantom. -LOOT SHARING; Loot rules are now as follows; Two blanks, blank and a star or skull and a star; No loot is received. Two stars; you get the loot. A moon and no stars; You choose to either take the loot item or give it to the player you summoned or were summoned by. Moon and a star; You can choose to give the loot item to any member of the party, or keep it for yourself. -In the interest of fairness, and so we can have a proper game when we don't get full party's, the game will now start in 'small mode' If there are 4 or fewer players at the start of a session. In 'small mode' the numbers of enemies per scene are reduced. -NEW COMBAT RULE. As opposed to just being destroyed instantly by the enemies, when the party are not ambushed, they will be allowed to make one quick action ONLY at the start of an encounter. This will be followed by the enemy taking a full turn, then the party taking a full turn with turns then alternating as normal. Update 6/10/17 This is a fairly major update, so please make note: -Class System: Changes have been made to all classes! This is mostly minor tweaks but contains huge changes to others. Notably, Ranger has been significantly buffed for better archery. -Retired Class: The Dark Hunter class has been retired from the game. All of its best elements have been transferred to the newly revised Crusader class, which is now a dual magic-combat class. Existing Dark Hunters will simply change their class role to 'crusader' and replace their class trait and any starting gear traits they still have with the matching Crusader traits. Existing Dark Hunters will keep ALL of their existing Xp and gear. -NEW CLASS: Taking the place of The Dark Hunter is a new 12th class, The Pirate. This class is a skilled swordsman relying on parries who also carries a powerful firearm. -Major Changes to Defence System: Blocking is now more likely to result in some damage still hitting you (check the new rules for all the detail). Dodging remains ask all or nothing as ever, but risks can now be minimised with certain builds due to the new weight system. -New weight system: Some items (not all) now have weights assigned to them. When dodging, this is the value that will need to be rolled for a success. This has not made dodging any harder than it already was for any starting build, but has made it easier for Meek, Dark Mages, Rangers, Thieves and Pirates. -New rules for new characters: New characters are no longer allowed to choose classes that are the same as one of the current top 3 classes for highest total xp. New characters who choose one of the current bottom 3 classes for highest total xp receive a bonus gift item. Update 20/9/17 Well, I've hosted this game exactly once and decided to change a couple of things. Xp System: -I felt bad not awarding XP to the players of the first session, who rp'ed amazingly and made intelligent, tactical moves in combat. The next xp system is 1xp per scene cleared. Xp is no longer forfeit if you die. Class balance: -The Meek now gain an additional point to life or power during CC, and an additional point to life or power at 80xp. They also have a new bonus item 'copper penny' which applies no bonus to rolls, but removes the issue of two traits called 'empty' and may have a small hidden purpose. -Dark Hunters have been buffed. Their class trait now applies to all dark creatures, not just vampires and werewolves. Their armour now includes the bonus from their garlic necklace bonus item. They have a new bonus item allowing them to inflict ranged magical damage without spending power. Scene Balance: -Thanks to Tourneyguy, I've made one scene in particular very slightly harder. Phantoms: -Phantoms have been reworked. Backwards summoned phantoms now begin sessions on 50% max life and 50% max power. Other: -Some changes to flavour text in item descs forum, new items added from the changes in starting gear to meek and dark hunter. Please log in to add a comment. |