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- * Reworked the Bystander's Patience mechanic - its previous triggers have been reworked into two new moves - "This Is Your Fault" and "You've Got This, Right?" (which is given to the Special Someone)
- Patience has always been an odd mechanic - one that's predicated on the Special Someone acting in ways that would put stress on the Bystander. With these new moves, the Bystander now has a means to mark Patience themselves, and the Special Someone's encouragement to shift problems onto their Special Someone now has a much clearer (and stronger) mechanical method
- * Reworked the Fanservice's Influence mechanic
- This was done to make Influence a more active presence for the Fanservice; before, it was perfectly possible for the Fanservice to effectively ignore Influence as a mechanic by choosing other stats than Manipulation to roll the relevant Basic Moves with. Given that many Fanservice characters are big-hearted and empathetic (e.g. himbos) that might not care about how others think about them, having Manipulation (and thus Influence) come into play regardless of their approach opens up the Fanservice to more ways of playing the character without having them unintentionally sidestep the Playbook's core. The negative effects of using Influence have also been reworked for clarification while still keeping in line with the original mechanic's intent.
- * Replaced People Are Pawns with "It's Taken Care Of" for the Pragmatist
- Simply put, using Friendships turned out to be a mechanic that you couldn't build a Playbook's core mechanic around. Now instead of coercing other people to do their dirty work, the Pragmatist's core move revolves around getting shit done - even if it's costly, they can always make it happen.
- * Changed the Pragmatist's third XP trigger to "Solve a problem the Gang is facing entirely on your own, with or without using “It’s Taken Care Of”"
- * Reworked the Henshin's Mahou Kishi Deal to give them an active way to heal Conditions.
- Given that Conditions are relatively hard for most characters to clear, being able to clear extra Conditions when it happened was neither useful nor fitting with the magical girl flavor.
- * Reworked the Volatile - now all Power Suites start with stronger baseline abilities.
- * Replaced Telekinesis for the Volatile with Psychic Link.
- Now, every Volatile has enough combat potential to kick ass and cause large collateral damage when doing so. With telekinesis now being part of the Esper Power Suite's baseline abilities, Psychic Link was created to fill that void.
- * Rewrote Emotion Manipulation to make its effects (and ability to affect NPCs) more clear.
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