Update to V5
Legacy's Edge » Devlog
Comprehensive List of Rules & Mechanics Updates to "Legacy's Edge"
This list details all the changes and additions to the game's core systems and mechanics that have been implemented in response to feedback, ensuring the game addresses the concerns raised about bonuses, power utility, threat management, and character differentiation.
I. Enhancements to Bonuses & Power Utility:
- Direct Bonuses to Challenge Rolls (from Tags & Powers):
- From Tags/Specialties: A new mechanic was introduced where if you can narrate how one of your chosen Tags (defined during Character Creation) directly aids a Challenge Roll, you gain a +1 bonus to one die on that roll (once per roll). This provides mechanical weight to character background and specialties.
- From Powers (Passive Use):
- When narratively using a Minor Power to aid a Challenge Roll, you gain a +1 bonus to one die on that roll (without spending PP).
- When narratively using a Major Power to aid a Challenge Roll (without activating a PP-costing effect), you gain a +2 bonus to one die on that roll.
- This directly addresses the observation that powers and backgrounds lacked mechanical differentiation beyond narrative flavor.
- Defined "Activating Powerful Abilities" with PP Costs:
- Amp a Minor Power: Spending 1 PP now allows a Minor Power to achieve a significantly more powerful or precise effect. Narrate this elevated effect. The Challenge Roll (if any) is treated as a Success, and you may ignore one 'Cost' from a Partial Success.
- Activate a Major Power: Using a fully defined Major Power for a significant, impactful effect (e.g., "True Flight" for rapid travel, "Massive Energy Blasts" to destroy large obstacles) now explicitly costs 1 PP per activation. This is usually done instead of a standard Challenge Roll, or grants overwhelming success.
- This provides a clear mechanical incentive and resource management aspect for investing in and utilizing powers, addressing the previous lack of detail on powerful ability activation.
- Reputation Milestones for Bonuses:
- Reputation 3+ (Public Darling): Grants a passive +1 to Charisma/Diplomacy rolls.
- Public Support Table>span class="selected"> (rolled in Downtime when at Reputation 3+) can grant additional bonuses like +1 to your next Charisma/Diplomacy roll or even 1 PP.
- This provides ways to gain bonuses beyond just PP usage or Corruption levels.
II. Expanded & Proactive Threat Management:
- Threat Level Mechanical Impact:
- When Threat Level reaches 3+, all Challenge Rolls suffer a -1 penalty.
- When Threat Level reaches 5+, this penalty increases to -2.
- This makes escalating threat a very tangible and mechanically impactful challenge.
- New Ways to Reduce Threat Clock:
- Decisive Public Victory (Mission Bonus): Achieving a Success on a Mission that publicly thwarts a major threat (e.g., maxed Villain Scheme Clock, stopping a city-wide crisis) now allows you to reduce Threat Level by 1.
- Strategic PR (New Downtime Action): A new Downtime action allowing players with Reputation 3+ to make a Challenge Roll to reduce Threat Level by 1 (with potential Stress cost on Partial Success/Failure).
- Lay Low (New Downtime Action): A new Downtime action allowing players to reduce Threat Level by 1 by avoiding public heroic actions for a cycle.
- These additions provide more diverse and proactive ways for the PC to manage and reduce the Threat Clock, addressing the concern about its limited reduction methods.
III. Refinements & Clarifications to Existing Mechanics:
- Power "Wild Surges" (Benign Fluctuation Clarity):
- no immediate mechanical consequence>span class="selected">," removing ambiguity about its effect.
- Character Creation & Differentiation:
- Initial Minor Power & Personal Complication Definition: Explicit steps were added during character creation to guide the player in defining these elements upfront.
- Tags/Specialties: (As detailed above in "Direct Bonuses," these are now chosen during character creation and provide mechanical benefits).
- Minor Power Use Tracking Clarity: The rule for tracking Minor Power usage for upgrades was reiterated and made clearer: "Remember to mark a box next to a Minor Power on your Character Sheet each time you successfully use it (Success or Partial Success) in a distinct narrative challenge or encounter during an Action Phase. After 3 such marked uses, it becomes eligible for upgrade (cost 3 PP)."
IV. Further Gameplay Enhancements (New from last prompt):
- Nuanced Injury System:
- Minor>span class="selected">, Serious, and Critical Injuries, each with increasing penalties and distinct recovery methods (requiring more Heal/Rest actions or Ally/Tag support for more severe injuries).
- Heal/Rest>span class="selected"> Downtime action was updated to detail recovery for these new injury types.
- Enemy Complications/Traits:
- Added a section under "Undertake a Mission" to define Enemy Traits (e.g., "Brutal," "Evasive," "Calls for Backup," "Manipulative"). These traits influence the narrative and mechanical consequences of combat rolls, making foes more distinct.
- An "Enemy Trait Generator" was added to the "Optional Generators" section.
- Expanded Mission Failure Outcomes:
- Costly Retreat, Setback & Exposure, Caught in the Crossfire, Trapped/Cornered>span class="selected">), each with unique mechanical penalties.
- Signature Move / Ultimate Ability:
- A new high-tier power progression goal was added under "Heroic Journey." After mastering 3 Major Powers and accumulating 12+ PP, players can attempt to master a 'Signature Move' or 'Ultimate Ability'. This costs 5 PP and a Train Your Powers action, and offers a powerful, scene-ending effect with a significant drawback.
- "Normal Life Endeavor" Downtime Action:
- A new Downtime action was added allowing players to dedicate time to civilian pursuits. This can grant 1 PP or reduce Personal Crisis Clock ticks, but carries potential Stress costs, reinforcing the theme of balancing dual lives.
- Personal Crisis Clock Clarity:
- Clarification was added that the "Max Variable" for the Personal Crisis Clock can be set by the player based on the crisis, and can increase/decrease based on narrative events.
- Ally Downtime Use Expansion:
- General clarification was added to "Ally Types & Benefits" that some Ally benefits might be used in the Action Phase, while others are best suited for Downtime, clarifying their utility.
- Specifically, the Confidant Ally can now aid in recovering from Critical Injuries via the Heal/Rest action.
These collective updates aim to create a more balanced, strategically deep, and narratively rich solo RPG experience where your hero's unique traits and powers truly matter in their journey.
Get Legacy's Edge
Legacy's Edge
Solo RPG
Status | In development |
Category | Physical game |
Author | Black Iron Press |
Genre | Action |
Tags | hero, Modern, moral-choices, Narrative, resource-management, Solo RPG, Superhero, urban-fantasy |
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- Update to V41 day ago
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