Arise Alpha Devlog #1


Devlog #1

I'll be using these logs to provide you folks an update on what's missing, what's being worked on, and what's coming next as things heat up.

References to things that don't exist yet:

  • References to "summoned allies" and "stationary mechnology" in the section about teritoriality & zone control: the Summoner, Red Lion, Necrofactor, and Mechnomancer disciplines don't exist yet. They will be the primary disciplines dealing with "summoned allies" and "stationary mechnology".
  • Reference to the "Mechnomancer" discipline in Orphanets' "Mechnology Expert" trait: see above, Mechnomancer doesn't exist yet. This trait may be reworked once that discipline is completed.
  • References to rituals needing secondary participants: This needs playtesting. This was added in basically on instinct, thinking it would be important to balance rituals' power with the need for at least 1 other party member to help out. In practice, though, the side-effects and costs of rituals are already pretty steep, so this may not be needed. If playtests report rampant abuse of rituals, I'll revisit this idea, if not, I'll remove it. For now it's staying in at least partially as a placeholder.
  • Reference to the Saga Track: the Saga Track is the communal story arc system being developed to give parties some amount of control over the direction of the plot, and give the GM a well of inspiration to go back to when planning things in advance. It is not finished yet. It's not the same thing as or related to party EXP triggers, and has more to do with narrative development than actual EXP progression. You can see a totally out of context preview of how it's kinda sorta gonna work by looking at the Party Sheet.

Clarifications:

  • If a Spell has a cooldown, and is currently on cooldown, all levels of that spell are considered to be on cooldown. You may not use Titan and then next turn use Titanos.

Goal items for next release:

  • Expand/clarify "party making" rules (i.e. party concept, etc.)
  • More enemies (1 Elite of each aspect, 1 Special of each aspect)
  • Enemy creation rules (templates, guidelines, etc.)?
  • More weapons & armor: At least 4 of each type of weapon, at least 7 more armors
  • Also more robust crafting guidelines. Right now there's just some mentions that crafted armor & weapons takes "1, 2, or 3 marks", which is both not how I think I'm going to end up balancing that, and woefully under-explained.
  • Saga Track

Goal items for release after that:

  • Base setting Caelos worldbook
  • At least a total of 20-25 different armor sets
  • At least 6 of each weapon type (2 per disc, essentially), may go for 9 instead by the Full Release (so 3 per disc)
  • First round of the summon disciplines -- Most likely Red Lion & Mechnomancer. Summoner & Necrofactor are both still a little half-baked and need more time conceptualizing before they can be put on the roadmap.

Files

Arise TRPG - Alpha Release v0.1.pdf 13 MB
Nov 21, 2023
Arise - Alpha Release v0.1 - Sheets.zip 792 kB
Nov 21, 2023

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Further changes coming or things which don't exist yet and will be clarified (some of these are probably in v0.1c, not in v0.11):

  • Equipment load is mentioned and not elucidated upon. Coming in 0.1c, because this is a core element that needs implementation.
  • Retraining Downtime Action -- mentions of changing your Discipline during Downtime were never given express rules.
    • Alongside that: a full explanation of how battle stats, abilities, and VAWN boosts change when you change disciplines.
  • Accessories table got left out of the equipment section, just like ammunition had previously (ammo fixed in 0.1b). They'll be put back in with 0.1c.
  • Expanding Convalescence Downtime action to address removal of Conditions as well as Wounds.
  • Clearing errant mentions of strain, an old mechanic from a previous version of the doc that I apparently missed.