We learned about the Smith’s Daughter and her crafting skills in the dim and misty past of last week. Now we’ll take a look at how she changes as she gains experience, and veer wildly to see how the Below advancement system is changing from the prototype.
Check it out after the break.
Out with the old, in with the new
As before, you learn new abilities by spending Experience. In the prototype, each character had a gaggle of skills they could learn in any order. It was messy. Not all abilities were created equal, and it was hard to balance – if a combination was particularly powerful, everyone would end up taking it.
Now, abilities have been grouped into themed paths. The ones later in each path cost more experience and are more potent. You can focus on one path at a time, or dabble in more than one. Each character has two paths (currently) and there are three steps on each path. Each step grants a new ability, improves an old one, increases a stat, or a mix of the above.
In addition, characters can buy reputations. These are general abilities that anyone can buy as long as they’ve accomplished certain things (like completing a dungeon, or dying and coming back). Reputations are organised into paths, too.
Defiance and Inspiration
The Smith’s Daughter’s skill paths are Defiance and Inspiration. There’s a third one planned out – Seventh Child – but abilities are time-consuming to design and implement, so we’ll start with two for each character and expand if the game is a success.
The defiance skill path concentrates on resilience and battle. Its steps are:
- Warrior: You’ve can wield weapons like swords and spears. You can also craft a new item: a sword.
- Resolute: When things are most grim, you find strength. If your Spirit is 3 or below, you’ll occasionally get a chance to increase it without needing to draw from the Above deck. You can also use your smithing to improve your sword.
- Brave: Increases your Boldness by 1 permanently, and adds a new sword to your list of possible masterpieces. In addition you can cast off the Dread condition more easily. Dread is a new, serious condition that prevents you from resting, limits your options in camp, and gradually saps your spirit.
The inspiration path focusses on crafting and excellence. Its steps are:
- Tinkerer: You can trade Secrets for Gear (useful for crafting!), and learn to craft a Ring of Finding.
- Adversity: You gain experience more quickly, and the deeper you are in the dungeon, the faster you’ll earn it. You learn to craft a Ring of Fortune.
- Practical: Your get a permanent increae to your Wits, your Tinkerer ability improves (and sometimes grants Memories of Home) and you add two rings to your list of possible masterpieces: the Ring of the Hearthfires, and the Ring of the Rivers.
(The planned Seventh Child path will be about luck and the strange auspices of the Smith’s Daughter’s birth.)
The Barefoot friar’s abilities will be revised to fit a similar structure, too. His paths are Tithing and Understanding. He’s getting a greater emphasis on his Faith ability (which is being renamed to Sanctity), and will gain abilities that grant him bonuses based on the conditions he’s suffering from. When things are darkest, the faithful find strength.
Right. Back to work on getting the beta ready. See you back here soon!