v0.3.1 Errata


There's a couple things I want to change, but I'm at my college campus at the moment so I don't have access to the docx file. So consider this an errata of sorts. 

Adding changes to weapon balancing: 

Standard weapons: Now use either Strength or Finesse instead of Strength + Finesse. Enemies aren't usually resistant to Standard weapons, but they aren't weak to them either.

Strength weapons: No more adding a modifier to your roll. Just a regular Strength check.

Finesse weapons: No more adding a modifier to your roll. Just a regular Finesse check.

Some enemies are weak to Strength weapons meaning they take double the Stamina damage, but receive only half the damage from Finesse weapons (rounded up). The reverse is also true; enemies weak to Finesse weapons are resistant to Strength weapons.


I'm also experimenting with an injury system: 

Injuries result in a reduction to your maximum Stamina Points. They can be anywhere from minor sprains to broken bones or major burns. 

An injury is usually received from environmental hazards. They can also be received from weapon attacks, but only when the attack results in a fatal blow. The type of injury is up to the GM depending on the situation. Every point on the injury counter takes one full week to heal. The smallest injury like a sprained ankle or wrist will add one point to the injury counter on your character sheet (yet to be added). Fractured ribs might take around six weeks to fully heal (meaning six points on the injury counter, reducing by one each week). However, injuries might be healed by magical means (later when the respective spell is added).

However, for a less realistic (but probably more enjoyable experience) injuries might heal over the course of days rather than weeks as an optional rule.


For the GM, here's a recommended table to use when setting the difficulty of a skill check. The amount of skills used for a check also determines the difficulty:

Single SkillTwo SkillsThree Skills
Easy3710
Standard71014
Difficult101417
Challenging141721
Improbable172124
Not a Chance212428

Other minor changes:

Breathe Action //Minor change in wording to prevent healing above your maximum Stamina.

Cost: 1 Action, 1 FP. To use the Breathe action, make an Endurance skill check and add the result to your current Stamina Points. You regain an amount of Stamina Points equal to the result. Be careful not to use this in an enemy’s attack range as they can make an Opportunity Attack. 

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