Misery IRL


After a death in the family, I've been down and out. Working on Beneath has been helpful, as it is something completely different from my daily ponderings.

I have received feedback, but haven't had the focus to reply yet. I was incredibly happy to hear from playtester ArcherRatbone again - shoutout! :)

Now, on to some happy updates:

- The giant blocks of color denoting sections have been toned down as a layout/visual test. Let me know what you think about finding entries that I wanted the color blocks to help with before.

- Lots and lots of changes to the layout and tightening of the text.

- Life has been lowered from 10+(STR+WIL)+d6 to a simpler, leaner 10+STR. Death comes quicker, but incentivizes interfacing more with the Camp rules.

- As a complement to Stress, the Grit statistic has been added as an analogy to Life (with its linked Damage).

- I've tried to insert more explicit references to what is actually the goal of the game, i.e. to reach Depth 6 and to Solve the Trial there.

- Oil now has the +5 to X bonus removed. Instead, it has a companion Item: the Lantern. As with the decrease in starting Life, this will probably lead more interaction with Camp.

- Darkness now leads to gaining Curses, and is much harsher than before.

- Sneaking and Eavesdropping successfully now always leads to some positive effect, instead of the anticlimactic "Nothing" entry on a rolled 6.

- Special Foe Types are now called Deep Foe Types. Much cooler.

- Fungal Foes can now inflict Stress if they have the Ergot Ability.

- The Camp section has had many changes, rebalancing the whole section.


*PHEW!* Hope you try playing a Delve! Let me know how it goes!

Files

Beneath-v0831-HenrikLysell.pdf 5.7 MB
65 days ago

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