UPDATES! ON THE INTERNET! WOO!
I've got nothing to say, so here's some junk.
9/10/2013 - Leaf on the Wind
New Guardian - Tempestas, Arcana of Wind
-Tempestas can be found in the Arcana Heart tab under Guardians. Image Gallery has been updated accordingly.
*Summon Tibbers is a big, awesome effect that really helps define what Annie can do, but I wasn't a big fan of how it was operating. Because Tibbers lowered the toughness of monsters by 1, it was best to use it simply to clean up 1 toughness monsters without putting people at risk. I wanted to remove the indiscriminate removal that Tibbers was offering while still making the ability enticing. Hopefully, these touch-ups will accomplish that.
-Tibbers now reduces monsters to a minimum of 1 toughness, instead of 0.
-Monsters defeated by Tibbers are now claimed as trophies by Annie instead of returned to the monster cup.
King Gallon (AO)
*It's been a while since I got a hard look at King Gallon's actual ability, and after some simple research found that the second clause didn't actually do anything. This AO has been under my radar for way too long, so I made a series of small changes that will help make his interactions just a bit more active than passive.
-Combat modifier decreased to -1 from -2
-Main ability no longer contains addendum regarding removing monsters via gate closing. This didn't actually do anything since no undead monsters are removed from gate closing anyway (except for Dark Druid and Child of the Goat, in the case of this AO)
-New effect: "Whenever an investigator closes a gate, they remove an undead monster from the board or outskirts". Yes, that does trigger King Gallon's main ability.
-Start of battle slightly reworded, but effect is mostly the same.
-Attack reworded to reflect changes made to Start of Battle. Overall effect: Instead of simply replenishing the Extra Doom track, you actually repeat King Gallon's start of battle after each bonus round. Ultimately, this makes King Gallon harder to fight.
-PERSONAL STORY ADDED!
>Every time you defeat a monster, you get 1 counter. Every time you close a gate, you get 2 counters or 3 if you sealed the gate. Once you reach at least 10, you pass.
>If you are knocked unconscious by a monster without defeating it, you fail.
>Pass reward lets you either get a 2-handed weapon of your choice from any deck, or gain a blessing. If you choose to get blessed, you can't ever lose that blessing.
>Fail punishment is maximum sanity reduced by 1 and your story resets, losing half the remaining counters (rounded down). If it's the third time you would fail, you are instead devoured and add 1 doom token to the doom track.
-PERSONAL STORY ADDED!
>You need to complete a 5 area mission with the cost being 1 clue token per area. Afterwards, you may choose to either pass OR fail.
>Pass reward reduces number of counters needed for Swirl of Aether to 3. Anytime an investigator would gain a spell, they may instead have you gain 2 clues. Other investigators in the same area as Shane may choose to receive the full effect of his Eye of the Storm ability.
>Failure causes all players to discard all spells and returns the spell deck to the box. For each spell discarded, that player gains 2 clue tokens. Monsters no longer have resistances and immunities.
*I'll keep it simple: I made TF too strong on accident. Loaded Dice was intended to be the defining ability for TF and the intention was to give him some control over his other abilities, but people just save the Loaded Die for Skill Checks making him almost constantly blessed, and just flat out broken when he's actually blessed. Hate to do it again, but TF needs a serious nerf.
-Loaded Dice now allows you to add or subtract 1 to/from the result of a die rolled, instead of just adding 1. Still restricted to once per turn.
-Loaded Dice no longer allows you to change the result of dice rolled on a skill check.
Venser, the Sojourner (Guardian)
-Venser's Diffusion is now optional.
*Yosuke is a cool character, and I love watching people work with his clone. After a good amount of research, I've found the core strengths and weaknesses of using his abilities and tech. I'm making these minor changes to improve the way Yosuke's clone works, and to give him more unique options without just flat out buffing him.
-Reliably Surprising's range has been extended to within 3 spaces of Yosuke instead of 2.
-Jiraiya's ability is now "Any Phase: Exhaust and pay 1 sanity to have Yosuke switch places with his clone".
-Yosuke's Personal Story Reward has been modified. Now gives your persona "Exhaust instead of paying 1 sanity for Reliably Surprising" in addition to it's normal ability.
-Yosuke's Personal Story Fail Condition is now when the terror level reaches 4, instead of when it reaches 3.