Corpslayers Red


It’s called that because, well, see the new thumbnail and cover. Any resemblance other than that is strictly coincidental, of course.

General Changes

  • The cover looks better, I think! Or at least redder, which is the next best thing.
  • Wording tweaks here and there.
  • Change instances of “step up” to “add a d4/d6 to the roll”, because it basically just means you 3/4th or halve the failure chance which feels better to me.
  • Misdirect is removed as a skill. You can lie with Sparkle, do sleight of hand with Interface, etc. Some initial runner dice have been changed to accommodate.
  • It’s cheaper to buy an advance (costs as much as buying off Heat).
  • Compel (twist) now applies Harm instead of Heat, because the most common use of it was to do something that would avoid getting Heat and well, do that math in your head.

Player Type Changes

  • The Detective: Ear to the Ground caps at 2 pieces of information, Murky Past advance is clearer.
  • The Heavy: Dance kills targets or removes protection for each die rolled, not just on hits.
  • The Operator: Going Dark assumes d8 base for Alertness checks.
  • The Personality: Fake it Until You Make It is more versatile but a d10 instead of a d12.
  • The Wizard: LOS roll no longer exists: it’s nonexistent for surveillance and you have to have it for control. There’s more clarity on how to temporarily gain a Domain. Compromise can start higher.
  • The Man: For defining Threats, there’s a more clear procedure re: how it interacts with Compel.

And in case you missed it, you can get physical copies on my shop if you don’t want to make one yourself.

Happy running!

Files

corpslayers_pages_red.pdf 452 kB
3 days ago
corpslayers_spreads_red.pdf 449 kB
3 days ago
corpslayers_booklet_red.pdf 850 kB
3 days ago

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