1.0 released! ~New Art~


Catterfly has done their magic and all the art for SftD is complete, marking our 1.0 release!

Zev has also done a great job of following up on the editing and making sure the new changes are good to go.

Please enjoy the art and update!

Patch Notes

TL;DR: Some verbiage was clarified, and many abilities and situations have changed to better balance the game.

Errata

Page 2: add “Composition by Zev Mir” in middle of credits

Page 6: Add a new paragraph at the end of the intro text, and reorganize the images to take advantage of space on page 7: 

To define your village, pick a name and choose a secondary characteristic other than being known for redeeming villains.  Examples can include being known for open markets with bodega cats, having unique cuisine, or taming owlbears.

Page 6: Add under village moves: 

A single village move can be used once per scene to call upon the resources of the village to aid you in your quest to redeem the villain.

Page 6: “Call in a favor” text should be: 

Your village leverages an ally when dealing with a complication, but doing so is always a risk between angering your hosted villain or worse yet, losing the backing of your ally.

Roll +reputation.

On 1-6, you’ve pushed your luck with an ally, and while they do fix the issue, they make things harder after your Villain’s response.   All leaders take 1 stress, the failure clock advances by 1, and the villain triggers a new complication.

On 7-9, they are able to help and fix the issue, but it angers the villain for doing so.  Pick one: All leaders take 1 stress, the failure clock advances by 1, or the villain triggers a new complication.

On 10+, they peacefully resolve the problem without your villain knowing they were involved, and with the extra help you take +1 forward to your next stability roll.

Page 7: “Protect the Village” text should be:

You trust in your villagers’ abilities to overcome an external military or economic problem that threatens your mission in some way while they deal with the threat to the village.

Roll +stability.

On 1-6, your village has failed to stop the disruption to your mission, and blames you for any resulting damage to the village.  All characters in the scene take 1 stress,and choose one: the villain overreacted to stop the mission against them, harming the community & advancing the Failure clock by 1, or the mission succeeded, but creates a complication that stops all possible redemption progress until solved.

On 7-9, the village has successfully resolved the issue entirely on its own.

On 10+, the villain leant their aid to the issue in some way that contributed positively to the threat.  Advance the redemption clock by 1.

Page 7: Rally the People text should be:

Choose a complication.  You try to recruit villagers to help you resolve an issue directly related to the complication.

Roll +community.

On 1-6, nobody is willing to help..

On 7-9, you are able to get some volunteers - take +1 forward to the next Problem Solving roll for the chosen complication.

On 10+, your whole village bands together to help you - increase the category of success of the next problem solving roll related to your issue (1-6 becomes 7-9, 7-9 becomes 10+).

Page 8: Change “Each hero” to “Each leader”

Page 8: Change text of Moral Beacon to:

Using your experience and sense of good, you help guide and coach the villain to do the right thing effectively in a difficult situation.

Roll +Mentorship.

1-6: Your lessons go in one ear and out the other, and the villain either misunderstands, or purposefully rejects your lesson, instead deciding to act in harmful self-interest. Advance the failure clock by 1, take 1 stress point, add a complication, and block all redemption progress until the issue created by the villain is resolved.

7-9: Your coaching seems to reach the villain, but they fail to do good and accidentally make things worse instead of actually helping.  Add a complication and choose one: Stop the Redemption clock from advancing until the issue created by the villain is resolved, advance the Failure clock by 1, or take 1 stress point.

10+: The villain takes the lesson to heart and does the right thing! Advance the Redemption clock by 1.

Page 8: Change Damage Control text to:

Something bad is about to happen, and you need to find a way to overcome the problem.

Roll +Problem Solving.

1-6: You are unable to resolve the situation and an added complication makes it worse.  Advance the failure clock by 1 and choose two:

  • Add an extra complication
  • Alienate the villain until you solve both the current issue and the complication (no redemption progress can be made)
  • Take 1 stress point

7-9: You’ve managed to get the situation under control so that no further harm can be done, but have to deal with the consequences of the damage created.  Advance the failure clock by 1 and either take 1 stress point, or you may leave the scene to handle the issue.

10+: You are able to resolve the situation in a way that stops any harm from being done!

Page 12: Change the text of Hospitality to:

If the scene takes place in your establishment, every roll resulting in 10+ involving the villain restores 1 stress from both the villain and the Host who rolled.  Be careful though - your building can be destroyed in place of a complication, losing this ability for the rest of the game!

Page 13: Add text after the first intro block called “Playing the Villain”:

Playing the Villain

The villain is not trying to cause trouble, but rather should be emblematic of the type of villain they are.  The Dragon might destroy someone’s house to an offense, the Orc might pick a fight, the Devil might make someone fall in love with them, and the Vampire might drink someone’s blood, but all of these are just complications around their base personality.  To really get into the mindset, keep the villain’s immediate short-term goal in mind in a scene, then figure out how they might do the wrong thing and you’ve got a recipe for a villain trying to do good but being unable to.

Page 15: Change the intro text of The Dragon to:

Considered one of the most nefarious dragons in all the lands, The Dragon spent their time raiding villages for their sheep, capturing wagons full of treasure, kidnapping royal heirs, and killing all those who dared to stop them from trying to find their royal love.  After long enough of this, the kingdoms banded together to perform a ritualistic curse powerful enough to strip the dragon of all they cared about - romantic love turned to ash in their heart, letting the Dragon feel the firey agony of those who died by the Dragon’s breath, yet leaving both their monstrous fire breath, and their wealth-detection traits intact.  No longer seeing a place in society, the Dragon’s will is broken..  Fleeing all the nations’ armies, the Dragon came to your town to stay safe from those who seek revenge.

Files

sympathy-zine-2021-11-12.pdf 1 MB
Nov 12, 2021

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