Bay of Villains 1.4 update! and Patch notes!


Once again, I've updated this weird little game of mine! but this time, I've actually recorded the majority of the little changes I made, and sort of organized them. 

As always, let me know if you play my game and what you think of it!


BoV edits for 1.4:

Playbooks

Changed Siren’s “Favors Owed” ability to +1d to all activities and +1 result to acquire asset and reduce heat, and removed the bonus to gather info to make the ability more appealing and consistent. 

Changed Siren’s Backstabber’s secondary effect to be 2 stress instead of rolling a 6, making it a sure thing with spent stress instead of interfering with the action roll mechanics. 

Added “Any time you gather info, take +1d.”  To Master’s Schemer ability to bolster their utility as the plan maker. 

Changed personal flight device and communicator to “personal flight tech” and “comms tech”, to make what the tech quality upgrade applies to more clear.

Removed example items of the Shift’s “Natural Adaptations” from the ability itself and added them to the italicized book text, for clarity and space. 

Added “you can control nearby winds, and use them to fly through the air” to rogue mage’s stormheart, to make it worth taking as the starting ability. 

Changed Rogue Mage’s Called From The Other Side, removed combining 6s to make a critical, but added an option to take the ability again, allowing the Familiar to change between scale 0 and 1, this was to allow the familiar to be a large beast, which I think would be cool. 

Added the fact that heavy armor makes you bulletproof to armor description, and added italicized text suggesting that armor improves position in a fight. 

Changed the starting actions for the Shift to +1 doctor, +2 skulk, +1 wreck. Changed several items, adding the fine silenced Sawed-off, changed the psychic amplifier to give armor Vs  psychic attacks, changed the fine gene cloaker to give +1 effect to skulking and made it 1 load. 

Gave the master an extra rating in study, making them the only playbook with 5 starting actions. They earned it. 

Added a few smaller boxes to the Merc’s three flashbangs and the Siren’s multitoxin, to track individual uses. Did the same with grenades for all playbooks. 


Crews

Renamed the Trouble for Hire’s Dangerous ability to Trouble. 

Swapped the “heroes’” uncanny preparation ability with trouble for hire’s trouble on wheels ability, renaming them Prepared for Anything and Hot Pursuit respectively. This was because “heroes” start with a vehicle and rovers, and therefore should be offered the ability to improve vehicle combat.

Changed the vehicle crew upgrade to vehicles, confirming that you get more than one and reinforcing the cohort using nature of the game. 

Changed portal crew upgrade to portals, for clarity. 

Clarify that only gang cohorts get the Goon type for free in Blood Brothers and Lead From the Front. 

Changed Insurgency’s lead from the front to Gang Stalkers, to make it a different ability from blood brothers and differentiate the two crew types. 


Rules

Changed indulging Vice mechanics so having multiple vices is a flat +1 stress reduction and +1 stress gang with a trauma, and clarifying that you need a trauma to take the stress at all. Also clarified that finding a new vice purveyor is a long term project.

Reversed the order of downtime payoff and activities in the players kit, to better match the order of downtime. Entanglements are still afterwards to take up a single page. 

Added the Backup option for cohorts. You can spend a stress for an extra die and to use your cohort’s scale. 

Added rule to downtime allowing one cohort to perform a downtime activity (acquire asset, reduce heat, long term project), since all crews have them. Changed Trouble for Hire’s All Hands to allow all cohorts to perform actions. 

Files

Bay of Villains 1.4.pdf 1 MB
Oct 22, 2023
Bay of Villains Player's Kit 1.4.pdf 1 MB
Oct 22, 2023

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