Release 1.0.2 Changelog



Hello, and welcome to the second Changelog of It'd Take a Miracle!
It's been almost three months since the last one was posted, and version 1.0.2 is an accumulation of a few smaller sub-versions so we got a LOT to cover compared to the first one. As a note, 1.0.2 represents a state of the game that I'm happy with, but was limited to a 50 page limit by external factors. That being said, I have a lot on the backburner now that I no longer have this page limit, so the next update will probably add a bit of heft to the pagecount and be version 1.1, but let's not get ahead of ourselves.
This time, I'll stick mostly to bullet points since there's too many changes to go through and explain every single one, but I might make a note here and there!

General Layout

- Cooler Cover Text
- Rearranged the entire book to move the credits to the front
- A ton of small rewordings and mechanically insignificant wording edits
- Added the rulebook and character sheets to the 'What you need in order to play' section (Just a tiiiiny oversight)
- All references to Actions have been underlined
- Added a section cryptically describing the Apocalypse
- Added a reference image for a combat map
- Example map had a typo
- Small arts inserted into some blank space

Added Sections

- Added a section breaking down the math of 2d6 rolls for the Wit min-maxers
- Added a section going over the character sheet

Mechanical Reworks

- You cannot benefit from Rests while Broken, so you'll need 2 sessions where you can Find Hope to recover
- Rests no longer give a free point of healing. Players can already heal a lot.
- Bonds can now freely lose trust with you, instead of only you being able to lose trust in them

Actions

- Added the Limited tag for our trio of 1/session actions
- Overcharge renamed to Empower to avoid confusion with... Overcharge
- Evasive Maneuvers now only works on attacks targeting you
- Shoot to Kill renamed to Aim to Kill (To quote one of my players "because we don't have guns")
- Aim to Kill no longer has the chance of looping for simplicity's sake
- Aim to Kill only inflicts Stress if you fail the roll
- Aim to Kill's flowchart was reworked such that a Transformed MG can instantly defeat an Untransformed MG
- Act Desperately can now be used multiple times per round, multiple times per roll even
- Added a failure condition to Scout

- Help can also use Speed, not just Wit for more accessibility
- Hinder can also use Instinct, not just Force for more accessibility
- Flee option 'You get seperated' removed because that and 'you got lost' were the only ones being chosen and it wasn't all that compelling
- Defend your Friends can block Stress as well as Injury
- Evasive Maneuvers can evade Despair
- Build Relationships is automatic and doesn't need to be rolled for, but can only be used once per session

Natures

- Layout for Natures was redesigned
- Regenerator renamed to Mender
- Mender is an action instead of quick, but can heal someone in the same range band as you

Character sheet

- Added Build Relationships to the Limited Action Tracker
- Updated Natures to reflect newest version
- The 4 in the Heart Track was darkened for Broken, when only 2 and 3 should be darkened

Hostiles

- Section on Hostiles was rearranged so Magical Girls are at the end for fun fun reasons
- Monstrosity Action Changes:
  * Actions with multiple rolls can now potent effect normally
  * New Action: Blockade (2 AP)
  * New Action: Stockpile (2 AP)
  * New Action: Lockdown (3 AP)
  * New Action: Targeted Summon (3 AP)
  * New Action: Rampage (5 AP)
- When fighting People, Act Skillfully was specified that it can be used to disarm or non-lethally engage in combat
- The Human action Attack was renamed to Brawl
- Magical Girl Combat Revamp!!!
  * New Dispositions and Experience Levels
  * Mechanically Different from any other ITAM combat!
  * Lots of rules and stuff for that ^
  * New version of Flee
  * New Action: Chase
  * Scene Transitions
  * Multi-Faction Combat rules

Contractor Stuff

- The Fate Roll is now slightly nicer to players
- Still no good campaign progression, but another suggestion has been added while I think it over

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