Skip to main content Changelog
0.6.2
- Gambles: Removed the need to set stakes before rolling to preserve game momentum
- Snooping: Reworded rolling 1d6 for snooping so it seemed less like a mechanic and more like a gm tool
0.6.1
- Terminology: “The Crew” renamed to “The Cast” to keep in line with the genre.
- Encounters: Renamed to Scenes in order to keep parity with future Director Toolkit.
- Snooping: Added 1d6 dice roll when searching for clues or information. No bonuses applied; closer to 1 is less info, 6 is more info.
0.6.0
- Catchphrases: Now once per Leg; re-roll a Gamble and replace the old result. Replaces “auto-success once per adventure.”
- Resting: Simplified. Each player rolls 1d6; on ≤ current Peril, reduce Peril by 1. Relationship rules removed.
- Group Gambles: Clarified that 1s add Peril only to the roller.
- Knockouts: Removed “Moments” choice on knockout. Text clarifies The Crew decides what to do with the downed character until recovery.
- Threads: Removed as a mechanic (and as a source of Bonus Dice).
0.5.0
- Catchphrases: Once per adventure, auto-succeed on a Gamble by speaking your catchphrase.
- Peril on 1’s: +1 Peril for every die showing a 1 on any Gamble.
- Helping Out: Other players can contribute 1 bonus die from a Knack or Equipment.
- Group Gambles: Blunders no longer automatically increase Peril for all players.
- Resting Overhaul: New relationship-based resting system; resting with a new partner can reduce Peril by 2.
- Moments: New knockout effects (Last Stand, Rousing Speech, Parting Gift, Final Vision) replace Insights.
- Danger Rating: Enemies now have a Danger Rating for how much Peril they can inflict per turn.