Mortdrakon RPG v 1.3.0 Launch


Hello everyone! 

Today I present a further tested and revised Mortdrakon RPG. After more playtests, suggestions, and text revisions, the team brings to you the latest version of the game. I believe, truly, this newest version resembles the game we had envisioned the most for the upcoming final release. Yay!

At The Frog Knight Games, we are still hard at work to deliver the best final game possible, and I'm truly excited for everyone to see the final layout. 

Firstly, thank you to our playtesters, including the newest ones: Ian Razziel Robles Pérez Carreño, Paulina Aranda Olave, Tannya Iris Lozano Valdez, Jesús Mario Camacho Ochoa, Emilio Serrano Samaniego, Miguel Bugarin García, Karla Alejandra Baca Rodriguez, Sofia Alejandra Altamirano Márquez, Imanol Castillo Arvizo, Miguel Ángel Aranda Olave, Benjamin Aranda Olave, Lilly Donnel, Wrecks Sterlingo Bryant-Cupé, Nicholas Rotter, Joseph Rotter, Elysia Powell, Jonpaul Estrada, Fabiola González Ponce, Alfonso Alexander Martín, Alfonso Alexander González, and María Isabel Madero Pérez. 

You are the best!

Anyway, onto the changes and updates: 

  • Change to the Enhancement rule: “Additionally, when your attack is enhanced, you score critical damage when you roll any pair of numbers on the dice you rolled, instead of only on a pair of the maximum result. For example, an enhanced attack which now rolls 2d8 deals critical damage on a roll of 1 and 1, 2 and 2, 3 and 3, and so on.”
  • Added varied check difficulty rule: “Additionally, when rolling checks of varying difficulty, the ML can decided to temporarily improve or reduce your character's relevant Attribute score to reflect the task being easier or more difficult. For example, when picking an old rusty lock, your Agility may be improved by 5, but when picking the lock of a dwarven vault, your Agility may be reduced by 5! Regardless of varying difficulty, your Attribute cannot be reduced below 3 or improved beyond 18.”
  • Added dungeon exploration rule: “When backtracking and traversing through a dungeon corridor that has been previously explored, each exploration turn takes 1 minute instead of 10.”
  • Initiative rework, made it more similar to Cairn: “At the start of every combat round, all PCs must declare to the ML what their action is going to be that turn. Then, all PCs and allied NPCs must make an Agility check. Those that succeed will act first, before the enemies, and those who failed will act last, after the enemies. If the results of an initiative check change circumstances such that a PC's declared action is no longer possible or desirable, PCs may change their intended action. The group of PCs and allied NPCs who passed their Agility checks may act in whatever order benefits them most. Those who failed may do so as well, but not before passing PCs and NPCs as well as enemies have already acted.
    For example: A party of 3 adventurers fights 6 goblins in a cave. Combat begins; one adventurer wants to shove a goblin over to enhance their ally's attack with a longsword, while the other will stay back and shoot with a bow. The swordsman and archer pass their Agility checks, but the shoving adventurer fails! Since the swordsman will not have an enhanced attack, they decide to stay back and defend against charging goblins instead, but the archer shoots their bow as declared. The goblins then attack, and the shoving adventurer instead chooses to attack with their dagger at the end of the round.”
  • Due to initiative rule change, added a clarification to boss rules: “Bosses can act twice in initiative. Once, in-between passing and failing PCs (like usual enemies), and another where you roll an Agility check like a PC to determine whether they pass or fail. If the boss passes their check, they act before all PCs and their allied NPCs, and if they fail they take their second turn last, after the failing PCs. You can decide if bosses can act more than twice, determining if they need to roll for additional turns or not.”
  • Updated and further clarified talent text: 

Double Strike: You can decide to attack two times per combat round. Only for characters with either Might or Agility 15 or above, re-roll your talent if needed. The physical exertion of the second attack tires your body, drain your Might, for melee attacks, or Agility, for ranged attacks, by 1 after each second attack. When double striking with a Magic Weapon, the Might or Agility drainage of the second attack increases by the number of bonus damage dice the Magic Weapon rolls.

Daring Attack: You can choose to turn your total Defense score into extra points of damage dealt for your next melee attack. Consequently, your Defense score becomes 0 until the start of your next turn. You can only use this talent once per round.

Thievery: Temporarily add 3 points to your total Agility Attribute score (to a maximum of 18) when rolling checks related to picking locks, disabling traps, hiding, pickpocketing, climbing, etc. at ML discretion.

  • Additionally, the text was once again further revised, minor corrections were also made to some tables with mistakes.

So, that was all for now. Developing this TTRPG has been amazing, thank you all so much who have been part of this journey up until now. 

If you have any recommendations or comments regarding this update, let me know with a comment or email me at: andresescritura@gmail.com

Thank you all for your support, and happy gaming!

-Andrés Alexander, founder of Frog Knight Games

P.S Sneak peek, official Mortdrakon cover art revealed. Only for you, for reading this update until the very end. 

Mortdrakon Cover

Mortdrakon, official and original cover art! (Art owned by The Frog Knight Games)
Art by Tannya Iris Lozano Valdez 

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