The antihero rules have been updated and the last two antihero playbooks have been released. The rules can be found in the appendix section of v4.0 and the playbooks have been added to the playbook folder.
All of the antihero mechanics and options have been updated since v4.0 to fit with the discipline system. They represent a way to continue the story of your PC while changing their way of interacting with the world. Most of the playbooks introduce new mechanics, so it will be interesting to see how they play out.
Right now, the playbooks are focused more on exploring interesting dynamics than balance. Antiheroes tend to be weaker with their actions but have more powerful special abilities. I expect it will lead to needing safer play, but more dramatic moments.
I made a Google sheet version of the PC and team playbooks on Google drive. This way groups who play online but don't use Roll20 Pro can have a shareable, digital version of their playbooks.
One version is for quickly building your sheet by copy-pasting playbook unique details.
The second version is designed for a playgroup to share, keeping their PCs and team centralized in one document.
Because formatting is consistent across documents, players can create their PC or team in the playbook builder, then paste it directly into the shared playgroup version.
The current version lacks the downtime sheet (i.e. professional skills and project clocks), but this should allow groups to record and share everything else.
The antihero playbooks were originally finished last spring.
Originally, I wanted playbooks that give a distinctly different feel than the traditional souls, with a darker slant. Coming back to them this week, I could see they needed some editing before release. Specifically, the old version encouraged a cynical play style that doesn't translate well to a team dynamic or frankly, enjoyable characterization.
I decided to rework the antihero playbooks to try and capture that different, darker tone while still making playbooks that work within the team dynamics.
Today, the first revision is complete: the Haunted.
Playbook pdf is here.
Revised antihero creation and advancement rules are here.
(Both are in the main v4.0 folder on Google drive, but these links go directly to them)
No one survives what you survived. A black site ... a wilderness ... a massacre ... a twisted research lab ... what you saw can never be described to anyone. They wouldn't understand, and the ones who spared your life wouldn't appreciate it either. The memories that haunt you cannot be killed or fixed. They come back to you: in a nightmare, in a shadow, in misheard words, in the stare of a stranger on the street. The one that captured you and the angel who saved you might be the same person, or different. Either way, you owe your life to another.
I've finished the first version of the rules reference sheets for v4.0 KitD. That link takes you directly to the pdf, but it is hosted in the KitD v4.0 folder.
I decided to focus on the rules you likely use every session (i.e. it doesn't include session 0 rules like character creation). Over time I will likely add a few more sheets. Ideally, it'd be cool to get the bulk of the rules in this reference sheet form. I think Blades did that originally for play testing purposes, but being able to read the core mechanics in like 20 pages was really nice.
I will also likely create similar reference sheets for a quick start world and starting campaign setting that I created back in May. I'm not in love with the setting (it's very urban fantasy), but the city and factions are fun and fairly detailed. I'd like to share it more widely now that the Quick Start has been play tested several times, but moving layout from one program to another (I finally made the switch from Scribus to InDesign) will be tedious, so it will wait for another few weeks while I finish up the v4.0 pdf version.
Up next: layout for the antihero playbooks.
Version 4.0 of Karma in the Dark is ready for its rough release.
What do I mean by "rough release?"
The update/revision is complete enough for play testing. The character, team, and safe house playbooks have been finished into pdf form. The main rulebook is currently available on Google docs; I still need to finish its InDesign layout before it can be transferred into a pdf.
My list of upcoming tasks:
After those main tasks, I have a few small pieces to finish, like a description of the items on the standard gear list. I also want to update/refine the Quick Start kit I tested last spring to help groups run one-shots.