Posts tagged "starships"

January Devblog & v2.6 Fantasy System Update

Hi, I hope your 2018 is going well so far! As you may recall, I skipped the December update due to only having 3 items to change in the Codex, and I hadn't finished any new artwork. Well, I've been running myself ragged trying to get this scifi system done, and hey, who knew a system with heavy science and math would be so difficult? :D

So yeah, still no new art at this point but the good news is that the scifi system is just about ready. Thanks to the games I've been running (and the feedback from those games), I've tweaked the advanced weapons rules and damage output and finished the vehicle system. This is pretty cool, as you can design your own ground vehicles, air vehicles, boats, grav cars, flying cars etc. In the campaign I ran, the party had a cabin cruiser they'd armoured up and installed a minigun turret on the bow. We had a few combats which played out beautifully (though the last one did result in their boat blowing up!) so that part of the system is done. 

Alongside developing those rules, I've been adding NPC templates to a separate manual I'm calling 'Scifi Encounters', which is over 250 pages long and features templates for modern and high-tech NPCs, as well as vehicles and yes, even a few starships. So yeah I've been busy!

After finishing the vehicle system, I was pretty burned out. The calculations involved were very demanding and I'm an artist, not a mathematician! Still, I got it done but it cost me a lot of creative energy. I'm just finishing up the starship system now, but I'm plodding along as I'm pretty much spent. Before I release it, I need to see more of how it all works in play, so the party just got their hands on an old starship and over the next couple of sessions, we'll see how it goes. I'm sure there will be tweaks required, and during the next month, I can get going on the Scifi species artwork. I'd really like to have them all done before I release it this time, so I'll make that a priority as of this week. 

In the meantime, some core mechanics needed adjusting and of course, they translate across to the fantasy codex too, so here's the update for this month. See you at the end of February when I hope to have scifi ready to go (finally)!

 

v2.6 Premium Fantasy Codex Changelog

* Avoiding death with an Endurance roll is now correctly an opposed check where appropriate, and can only be made if the total damage is less than your maximum Hit Points.

* Added 'Renowned Surgeon' healing talent.

* Tweaked the language on 'Mental Projection' spell, so that a projection has to fit well into the scene in order to prevent the subject being able to try and disbelieve the illusion.

* Slightly revised the text on the Blind condition.

* Tweaked the language on 'Blind Sense' talent.

* Tweaked the language on 'Mind Control' psionic spell.

* Clarified that 'Sensory Cascade' psionic spell requires a resolve skill check at the start of the victim's turn to break the effect or the effect ends.

* Fire & Steel no longer requires the use of a Reaction.

* The Teach skill now requires 100cr per day regardless of the skill level.

* Purchasing talents with money is now 10x more expensive.

* Updated the advanced character packages for more even and balanced distribution of skills and abilities.

 

v1.63 Basic Fantasy Codex Changelog

* Avoiding death with an Endurance roll is now correctly an opposed check where appropriate, and can only be made if the total damage is less than your maximum Hit Points.

* Slightly revised the text on the Blind condition.

* The Teach skill now requires 100cr per day regardless of the skill level.

* Purchasing talents with money is now 10x more expensive.

* Updated the advanced character packages for more even and balanced distribution of skills and abilities.