Hi everyone, we've got a bunch of fixes and improvements for the scifi system, and of course some of them carry over to the fantasy system too! Let's get started:
Background Events have undergone an overhaul. I didn't find gaining additional contacts compelling (and tended to re-roll those ones) so I've replaced them with more skill buffs and other interesting effects. There are more negative background events too, though I've reduced the chance of them showing up from 11% to 7%.
I've brought the Healing skill into line with the scifi system, where it's a background-only skill. It takes years to learn how to do surgery! I've also adjusted it so it requires the pain-relief tonic (or anaesthetic in modern and high-tech settings) or it incurs a -20% skill penalty. It's hard to mend wounds when someone is screaming so much!
The tables listing cost and time for learning skills, spells, manoevures and inventions have all been revised to include higher levels of intelligence, and I felt that spells should be learned a bit faster so the cost for those has come down quite a bit.
For the scifi system, I'm expanding information for pre-modern settings, under the new Industrial Era, which covers 19th century weapons, and other related things. I'll be running a steampunk campaign in the near future and this will give me a chance to see what I can do to improve this area of the system. I gave the clockwork and steam inventions an overhaul too, so I think it'll work pretty well :) I'll expand upon this further as the game gets underway.
Fear not, the starship system has had a lot of fixes too, with better information clarifying a number of mechanics. We've been having a blast with our current Bridge Crew campaign and it's been a great opportunity to tweak a number of issues. That's all for this month, check out the changelog notes below for more detail!
v1.02 scifi core rulebook
New Stuff!
* Added an Industrial Era, with its own backgrounds, weapons and inventions.
* Added 'Mechanical Man/Woman', 'Revived Human', 'Living Engine', 'Steam Contraption', 'Game Hunter' and 'Explorer' Industrial era backgrounds.
* Added 'Telemetry Lock' starship manoeuvre.
* Added 'Activate Cloak' starship defensive systems action.
* Added 'Focused Laser' upgrade for the Tactical Analyser.
* Added 'Stealthy' background event.
* Added 'Slow' negative background event.
* Added 'Unlucky' negative background event.
* Added 'Mini-Drone' and 'Signal Disruptor' electronics inventions.
* Added 'Steam Parts' and 'Clockwork Parts', specifically for use with low-tech (steampunk) inventions and adjusted these inventions appropriately.
* Added 'Ramming Speed' pilot starship manoeuvre.
* Added details about what masers are and how they work.
* Added 'Shell' weapon trait, similar to missile trait but doesn't count as a missile for modification purposes.
* Added '20mm Elephant Gun' and 'Punt Gun' Industrial era firearms.
* Added 'Cone' trait details to ranged weapon traits list.
* Added new 'Blast Shield' high-tech mechanical invention.
* Added 'Miner' prospecting talent.
Fixes and Improvements
* Ship hull sizes are now expressed in 'Class', so as not to confuse their size with vehicles. i.e. Compact hull is now Class 1, Colossal hull is now Class 7.
* Corrected a reference in the starship Drones section: drones do not need to be made of Auldsteel parts.
* Titanium is only usable to make ranged weapons (it can't hold an edge and is too light to deliver melee damage).
* The 'Disrupt' ranged weapon trait now has a number attached to it, designating how many spirit points or capacitor are drained on a successful hit.
* Added rifle-sized disruptors as an option for vehicles.
* Disruptor clip size has been set to 5 for each type.
* Clarified how long it takes to arrive at a damaged system depending on your character's speed (under Emergency Repairs).
* Anaesthetic now adds +4 Hit Points to the result when used with the Healing skill.
* Some medicines and narcotics are now available in the Industrial era.
* Failure to use pain relief or anaesthetic with the Healing skill applies a -20% penalty.
* EMP grenades have increased in price.
* 'Z-axis Shift' starship manoeuvre is now called 'Emergency Evade' for clarity.
* 'Flank Speed' starship manoeuvre and 'Ramming Speed' action have been replaced with the 'Afterburner' pilot action.
* 'Barrel Roll', 'Boost Defence' and 'Overcharge Shield' manoeuvres now provide a bonus limited by pilot skill. All only provide this bonus to one defensive action.
* 'Precognition' psi power now stipulates that its bonuses are for use in combat.
* If there is no system installed at a particular location during a critical hit, hull damage is done instead.
* Expanded starship Critical Hit table to explain what happens if a system goes down.
* Explained a little more about how dealing with emergency repairs, breaches and fires works.
* Explained that if the IRF is inactive, moving more than 1sq per round causes collision damage to the crew.
* Debris fields cause a Cloaking Device to reveal your position.
* Added a note that paying someone else to upgrade inventions costs double the listed cost of circuits/parts.
* The 'Hazard Suit' invention now correctly uses Computers as its control skill.
* Most invention upgrades now have skill level requirements.
* All ships can attempt to detect cloaked ships, but with a -40% result penalty to the scan. This is obviously mitigated with sensor system upgrades (There used to be a seperate system to add to detect cloaked ships, this was removed at some point though it is visible on some pre-made ship templates.)
* The 'Soldier' background event has been replaced by 'Brawler', giving you more Unarmed skill points.
* The 'Merchant' background event has been adjusted to give the Commerce skill instead of a contact, now called 'Trader'.
* The 'Priest' background event has been replaced with 'Energetic', reducing the duration of fatigue levels.
* The 'Politician' background event has been replaced with 'Driver', giving you the Drive skill.
* The 'Scholar' background event has been replaced with 'Learned', granting you an extra skill.
* The 'Cop' background event has been replaced with 'Runner', granting extra movement.
* The 'Criminal' background event has been replaced with 'Hauler', granting the Strong Back talent.
* The 'Gem' background event is now fixed at a stone worth 100cr.
* The 'Resistant' background event now offers Bludgeoning and Collision instead of Laser or Plasma damage resistance.
* The 'Talented' background event can now be any talent you qualify for, not just general talents.
* The 'Device' background event has been expanded to 6 possible items.
* Negative background events now have a 7% chance of occuring instead of 11%.
* The 'Stolen' background event has been tweaked so you lose half your starting money, and is now called 'Theft'.
* The 'Framed' negative background event stipulates that you lose the bonus gained from the contact you lost.
* The 'Guidance' weapon mod now only grants its bonus on targets 250cm or larger.
* Starship Thruster upgrades now use slots based on their hull class.
* The slot penalty for Streamline hull types is now -2 per hull class instead of -5.
* A ship's Fuel Reserve upgrade now grants +5 fuel instead of +3.
* Added baseline sensor stats to the sensor system section.
* The 'Networking' talent now also applies to mini-drones.
* 'Repair Bots' nanomed now use 2 Spirit or 2 Fuel to do their thing.
* The Maxim Gun now lists 7mm is its ammo type.
* The cost of plasma grenades and Demolex has been increased.
* The Disable weapon trait now does not require damage to be dealt.
* Gems of 200cr value can also be used to heal AP on a carapan.
* Revised 'Steam Exoskeleton' and 'Clockwork Golem' abilities.
* 'Machine Press' invention primarily produces Steam Parts, but can be used to produce regular Parts too if that's available in the campaign.
* The 'Steam Car' invention can now receive modern-era vehicle body upgrades.
* Adjusted Skill, Manoeuvre, Invention & Psychic tables to cover higher levels of INT. Normalised the Attribute score levels for each table to match.
* The Clockwork talent has been moved from Mechanisms back to Science.
* Added more detail to the Clockwork Robot invention.
* Increased the value of the property for the Landowner background.
* Vehicle 'Subsystem Armour' upgrade now just adds a flat 10 AP to a subsystem, reduced weight.
* Removed 'God of War' manoeuvre from the Threat Level calculation (just include extra damage from this as part of your damage calculation).
* Cleared up the language on 'God of War' manoeuvre.
* Altered the text on 'Enhanced Speed' nanomed so that xarani don't get 2 extra actions.
* Increased the encumbrance and damage of the high-yield explosive invention.
* Splinter arrows no longer deal fire damage.
* Maser stats have been tweaked - Maser cannon uses more cap, range for both reduced, fire damage instead of laser, damage output reduced.
* Adjusted how fires work on board ships.
* Updated the 'Powered Armour' invention construction details.
* Attacking drones with standard starship weapons incurs a -40% result penalty.
* Tweaked the language on the 'Wrist Radar'.
* The Compact Assault Weapon is now more expensive.
* A ship's Capacitor recharge rate is now based on the current maximum Capacitor, not the number of reactor upgrades.
* 'Twin Shooters' trait is now called 'Gunslinger', expanded with additional single-pistol Burst effects.
* Fabricators now use 1 Part per ENC instead of 2.
* Clarified that devices and high-tech weapons use circuits in addition to Parts when making them in the fabricator.
* Blast Shield is now called Battle Shield, to not clash with the blast shield invention.
* Corrected the text on Energy Armour description to note that this AP isn't reduced by weapons fire.
* Expanded the description of the 750cr gemstone effect for Crystal Alchemy.
* Linked the two nuclear inventions listed on the Devices page.
* Added a stealth result modifer to the robot size table.
* Silicone Sealant can now be used as much as needed if carapan is below half maximum HP, 1 use per tube.
* 'Rock Solid' carapan manoeuvre becomes Quick to use at 99% skill.
* 'Expert Forager' and 'Master Forager' talents now can also apply to Prospecting.
* 'Forager' herbalism talent now yields double the normal result for a success or critical.
* 'Diamondback' talent now grants its laser bonus against plasma weapons as well, and notes that a diamond worth 10000cr now counts as eating two 5000cr diamonds.
* 'Diamondback' talent now also grants its +1 AP bonus per diamond to Hit Points as well.
v2.84 fantasy premium edition core rulebook
* Corrected the currency type for herbal tonics (from cr to sp).
* Added 'Stealthy' background event.
* Added 'Slow' negative background event.
* Added 'Unlucky' negative background event.
* Added 'Miner' prospecting talent.
* Failure to use pain relief tonic with the Healing skill applies a -20% penalty. Pain relief tonic also grants +1 to Healing skill result.
* The Healing skill is now a background-only skill (surgery takes years to learn!)
* 'Precognition' psionic spell now stipulates that its bonuses are for use in combat.
* The 'Soldier' background event has been replaced by 'Brawler', giving you more Unarmed skill points.
* The 'Merchant' background event has been adjusted to give the Commerce skill instead of a contact, now called 'Trader'.
* The 'Priest' background event has been replaced with 'Energetic', reducing the duration of fatigue levels.
* The 'Politician' background event has been replaced with 'Driver', giving you the Drive skill.
* The 'Scholar' background event has been replaced with 'Learned', granting you an extra skill.
* The 'Cop' background event has been replaced with 'Runner', granting extra movement.
* The 'Criminal' background event has been replaced with 'Hauler', granting the Strong Back talent.
* The 'Gem' background event is now fixed at a stone worth 100sp.
* The 'Resistant' background event now offers Bludgeoning, Necrotic & Collision damage in place of the old selection.
* The 'Talented' background event can now be any talent you qualify for, not just general talents.
* Negative background events now have a 7% chance of occuring instead of 11%.
* The 'Stolen' background event has been tweaked so you lose half your starting money, and is now called 'Theft'.
* The 'Framed' negative background event stipulates that you lose the bonus gained from the contact you lost.
* Adjusted Skill, Manoeuvre,& Magic tables to cover higher levels of INT. Normalised the Attribute score levels for each table to match, and overall lowered the time for learning spells.
* 'Twin Shooters' trait is now called 'Gunslinger', expanded with additional single-pistol Burst effects.
* 'Expert Forager' and 'Master Forager' talents now can also apply to Prospecting.
* 'Forager' herbalism talent now yields double the normal result for a success or critical.
v1.69 fantasy basic edition core rulebook
* Corrected the currency type for many entries (from cr to sp).
* Added 'Strong Back' talent.
* Added 'Stealthy' background event.
* Added 'Slow' negative background event.
* Added 'Unlucky' negative background event.
* Failure to use pain relief tonic with the Healing skill applies a -20% penalty. Pain relief tonic also grants +1 to Healing skill result.
* The Healing skill is now a background-only skill (surgery takes years to learn!)
* The 'Soldier' background event has been replaced by 'Brawler', giving you more Unarmed skill points.
* The 'Merchant' background event has been adjusted to give the Commerce skill instead of a contact, now called 'Trader'.
* The 'Priest' background event has been replaced with 'Energetic', reducing the duration of fatigue levels.
* The 'Politician' background event has been replaced with 'Driver', giving you the Drive skill.
* The 'Scholar' background event has been replaced with 'Learned', granting you an extra skill.
* The 'Cop' background event has been replaced with 'Runner', granting extra movement.
* The 'Criminal' background event has been replaced with 'Hauler', granting the Strong Back talent.
* The 'Gem' background event is now fixed at a stone worth 100sp.
* The 'Resistant' background event now offers Bludgeoning, Necrotic & Collision damage in place of the old selection.
* The 'Talented' background event can now be any talent you qualify for, not just general talents.
* Negative background events now have a 7% chance of occuring instead of 11%.
* The 'Stolen' background event has been tweaked so you lose half your starting money, and is now called 'Theft'.
* The 'Framed' negative background event stipulates that you lose the bonus gained from the contact you lost.
* Adjusted Skill, Manoeuvre,& Magic tables to cover higher levels of INT. Normalised the Attribute score levels for each table to match, and overall lowered the time for learning spells.
* 'Twin Shooters' trait is now called 'Gunslinger', expanded with additional single-pistol Burst effects.