Here is a sneak peek at the new skills system and the new book layout for the next draft! With specializations gone, players can freely select skills to build the character that fits their desired playstyle.
In preparation for the next wave of updates, I’ve put together the fourth version of the character sheet. I’ve always felt that the character sheet is a good surface-level overview of a game system. Here you can see what’s new, and you might notice a few things missing as well!
PDF is provided below:
It’s been a while since my last post. I’ve been working on some big improvements to the game that have taken a lot of time to implement. Here is a brief overview of some of the things I’ve been up to:
- Attributes have been removed from the game in favor of characters simply selecting a preferred skill category to get a bonus from.
- Specializations have been removed from the game in favor of a point-buy skill system with prerequisites.
- The social mechanics have been expanded into their own skill category.
- An Affinity system has been added to encourage interaction between PCs and NPCs.
- Time has been abstracted into “scenes” which allow for more flexibility in story pacing.
- Vehicles and Starships no longer have their own skills, but rather install components that allow characters to use their skills through the vessel.
- Piloting has been expanded into its own skill category.
- Ranged skills and weapons no longer have a maximum range, but rather lose accuracy the further away they target.
- Playable races now each have three subgroups which grant unique passive effects.
- The Zauriim have been removed from playable races, to be added later alongside the Hegemony content.
This is hardly an exhaustive list, as there is still so much more to do. I’m currently running two testing campaigns to further hone the game into its final form. Keep an eye out for more information! I’ll be updating the rulebook draft with all of the changes soon.
In the hopes of getting more awesome feedback on the project, I’ve compiled the latest working draft of the game into a PDF. Chapters 1 through 3 are in a mostly finished state. Chapters 4 and 5 still need to be written and are not included.
As with everything I’ve shown so far, all artwork is only a placeholder and will not be part of the finished product.
Check out the links below and let me know what you think:
RULE CHANGE: Armor Piercing damage now deals normal damage to Armor values. If the damage is completely absorbed by the Armor, the damage removes the target’s lowest available Endurance value. If the target has no Endurance values left, the target takes a strike against their Life. Barrier Piercing damage now ignores Barrier values altogether. These changes also apply to Vehicle and Starship tiers.
NOTE: The cost for adding modules to equipment is missing. Each module costs 25% of the equipment’s base cost.
Based on some recent feedback I’ve received, the specializations and associated skills have received a fourth major pass! I’m taking my time with them to make sure they’re done right. However, I wanted to show an example of how things have changed. Therefore, behold! The new Scientist specialization:
I have planned for a total of 15 specializations (5 each from Military, Technical, and Psionic categories), which is a significant reduction from before. However, each specialization has an innate skill and six skills that characters can rank up during play. This increases the versatility of each spec and makes it easier to give them a unique conceptual feel. Most skills will have a variety of ways they can be used, including a bonus effect granted at the maximum skill rank.
This is just a quick update to let everyone know what I’ve been up to lately!
Progress on the first draft of the core rulebook is coming along nicely! The characters chapter is pretty much finished, and that was one of the biggest and most complicated sections of the book. I’ve got the basics of the mechanics listed in the introduction chapter and I’m gearing up to put together the vehicles and starships chapter.
I even managed to update the character sheet and the vehicle/starship sheet! Links to the PDF files provided below:
I updated the map again! Yes, I know. I can’t leave well enough alone.
I altered the dimensions of the image to fit well on a two page spread. I also shrunk the size of the sector grid to better fit the scale of the galactic quadrant. There are a few more named regions of space and a few cosmetic changes.
One big change you’ll notice is that I left the Hegemony vague this time. While working on the game, I realized that the Hegemony is such a large and complex part of the setting that it is just too much to manage right now with the level of detail that it deserves. It was a tough decision, but I will be saving the details of the Hegemony for another time. The Hegemony and the Zauriim are still in the game, but they will have to remain mysterious for now. When I do approach the Hegemony sometime down the line, it will be fleshed out with all planets, races, and factions it contains.