Status Update 11/12/17

I’m still alive! Work has been progressing on Tangent Space and I’ve made several significant improvements to the game’s mechanics.

 

Skills

As mentioned before, specializations are gone and have been replaced with skills. I was also dissatisfied with how front-loaded most character building decisions were. Players don’t usually know what they want to do with a character until they’ve been playing them for a while. To that end, the merit system has also been replaced. Instead, skills are now mastered by using them during the game.

Characters can use any skill they have mastered the prerequisite for. Basic skills can be used and can stockpile experience regardless of prerequisites, but cannot be mastered without the prerequisite. This allows players to experiment with different skills and naturally gravitate towards the play style they most enjoy.

Whenever a skill succeeds, it gets 1 experience point. Whenever a skill fails, it gets 2 experience points. A critical failure grants a whopping 3 experience points! We learn more from our mistakes!

Basic skills require 5 experience points to master, and all other skills require 10. Spending downtime scenes training is the only way to build experience for passive skills. This makes passive choices far more meaningful as they are not as easily acquired as usable skills.

 

Dice Pools

The base action resolution mechanic now involves rolling a number of d12 and selecting one of them to calculate success or failure.

Skills you haven’t mastered only get to roll a single d12. Skills you have mastered get an additional d12 added to the pool. If the skill category is your specialty, you get one more d12 added to the pool. That means skills mastered in your specialty have a dice pool of 3d12 by default!¬†This way, characters can have a level of confidence in the skills they know they are good at, but have a lot more uncertainty about skills they haven’t practiced.

Each strike against your Life or Mind lowers your dice pool by 1d12, simulating the rising difficulty of performing actions while wounded or mentally imposed. Spending a point of Luck allows you to temporarily add an additional d12 to your pool during an action roll. There are other temporary effects from skills and environmental conditions that can add or subtract from the dice pool as well.

 

Preview PDFs

Have a look at the PDF previews below for the current state of skills and the most recent character sheet. As usual, any images used are placeholders and do not represent the artwork that will be included in the completed product.

Tangent Space – Skills

Tangent Space – Character Sheet v5

Character Sheet: Version 4

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:

PDF: Tangent Space – Character Sheet v4

Tangent Space - Character Sheet v4 - FrontTangent Space - Character Sheet v4 - Back

Latest Draft

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:

Tangent Space – Rulebook Draft – June 2017

Tangent Space – Character Sheet

Tangent Space – Vehicle & Ship Sheet

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.

Specializations v4

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:

Specialization Example v4 - Scientist.png

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.

Quick Update

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:

Tangent Space – Character Sheet v2

Tangent Space - Character Sheet v2_Page_1

Tangent Space РVehicle & Ship Sheet 

Tangent Space - Vehicle & Ship Sheet_Page_1

 

Map of Known Space v3

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.

Tangent Space - Map of Known Space V3