About
The Allegiance Battle Group is the Simming/Star Wars RPG division of the Rebel Squadrons. Based in the Baphomet system of RS space, the ABG participates in the most dangerous, challenging and versatile missions anywhere. The Allegiance Battle Group utilizes elements of both the West End Games (d6) and Wizards of the Coast (d20) versions of the Star Wars RPG game to provide a role-playing experience not found anywhere else. Think you've got what it takes? Sign up!
Latest News
March 4th 2021: March 4th, 2021: To help motivate GMs we'll be doubling Merit Point rewards for running a sim this month. One run one sim, get 4 merit points! Additionally, if you run at least 3 sims this month (preferably one a week) you'll be getting an additional 10 merit point award for helping encourage activity!
And since we're doing all the merit things we're also curbing the "consecutive sim bonus" no longer require Calendar placement. All you need to do, as a gm, is announce a specific day and time(ish, this is subject to change depending) and as long as you run regularly on said day per week you'll be able to qualify for said consecutive bonus. The cap also increased from +3 mp to +5. Huzzah, merits!
January 4th 2021: ADV Skills now cost less to upgrade. Instead of # Before D x2 - 1/2 Attribute it is now just the # before the D.
December 20th 2020: Academic and Bodyguard have been rewritten. The former to be substantial better and the latter to be more in-line with guarding bodies.
Ace Pilot and Medical Doctor have been buffed to lure you into taking them.
A new Specialist Class, Combat Engineer, is now available.
Added quirk "Markus Damage." It is essentially the opposite of Experienced.
December 18th 2020: 3 New Advanced Skills have been added, Ambush I, II, and III under Perception! Do more damage to unaware targets!
Lightsaber is now a basic skill. Again. Let's see if that sticks this time.
December 17th 2020: Characters may no longer benefit from +Inherent/External equipment without first knowing a skill.
Computer Eng and Engineering now requires you to KNOW the skill you're emulating.
Force Alchemy no longer requires you to know the skill in order to give it a +enhancement bonus. You must still know it to emulate it.
The Telepath and Paranoid quirks have been updated to be better.
December 16th 2020: The health-conscious quirk's modifier increased to +9. It was too good for what it did at the previous cost. Please see an SGM if you need to rejigger your quirks, thanks!
December 12th 2020: New Sentinel Characters have had their starting bonuses buffed a bit. That's +2 to Attributes, +3D Skill dice, +2 Basic/Adv Skills, +10 CP, +1 FP, and base starting HP is now 20 at the lowest. See Sentinel Company under Create a Character in the manual!
December 11th 2020: The starship design spreadsheet has been updated, it can be found in the Starship Design skill. It is now a google document. Follow the instructions on the sheet.
December 9th 2020: Firearms Design/Construction has been added to the manual: http://rpg.rebelsquadrons.org/manual/guide.php?id=107
December 8th 2020: Minor modification to the modification system (lol): Accuracy mod now increases its modifier by 1 each time it is applied, so +3, +4, +5, etc.
December 8th 2020: Professional Solider has been restructured. It's armor abilities are still intact but most of its support abilities have been changed.
New Quirks! Rebalanced Quirks! QUIRKS!
Adjusted Quirks:
Murderous: - Modifier increase to +8.
Change for Change's Sake - Removed.
Master's Boon - Item changed from handheld to Character Scale.
It's All About The Benjamins - Now increases sim credit rewards.
MacGyver - Removed GM suggestion to describe how the quirk worked.
Safety Net - No longer disappears after use. Modifier increased to +8.
Felon - Changed to trigger on a d100. Added inability to purchase permits.
Exile - Changed to trigger on a d100.
Pacifist - Damage penalty reduced to -1D.
Ruthless - Damage penalty reduced to -1D.
Reckless Crafter - Now increases crafting failures by 1 level for construction.
You Only Live Once - Now kills you at Dying or Mostly Dead.
Exceptional Hearing - Complete rework. Now affects Sonar.
Gunslinger - Removed free adv skill. Now grants bonuses to drawing weapons.
Health Conscious - Now reduces FA/Med DCS by 5.
Not Today - Updated Wording.
Quick Hands - Complete rework.
Certain Death - Updated wording and now works with Wounds.
Inefficient Crafter - Reduced to 15% from 20% cost.
Righty Tighty - Penalty reduced to -1 from -2. Modifier reduced to -3.
Blind - Now effects listen positively.
Deaf - Now effects sight positively.
CEO - Business slot clarified to be non convertible. Asset reduction now applies to Macroeconomics.
Air-Head - Now increases scholar DCs. Modifier increased to -4
Amnesia - Modifier increased to -26 from -20.
Coward - Penalty reduced to -1D.
Lost Hope - Modifier increased to -10 from -6.
Ne're-do-Well - Removed penalty to skills, decreased modifier -9.
Force Beserker - Modifier reduced to -8
New Quirks, by Category:
General Positive
General Negative
Physical Positive
Physical Negative
Mental Positive
Mental Negative
Positive Force
Force Negative
Background Positive
December 1st 2020: Updated and Clarified Neutral Bonuses in the Equipment Section.
Force Powers are now Neutral Bonuses and follow those enhancement caps unless otherwise clarified.
General Assistance from PCs now breaks Neutral Bonus Cap.
Added new adv skills to manual:
Creative Acuity
Economics I and II
Leadership II
Macroeconomics
Tradesperson I-III
November 30th 2020: GE has had it's DCs adjusted and mutation chart expanded to be less harsh to lower-end crafters.
November 28th 2020: You can now use the Engineering crafting system to create Medicine and First Aid kits! Hooray healing!
November 28th 2020: Wounds have been adjusted to be easier to remove. You now accumulate Temporary Wounds from taking damage which then turn into Permeant Wounds while healed. While it may be a scary word, Permanent Wounds can also be healed!
November 28th 2020: Added a stipulation about minions with spec classes possessing minions of their own. It's possible! But only sort of! See Specialist Classes in the manual for more details.
November 11th 2020: Factions have returned! See http://rpg.rebelsquadrons.org/manual/guide.php?id=101 for updated Faction mechanics. If you previously had a faction you will be reimbursed the full asset value of your faction to remake it, or do with as you please. See Rhuryc for details.
November 9th 2020: MFTAS has been changed to reflect the system as it is currently. It no longer grants +search, but reduces penalties to visual perception. If you have a MFTAS system see a gm to update your sheet.
November 6th 2020: Some basic skills have been adjusted. Droid Programming and and Droid Repair have been merged to be Droid Programming/Repair to match CP/R, Comms Repair is now covered by CP/R. Hover Vehicle Repair and Operations are now covered by Repulsorlift Repair. If you had any of these skills and they were upgraded see Rhuryc for adjustments.
October 27th 2020: New Specialist Classes added to the manual! They are:
Chosen Adept
Crime Lord
Fringer
Additionally, System Engineer has been entirely revamped. Infiltrator was nerfed slightly, and Sharp Shooter was nerfed a bit harder. Ranger has received a substantial buff. Go check 'em out!
October 12th 2020: Have you always wanted to help another player but didn't know how? Don't care about your character's upgrade action? Well now there's a solution for you! General Assistance rules have been added to the Taking Action section of the manual, allowing players to give their friends direct bonuses to their rolls.
October 11th 2020: October 11th 2020: Skills! 20+ Advanced Skills have been added to the manual. As usual, if you see any mistakes or typos let me know so I can fix them asap.
DEX:
Overwhelming Fire
KNO:
Antiquer
Armor Specialization
Cultural Liason
Galactic Cartographer
High Class Schmooze
Terrestrial Explorer
MECH:
Communications Maestro
Engines to Full
Fire Everything
Sensor Tech
Vehicle Focus
Vehicle Specialization
PERC:
Bazaar Merchant
Chameleon
Sonar
STR:
Adapted Tolerance
Free Climber
Imposing Stature
Iron Maiden
Strongman
Trained Sprinter
TECH:
Modify on the Fly
Overload
October 4th 2020: Demolitions updated to reflect new Sundering rules and brought up to modern standards. It's also now just a tiny bit better than it was, making it easier to add damage to Detonite Charges.
October 4th 2020: What up! We're picking things up again after a hiatus and so we've got some activity events. Firstly, all CP and Learning credit is DOUBLED for the duration of October. Huzzah. Go forth, and sim. Nextly, Rhuryc is looking for GMs to volunteer for some simming action. You'll be awarded additional Merit Points for volunteering.
Update wise, the Taking Action section of the manual has received some lovely changes. There is a new version of action economy. Characters now receive 2 Combat Actions, 1 Opportunity Action, and 1 Movement Action in a round. These are further explained under their respective topics within Taking Action. We've also added new Cover rules and rules for Sundering objects/walls/things other than faces.
May 3rd 2020: Hello all! Today we've made a slew of changes that should make combat in the ABG more interesting and a little more impactful. These changes are largely made to represent what we see in our favorite movies: our heroes getting beaten down and having to work harder and harder to push through and keep going, ending up beaten and battered messes by the end of the film.... only to be hale and hearty for the next adventure!
The remainder of the changes seek to reign in a bit of the power gain from a few specific skills. See below!
The old 'Wounding' damage type has been changed to 'Bleeding'
New system: Wounds! See the renamed Character Injury and Death page for details, summary:
Character Death:
Healing HP changes:
Called Shot changes:
Advanced skill changes:
Corrected the verbiage on the CEO quirk. No mechanical change.
New Advanced Skill: Pain Suppression (STR) - This gives you the ability to push through the penalties of Wounds if they've begun to stack up, at the risk of severely hampering you for the remainder of the sim and possibly your upgrade session that week. Take a peep.
To come:
Tweaks to Medical Doctor and Force Healer
April 24th 2020: A new Modification system that works for all design and construction systems has been added.
http://rpg.rebelsquadrons.org/manual/guide.php?id=70
April 24th 2020: Updates to the Genetic Engineering system
We feel these changes should encourage some variety in player's use of the Genetic Engineering system and make advancement a little more forgiving in avoiding Stabilize checks hitting at the exact same time as DC increases from increasing Genetic Health. Enjoy!
Minor updates in armor repair: We reduced the use DCs for repulsorlift and jetpack systems. Happy flying, watch out for those trees!
April 15th 2020: MFTAS has been adjusted: -1D to all ratings.
If you have this system please adjust it to the following:
+1D to Visual Perception checks in visibility obscuring conditions (Passive System)
+2D to Visual Perception checks in visibility obscuring conditions (Active System)
+1D to Listen
+1D to Blaster vs targets moving 10+ meters in a round
+1D to Search vs targets more than 1km away
April 15th 2020: We have made quite a few changes to almost every design and construction system in order to improve crafting at "low levels". At end game/higher levels, these changes do very little, however they are quality of life increases for beginning crafters. Additionally, Computer Engineering/Engineering have been dramatically changed, see the new entry for new details.
Armor Design:
Reduced Embedded Generator from +7 to +6
Reduced Integrated Computer from +5 to +4
Reduced Repulsors from +7 to +6
Reduced Atmospheric Seal to +2
Separated out Radiation Protection. Now +2 per zone it protects against, up to 5.
Reduced Helmet Computer and Datapad construction DCs from 25 to 21+5 for each additional unit.
Reduced Servomotors construction DCs from 25 to 17+4 for each additional servo.
Reduced Atmospheric Seal construction DCs from 21 to 16.
Added Radiation Seal at DC 7 per Zone Rating.
Changed the cost of Atmospheric Seal to 200c.
Added Radiation Seal at 400c per zone.
Blaster Design:
Reduced the base design DC of Blaster Design from 21 to 17.
Reduced simple case construction DC to 15.
Reduced custom case construction DC to 21
Reduced advanced composite construction DC to 27.
Reduced custom alloy construction DC to 31.
Reduced Internal Component base DC from 21 to 15.
Changed Crystal Alignment DC to 10+(Damage Increase in Pips)*3
This is 21+(Damage Increase in Pips)*3 for Disruptors.
Reduced silencer DC from 51 to 41 however added an 'X' restriction to them.
Chemical Engineering:
Reduced the base DC to create a non-combat stim to 7
Reduced Increased Duration from +10 to +7
Cybernetic Design/Construction:
Decreased skill increases from +6 to +5
Reduced the difficulty for implants from VD + 4 Levels to Difficult + 4 Levels
Droid Design/Construction:
Reduced Adaptive Brain from +31 to +21
Reduced 5D-6D+2 programming from 7+4*# to 5+4*#
Reduced 7D-9D+2 programming from 41+15*D to 36+15*D
Reduced 10D+ programming from 91+20 to 81+20
Reduce Protocol unit construction DC from 31 to 21
Reduce Ion Resistance construction DC from 51 to 41
Grenades:
Changed the example to not be a DC Epic Design!
Melee Weapon Design:
Reduced the modifier for Double Bladed from +8 to +6
Removed the -1D penalty to damage for Blunt Side
Removed the -1D penalty to damage for Stun Shock, but increased modifier from +5 to +6
Chanaged Collapsible from +3D vs search blah blah to +3D to hide to hide the weapon.
Noted Additional Energy Damage can be added multiple times.
March 31st 2020: Space combat has been rewritten to be less confusing and more detailed on what each thing means. There have been minor changes made to system failures, and fire-linking warheads has been reduced by 2D.
March 29th 2020: Planetary assault mechanics have been updated, and now have effects for the 5 SU orbital area of a planet. Please see the article for more information.
Capital ship damage is now reduced by 75% at long range and 50% at medium range.
Mechanics for maneuvering into an opponent's fire arcs at point blank range (0-1 SU) have been added.
March 25th 2020: Removed Triple weapons, adjusted QIC from 4 SU to 3 SU, removed HSQLCs, removed Cap weapons on transports (Specific entries will be added)
March 25th 2020: Increased Space Transport TL, TLB, and ICB range to 35.
Added Space Transport damages to Capital Ships to the damage tables chart.
March 20th 2020: Sensor scramblers and jammers are now combined into one entry
February 13th 2020: Blasters now have a scaling cost based on scale. 1.5x for Medium, 2x for Heavy, 3x for VH.
Shylock has been reduced to a 10% reduction.
February 11th 2020: We have massively updated the 'Main Line' storyline stat boost AND introduced a new Sentinel Company storyline stat boost as well. If your current Sentinel Character falls below the new starting point for the Sentinel Company storyline, please see HGM Vandroth for sheet adjustments. See the Create a Character section of the manual for more details.
February 10th 2020: Blasters now require a base cost of 100 credits just for internal stuff, the basic crystal, etc.
February 5th 2020: Twi'Lek males now have a -4 Character Quirk Modifier to make up for the fact that female Twi'Leks get special abilities.
February 3rd 2020: As part of our ongoing library/store clean-up, we have created and implemented a new database system that is significantly easier for our GMs to use and maintain. Hopefully, it will be easier for you to use as well!
As we populate categories of the database we will make them available for viewing. At some point in the future, we will re-enable the store utilizing the new database and its updated items. For now, the database is view only, just like the library used to be.
Speaking of, all starfaring vessels have been updated and are now available in the new database! You may reach it via selecting 'Spaceships' from the library.
February 3rd 2020: We made a model for ship costs! All ship costs have been updated. Player designs to follow in the coming weeks.
General synopsis of changes, all costs are in Millions of Credits unless otherwise noted, NC indicates no change:
ACRV 42 -> 47 | AFRG 390 -> 355 | AFRG II 420 -> 405 | Bayo 50 -> 73.5 | BFF-1 NC | Carrack NC | CE-2 NC | CR-90 35 -> 33 | DP-20 42 -> 54 | Dread 345 -> 340 | ESC NC | Express EX-1 7.5 -> 7 | Gozanti 17.5 -> 5 | GR-75 8.6 -> 7.5 | Guardian 8 -> 23 | Hapan Nova (Additionally rebalanced) 150 -> 250 | Hapan BD 628 -> 480 (Additionally rebalanced) | HT-2200 2.5 -> 6.5 | ISD I NC | ISD II 2.125B -> 2.4B | INT 522.4 -> 425 | IPV-1 3 -> 14 | L19 1.25 -> 4 | Lancer 97 -> 60 | Liberator 318 -> 325 | Lictor 485 -> 450 | Mark I Bulk 4.25 -> 4 | MC-40 295 -> 400 | MC-75 1.225B -> 1.135B | MC-80a 1.185B -> 1.2B | MC-80B NC | MC-90 1.425B -> 1.625B | Modular 50 -> 300 | NEB B 125 -> 135 | NEB B2 135 -> 145 | Quasar -> NC | Hammerhead 25 -> 16 | Galleon 115 -> 100 | Star Pulse 3.25 -> 3.5 | Starwind 10 -> 5 | STRIKE 249 -> 275 | Subla 4.56 -> 6 | Vibre 15.5 -> 19 | VSD I 600 -> 660 | VSD II (Shields slightly buffed) 650 -> 700
RSD and DSD have been removed from the library
January 27th 2020: A pretty major change to Leadership is now up. This makes Followers more specialized and less like mini-characters. This is a nerf/buff to the skill (nerfed at low skills, buff at high skills), and the reduction chart for Leadership has been updated with better examples.
Any character with Leadership minions should adjust them accordingly
Military Leadership has been swapped for Logistics. Logistics is an advanced Knowledge skill and is now required to create a faction, and determines the maximum skill die of your followers.
If you have Military Leadership you may swap the skill for Logistics.
Military Leadership has been removed from the pre-reqs of the appropriate spec classes/disciplines.
Recruited followers are now tied to Logistics. This affects no current characters but ML characters will need to have skills adjusted slightly based on the conversion of Military Leadership to Logistics.
General has been temporarily removed as a Specialist Class, it will be re-added in the near future as a Faction-centered Specialist Class.
January 25th 2020: Design rolls now require spending 50% of the construction cost of an item in prototyping, etc.
You may choose to fail a design roll completely for a week and get a -5 to the DC, which can stack up to -20.
January 20th 2020: Fixed the Character Death section of the manual. Nothing has changed, but it now looks better.
Fixed the Damage Tables section of the manual. Nothing has changed, but it now looks better.
Corrected a typo with Ranger that didn't show the DC reduction on the Urban 3D ability.
Corrected a reference in Weapons and Armor to the old Dex penalty of armor.
Generally removed a bunch of strange characters that is an artifact from the manual re-write a billion years ago due to copy-pasta from word documents.
Removed the final instances of 'Mental Focus' from the manual. If you find any that may be lingering because they're typos or whatnot, please contact Raven or Cyrel and we will throw you a CP or two.
January 12th 2020: Updates to Specialist Classes. If you have SQUAD LEADER or STRATAGEM and no longer want that specialist class, please see a SGM. ACADEMIC will be adjusted sometime in the near future but we are still working on it.
January 6th 2020: Updates to quirks. These updates are geared at making some negative quirks more tempting to take (I AM LOOKING AT YOU, AMNESIA), and fixing some issues due to the removal of MF. If any of these changes give you a POSITIVE quirk modifier, OR if you had any of the MENTAL FOCUS quirks, you may respec for free, or 20 CP if you have 'I Am Who I Am And That's Who I Am'. Having a positive modifier and not wanting a full respec requires that you just pick a negative quick to zero yourself out.
December 30th 2019: Some minor updates in preparation for a big update focused on fixing lingering Mental Focus removals:
November 19th 2019: Life Sense updated such that the Heroic range is now 'Planet-wide'. Beating the Heroic DC by 10 (i.e. 41) increases the range by 1 SU per 10 DC met. The initial doubling of the ranges for using a focus sets the Heroic range to 1 SU.
October 20th 2019: This round of changes is aimed at addressing the wealth creep observed in the ABG, particularly through the use of businesses and side projects. Significant revisions have occured with respect to businesses and side projects, please see a SGM to have your sheet updated or project modified to conform to the new rules. Players with factions, please see the HGM.
Given the recent changes, I felt it best to codify what steps an older player with a faction would need to go through in order to resume using their faction:
September 29th 2019: 2019-09-29:
That's all for now. Coming soon: Wounds/Attrition revamp, Side Project / Faction / Business tweaks and clarifications, and general manual clean-up.
June 25th 2018: Removed the advanced skills Mental Focus, Economy, and Economy II. Speak with a GM if you have these skills.
September 17th 2017: MAD SCIENCE! has received some balances changes to put it in line with the other spec classes.
September 17th 2017: http://rpg.rebelsquadrons.org/manual/guide.php?id=12
New Group Fire Rules have been added to the manual.
April 20th 2017: Added Quirk : "Where is the 'any' key"
April 16th 2017: New rules regarding the detection of artifacts
Please see: http://rpg.rebelsquadrons.org/manual/guide.php?id=97
April 15th 2017: Weapon Deflection now reads :
This ability is used as a reaction skill vs any attack. Your attacks for the following round deal -1D damage. If you are successful in deflecting an enemy attack you do not take the attack damage penalty for your next round, and you may make a counter attack as if you had used the appropriate skill to block the attack. The incoming attack is considered to be a miss, and does not impact your weapon/cause damage to your weapon.
April 15th 2017: Martial Artist now has a sublet for K'Thri.
March 23rd 2017: Extended Stims are now available. These stims last much longer but are treated as an inherent bonus.
For more information : http://rpg.rebelsquadrons.org/manual/guide.php?id=99
January 12th 2017: Spending CP on Rolls has been tweaked slightly. Now reads :
During a sim a character may add one or more CP to roll to increase a skill or attribute by 1D for each CP spent in a round. Spending a CP to increase an attribute does not increase all skills under that attribute, only the roll. During the next round, all die rolls return to normal. You cannot spend more than 2 CP in a round in this manner.
January 12th 2017: Specialist Class Change : Medical Doctor's ability to use "Extended research" is now capped at 15 times the character's Specialist class dice code.
January 12th 2017: New Rule added to Taking Action under Reacting to Grenades/Area of Effect.
Explosives in Enclosed Spaces, "Chunky Salsa" : If an explosion happens inside of an enclosed space due to a grenade or other explosive device and the radius of that explosive includes a wall that is not destroyed in the blast, any character inside of the radius takes double damage ( For example, 1D becomes 2D ) from the reverberation of the blast.
January 11th 2017: Faction Requirements changed to : To become a Faction, a player must first have either a Base of Operations (BO) worth at least 25,000,000 credits, or be stationed on a Capital Ship or station worth at least 25,000,000 credits.
December 13th 2016: Planetary Guns have been re-balanced, please see a SGM if you currently have planetary guns for the adjustment.
Planetary Guns now deal 200 SBD/RU/SYS damage (depending on type) and fire two shots of 100 damage each per combat round.
December 9th 2016: The Character Death section of the manual has received one very important update and one other update that was-just-kinda-bothering-us.
And since we're doing all the merit things we're also curbing the "consecutive sim bonus" no longer require Calendar placement. All you need to do, as a gm, is announce a specific day and time(ish, this is subject to change depending) and as long as you run regularly on said day per week you'll be able to qualify for said consecutive bonus. The cap also increased from +3 mp to +5. Huzzah, merits!
January 4th 2021: ADV Skills now cost less to upgrade. Instead of # Before D x2 - 1/2 Attribute it is now just the # before the D.
December 20th 2020: Academic and Bodyguard have been rewritten. The former to be substantial better and the latter to be more in-line with guarding bodies.
Ace Pilot and Medical Doctor have been buffed to lure you into taking them.
A new Specialist Class, Combat Engineer, is now available.
Added quirk "Markus Damage." It is essentially the opposite of Experienced.
December 18th 2020: 3 New Advanced Skills have been added, Ambush I, II, and III under Perception! Do more damage to unaware targets!
Lightsaber is now a basic skill. Again. Let's see if that sticks this time.
December 17th 2020: Characters may no longer benefit from +Inherent/External equipment without first knowing a skill.
Computer Eng and Engineering now requires you to KNOW the skill you're emulating.
Force Alchemy no longer requires you to know the skill in order to give it a +enhancement bonus. You must still know it to emulate it.
The Telepath and Paranoid quirks have been updated to be better.
December 16th 2020: The health-conscious quirk's modifier increased to +9. It was too good for what it did at the previous cost. Please see an SGM if you need to rejigger your quirks, thanks!
December 12th 2020: New Sentinel Characters have had their starting bonuses buffed a bit. That's +2 to Attributes, +3D Skill dice, +2 Basic/Adv Skills, +10 CP, +1 FP, and base starting HP is now 20 at the lowest. See Sentinel Company under Create a Character in the manual!
December 11th 2020: The starship design spreadsheet has been updated, it can be found in the Starship Design skill. It is now a google document. Follow the instructions on the sheet.
December 9th 2020: Firearms Design/Construction has been added to the manual: http://rpg.rebelsquadrons.org/manual/guide.php?id=107
December 8th 2020: Minor modification to the modification system (lol): Accuracy mod now increases its modifier by 1 each time it is applied, so +3, +4, +5, etc.
December 8th 2020: Professional Solider has been restructured. It's armor abilities are still intact but most of its support abilities have been changed.
New Quirks! Rebalanced Quirks! QUIRKS!
Adjusted Quirks:
Murderous: - Modifier increase to +8.
Change for Change's Sake - Removed.
Master's Boon - Item changed from handheld to Character Scale.
It's All About The Benjamins - Now increases sim credit rewards.
MacGyver - Removed GM suggestion to describe how the quirk worked.
Safety Net - No longer disappears after use. Modifier increased to +8.
Felon - Changed to trigger on a d100. Added inability to purchase permits.
Exile - Changed to trigger on a d100.
Pacifist - Damage penalty reduced to -1D.
Ruthless - Damage penalty reduced to -1D.
Reckless Crafter - Now increases crafting failures by 1 level for construction.
You Only Live Once - Now kills you at Dying or Mostly Dead.
Exceptional Hearing - Complete rework. Now affects Sonar.
Gunslinger - Removed free adv skill. Now grants bonuses to drawing weapons.
Health Conscious - Now reduces FA/Med DCS by 5.
Not Today - Updated Wording.
Quick Hands - Complete rework.
Certain Death - Updated wording and now works with Wounds.
Inefficient Crafter - Reduced to 15% from 20% cost.
Righty Tighty - Penalty reduced to -1 from -2. Modifier reduced to -3.
Blind - Now effects listen positively.
Deaf - Now effects sight positively.
CEO - Business slot clarified to be non convertible. Asset reduction now applies to Macroeconomics.
Air-Head - Now increases scholar DCs. Modifier increased to -4
Amnesia - Modifier increased to -26 from -20.
Coward - Penalty reduced to -1D.
Lost Hope - Modifier increased to -10 from -6.
Ne're-do-Well - Removed penalty to skills, decreased modifier -9.
Force Beserker - Modifier reduced to -8
New Quirks, by Category:
General Positive
- Action Hero
- Can I Do This For Free?
- Defense > Offense
- Group Project Leader
- Missing Expertise
- Power Overwhelming
- V.A.T.S.
General Negative
- All Or Nothing
- Can't Be Helped
- Group Project
- Group Project Dropout
- Lost Opportunities
- Offense > Defense
- Power Underwhelming
- Storm Trooper Draftee
- Untapped Potential
Physical Positive
- Barstool Brawler
- Berserker
- Cultural Appropriation
- Species Paragon
Physical Negative
- Hemophiliac
- Recognizable
- Red Shirt
Mental Positive
- Born Leader
- Droid Whisperer
- Professional Teacher
- Sweetheart
Mental Negative
- Abusive Master
- He/She's Just a Little Slow
- Introvert
- Is It a Trap?
- Perfect Mark
Positive Force
- I Know MAGIC!
- Incorruptible
Force Negative
- The Road Not Taken
Background Positive
- Pet!
- Woodshop Teacher
- Workaholic
December 1st 2020: Updated and Clarified Neutral Bonuses in the Equipment Section.
Force Powers are now Neutral Bonuses and follow those enhancement caps unless otherwise clarified.
General Assistance from PCs now breaks Neutral Bonus Cap.
Added new adv skills to manual:
Creative Acuity
Economics I and II
Leadership II
Macroeconomics
Tradesperson I-III
November 30th 2020: GE has had it's DCs adjusted and mutation chart expanded to be less harsh to lower-end crafters.
November 28th 2020: You can now use the Engineering crafting system to create Medicine and First Aid kits! Hooray healing!
November 28th 2020: Wounds have been adjusted to be easier to remove. You now accumulate Temporary Wounds from taking damage which then turn into Permeant Wounds while healed. While it may be a scary word, Permanent Wounds can also be healed!
November 28th 2020: Added a stipulation about minions with spec classes possessing minions of their own. It's possible! But only sort of! See Specialist Classes in the manual for more details.
November 11th 2020: Factions have returned! See http://rpg.rebelsquadrons.org/manual/guide.php?id=101 for updated Faction mechanics. If you previously had a faction you will be reimbursed the full asset value of your faction to remake it, or do with as you please. See Rhuryc for details.
November 9th 2020: MFTAS has been changed to reflect the system as it is currently. It no longer grants +search, but reduces penalties to visual perception. If you have a MFTAS system see a gm to update your sheet.
November 6th 2020: Some basic skills have been adjusted. Droid Programming and and Droid Repair have been merged to be Droid Programming/Repair to match CP/R, Comms Repair is now covered by CP/R. Hover Vehicle Repair and Operations are now covered by Repulsorlift Repair. If you had any of these skills and they were upgraded see Rhuryc for adjustments.
October 27th 2020: New Specialist Classes added to the manual! They are:
Chosen Adept
Crime Lord
Fringer
Additionally, System Engineer has been entirely revamped. Infiltrator was nerfed slightly, and Sharp Shooter was nerfed a bit harder. Ranger has received a substantial buff. Go check 'em out!
October 12th 2020: Have you always wanted to help another player but didn't know how? Don't care about your character's upgrade action? Well now there's a solution for you! General Assistance rules have been added to the Taking Action section of the manual, allowing players to give their friends direct bonuses to their rolls.
October 11th 2020: October 11th 2020: Skills! 20+ Advanced Skills have been added to the manual. As usual, if you see any mistakes or typos let me know so I can fix them asap.
DEX:
Overwhelming Fire
KNO:
Antiquer
Armor Specialization
Cultural Liason
Galactic Cartographer
High Class Schmooze
Terrestrial Explorer
MECH:
Communications Maestro
Engines to Full
Fire Everything
Sensor Tech
Vehicle Focus
Vehicle Specialization
PERC:
Bazaar Merchant
Chameleon
Sonar
STR:
Adapted Tolerance
Free Climber
Imposing Stature
Iron Maiden
Strongman
Trained Sprinter
TECH:
Modify on the Fly
Overload
October 4th 2020: Demolitions updated to reflect new Sundering rules and brought up to modern standards. It's also now just a tiny bit better than it was, making it easier to add damage to Detonite Charges.
October 4th 2020: What up! We're picking things up again after a hiatus and so we've got some activity events. Firstly, all CP and Learning credit is DOUBLED for the duration of October. Huzzah. Go forth, and sim. Nextly, Rhuryc is looking for GMs to volunteer for some simming action. You'll be awarded additional Merit Points for volunteering.
Update wise, the Taking Action section of the manual has received some lovely changes. There is a new version of action economy. Characters now receive 2 Combat Actions, 1 Opportunity Action, and 1 Movement Action in a round. These are further explained under their respective topics within Taking Action. We've also added new Cover rules and rules for Sundering objects/walls/things other than faces.
May 3rd 2020: Hello all! Today we've made a slew of changes that should make combat in the ABG more interesting and a little more impactful. These changes are largely made to represent what we see in our favorite movies: our heroes getting beaten down and having to work harder and harder to push through and keep going, ending up beaten and battered messes by the end of the film.... only to be hale and hearty for the next adventure!
The remainder of the changes seek to reign in a bit of the power gain from a few specific skills. See below!
The old 'Wounding' damage type has been changed to 'Bleeding'
New system: Wounds! See the renamed Character Injury and Death page for details, summary:
- You gain 1 wound per 15 damage
- Wounds apply a stacking penalty to your character, eventually completely debilitating them
- Wounds are hard to get rid of, taking remarkable ability to get rid of mid-sim and even then potentially taking hours to resolve. They are expected to persist during a campaign until you are able to return to base and, preferably, a bacta tank.
Character Death:
- Updated to reflect new Wounds system in Mostly Dying and All Dead (returned from 'Entirely Dead', don't know why we did that...)
- Your All Dead threshold is set by -20+wounds. 20 wounds + 0 HP = dead character
- Restored Princess Bride quote, added source. Bite us, copyright trolls!
- Added Monty Python reference, because what RPG is complete without those.
Healing HP changes:
- First Aid now ALWAYS requires some form of expendible resources, even if it is improvising them (clothing bandages, alcohol)
- Medicine's time to use has been reduced to 1 minute for healing HP, can make use of advanced tools that aren't used up for a check, or can scavenge for herbs/medicinals/etc at -2D
- Accelerate healing now causes 1 wound per use, either on the willing target or on the user
- Force Mending time reduced to 1 round, base DC increased to Moderate (but cuases no wounds). User may take a wound to reduce base DC to 0.
Called Shot changes:
- Aiming penalty tiers changed to -2D/-4D/-6D, additional examples provided in each.
- Benefits of hitting a squishy humanoid in increasingly precise locations has been codified: your attacks deal more wounds!
- See taking action for details
Advanced skill changes:
- Single Weapon focus now reduces your attacks per round by 1 (to a minimum of 1)
- Two Weapon Fighting/Focus now reduces your damage by 1D
- Rapid shot reduces your damage by 1D
- Sweeping Shot / Cleave clarified to roll at the same MA penalty as your last attack in the round, with no target switch penalty
- Armor Specialization renamed to Armor Focus and removed the Profession Armorer requirement
- Lightsaber is now an advanced skill
Corrected the verbiage on the CEO quirk. No mechanical change.
New Advanced Skill: Pain Suppression (STR) - This gives you the ability to push through the penalties of Wounds if they've begun to stack up, at the risk of severely hampering you for the remainder of the sim and possibly your upgrade session that week. Take a peep.
To come:
Tweaks to Medical Doctor and Force Healer
April 24th 2020: A new Modification system that works for all design and construction systems has been added.
http://rpg.rebelsquadrons.org/manual/guide.php?id=70
April 24th 2020: Updates to the Genetic Engineering system
- Now differentiate between instability and health changes for all standard sequences
- +1 to an attribute GE DC reduced, # of M:GT checks reduced, base mutation % reduced, and genetic health cost massively reduced.
- +1 HP cap saw its base mutation % reduced, and health cost reduced
- +5 HP had its GE DC reduced, # of M:GT checks reduced, and Mutation % reduced
- +1 Species Opposed had its GE DC increased, # of M:GT checks increased, M:GT DC increased, Base mutation % increased, health cost increased, and credit cost increased
- Stabilize genome had its GE DC reduced
- Revert genome had its instability cost increased
- The reduce random mutation sequence modification had its DC modifier increased and now has an instability cost
- Increase random mutation sequence modification has an increased instability cost, but no health cost.
- Stabilize and balance sequence had their DC modifiers reduced
We feel these changes should encourage some variety in player's use of the Genetic Engineering system and make advancement a little more forgiving in avoiding Stabilize checks hitting at the exact same time as DC increases from increasing Genetic Health. Enjoy!
Minor updates in armor repair: We reduced the use DCs for repulsorlift and jetpack systems. Happy flying, watch out for those trees!
April 15th 2020: MFTAS has been adjusted: -1D to all ratings.
If you have this system please adjust it to the following:
+1D to Visual Perception checks in visibility obscuring conditions (Passive System)
+2D to Visual Perception checks in visibility obscuring conditions (Active System)
+1D to Listen
+1D to Blaster vs targets moving 10+ meters in a round
+1D to Search vs targets more than 1km away
April 15th 2020: We have made quite a few changes to almost every design and construction system in order to improve crafting at "low levels". At end game/higher levels, these changes do very little, however they are quality of life increases for beginning crafters. Additionally, Computer Engineering/Engineering have been dramatically changed, see the new entry for new details.
Armor Design:
Reduced Embedded Generator from +7 to +6
Reduced Integrated Computer from +5 to +4
Reduced Repulsors from +7 to +6
Reduced Atmospheric Seal to +2
Separated out Radiation Protection. Now +2 per zone it protects against, up to 5.
Reduced Helmet Computer and Datapad construction DCs from 25 to 21+5 for each additional unit.
Reduced Servomotors construction DCs from 25 to 17+4 for each additional servo.
Reduced Atmospheric Seal construction DCs from 21 to 16.
Added Radiation Seal at DC 7 per Zone Rating.
Changed the cost of Atmospheric Seal to 200c.
Added Radiation Seal at 400c per zone.
Blaster Design:
Reduced the base design DC of Blaster Design from 21 to 17.
Reduced simple case construction DC to 15.
Reduced custom case construction DC to 21
Reduced advanced composite construction DC to 27.
Reduced custom alloy construction DC to 31.
Reduced Internal Component base DC from 21 to 15.
Changed Crystal Alignment DC to 10+(Damage Increase in Pips)*3
This is 21+(Damage Increase in Pips)*3 for Disruptors.
Reduced silencer DC from 51 to 41 however added an 'X' restriction to them.
Chemical Engineering:
Reduced the base DC to create a non-combat stim to 7
Reduced Increased Duration from +10 to +7
Cybernetic Design/Construction:
Decreased skill increases from +6 to +5
Reduced the difficulty for implants from VD + 4 Levels to Difficult + 4 Levels
Droid Design/Construction:
Reduced Adaptive Brain from +31 to +21
Reduced 5D-6D+2 programming from 7+4*# to 5+4*#
Reduced 7D-9D+2 programming from 41+15*D to 36+15*D
Reduced 10D+ programming from 91+20 to 81+20
Reduce Protocol unit construction DC from 31 to 21
Reduce Ion Resistance construction DC from 51 to 41
Grenades:
Changed the example to not be a DC Epic Design!
Melee Weapon Design:
Reduced the modifier for Double Bladed from +8 to +6
Removed the -1D penalty to damage for Blunt Side
Removed the -1D penalty to damage for Stun Shock, but increased modifier from +5 to +6
Chanaged Collapsible from +3D vs search blah blah to +3D to hide to hide the weapon.
Noted Additional Energy Damage can be added multiple times.
March 31st 2020: Space combat has been rewritten to be less confusing and more detailed on what each thing means. There have been minor changes made to system failures, and fire-linking warheads has been reduced by 2D.
March 29th 2020: Planetary assault mechanics have been updated, and now have effects for the 5 SU orbital area of a planet. Please see the article for more information.
Capital ship damage is now reduced by 75% at long range and 50% at medium range.
Mechanics for maneuvering into an opponent's fire arcs at point blank range (0-1 SU) have been added.
March 25th 2020: Removed Triple weapons, adjusted QIC from 4 SU to 3 SU, removed HSQLCs, removed Cap weapons on transports (Specific entries will be added)
March 25th 2020: Increased Space Transport TL, TLB, and ICB range to 35.
Added Space Transport damages to Capital Ships to the damage tables chart.
March 20th 2020: Sensor scramblers and jammers are now combined into one entry
February 13th 2020: Blasters now have a scaling cost based on scale. 1.5x for Medium, 2x for Heavy, 3x for VH.
Shylock has been reduced to a 10% reduction.
February 11th 2020: We have massively updated the 'Main Line' storyline stat boost AND introduced a new Sentinel Company storyline stat boost as well. If your current Sentinel Character falls below the new starting point for the Sentinel Company storyline, please see HGM Vandroth for sheet adjustments. See the Create a Character section of the manual for more details.
February 10th 2020: Blasters now require a base cost of 100 credits just for internal stuff, the basic crystal, etc.
February 5th 2020: Twi'Lek males now have a -4 Character Quirk Modifier to make up for the fact that female Twi'Leks get special abilities.
February 3rd 2020: As part of our ongoing library/store clean-up, we have created and implemented a new database system that is significantly easier for our GMs to use and maintain. Hopefully, it will be easier for you to use as well!
As we populate categories of the database we will make them available for viewing. At some point in the future, we will re-enable the store utilizing the new database and its updated items. For now, the database is view only, just like the library used to be.
Speaking of, all starfaring vessels have been updated and are now available in the new database! You may reach it via selecting 'Spaceships' from the library.
February 3rd 2020: We made a model for ship costs! All ship costs have been updated. Player designs to follow in the coming weeks.
General synopsis of changes, all costs are in Millions of Credits unless otherwise noted, NC indicates no change:
ACRV 42 -> 47 | AFRG 390 -> 355 | AFRG II 420 -> 405 | Bayo 50 -> 73.5 | BFF-1 NC | Carrack NC | CE-2 NC | CR-90 35 -> 33 | DP-20 42 -> 54 | Dread 345 -> 340 | ESC NC | Express EX-1 7.5 -> 7 | Gozanti 17.5 -> 5 | GR-75 8.6 -> 7.5 | Guardian 8 -> 23 | Hapan Nova (Additionally rebalanced) 150 -> 250 | Hapan BD 628 -> 480 (Additionally rebalanced) | HT-2200 2.5 -> 6.5 | ISD I NC | ISD II 2.125B -> 2.4B | INT 522.4 -> 425 | IPV-1 3 -> 14 | L19 1.25 -> 4 | Lancer 97 -> 60 | Liberator 318 -> 325 | Lictor 485 -> 450 | Mark I Bulk 4.25 -> 4 | MC-40 295 -> 400 | MC-75 1.225B -> 1.135B | MC-80a 1.185B -> 1.2B | MC-80B NC | MC-90 1.425B -> 1.625B | Modular 50 -> 300 | NEB B 125 -> 135 | NEB B2 135 -> 145 | Quasar -> NC | Hammerhead 25 -> 16 | Galleon 115 -> 100 | Star Pulse 3.25 -> 3.5 | Starwind 10 -> 5 | STRIKE 249 -> 275 | Subla 4.56 -> 6 | Vibre 15.5 -> 19 | VSD I 600 -> 660 | VSD II (Shields slightly buffed) 650 -> 700
RSD and DSD have been removed from the library
January 27th 2020: A pretty major change to Leadership is now up. This makes Followers more specialized and less like mini-characters. This is a nerf/buff to the skill (nerfed at low skills, buff at high skills), and the reduction chart for Leadership has been updated with better examples.
Any character with Leadership minions should adjust them accordingly
Military Leadership has been swapped for Logistics. Logistics is an advanced Knowledge skill and is now required to create a faction, and determines the maximum skill die of your followers.
If you have Military Leadership you may swap the skill for Logistics.
Military Leadership has been removed from the pre-reqs of the appropriate spec classes/disciplines.
Recruited followers are now tied to Logistics. This affects no current characters but ML characters will need to have skills adjusted slightly based on the conversion of Military Leadership to Logistics.
General has been temporarily removed as a Specialist Class, it will be re-added in the near future as a Faction-centered Specialist Class.
January 25th 2020: Design rolls now require spending 50% of the construction cost of an item in prototyping, etc.
You may choose to fail a design roll completely for a week and get a -5 to the DC, which can stack up to -20.
January 20th 2020: Fixed the Character Death section of the manual. Nothing has changed, but it now looks better.
Fixed the Damage Tables section of the manual. Nothing has changed, but it now looks better.
Corrected a typo with Ranger that didn't show the DC reduction on the Urban 3D ability.
Corrected a reference in Weapons and Armor to the old Dex penalty of armor.
Generally removed a bunch of strange characters that is an artifact from the manual re-write a billion years ago due to copy-pasta from word documents.
Removed the final instances of 'Mental Focus' from the manual. If you find any that may be lingering because they're typos or whatnot, please contact Raven or Cyrel and we will throw you a CP or two.
January 12th 2020: Updates to Specialist Classes. If you have SQUAD LEADER or STRATAGEM and no longer want that specialist class, please see a SGM. ACADEMIC will be adjusted sometime in the near future but we are still working on it.
- Ace Pilot
- The 6D Damage/Attack increase has been reduced from 1D+1 to 1D
- The reference to Mental Focus has been changed to a 'Bonus'
- The 6D Damage/Attack increase has been reduced from 1D+1 to 1D
- Infiltrator
- The increased DCs to detect an infiltrator's digital intrusions has been removed
- The free side project has been moved to 7D
- The +2D to Encryption has been moved to 6D
- Lock-out has been removed.
- The increased DCs to detect an infiltrator's digital intrusions has been removed
- Mad Scientist
- The 3D ability of Mad Scientist now is half of the MS D as a bonus, but you roll on the MS chart
- The +25 to Genetic Health has been removed
- The 3D ability of Mad Scientist now is half of the MS D as a bonus, but you roll on the MS chart
- Martial Artist
- The +1 to Martial Arts has been increased to 1D
- Professional Soldier
- Professional Soldier now reduces the dexterity penalty of armor by 1 pip, 2 pips, and 1D at 4D, 6D, 7D
- Ranger
- The minions Ranger gets are now Leadership minions at Ranger D that may have quirks.
- Squad Leader
- Has been completely revamped, see note above. No longer requires Leadership
- Strategm
- Has been completely revamped, see note above. Now requires Leadership and Stratagem, no longer requires Keen Sense
January 6th 2020: Updates to quirks. These updates are geared at making some negative quirks more tempting to take (I AM LOOKING AT YOU, AMNESIA), and fixing some issues due to the removal of MF. If any of these changes give you a POSITIVE quirk modifier, OR if you had any of the MENTAL FOCUS quirks, you may respec for free, or 20 CP if you have 'I Am Who I Am And That's Who I Am'. Having a positive modifier and not wanting a full respec requires that you just pick a negative quick to zero yourself out.
- Fixed Typos.
- POSITIVE GENERAL QUIRKS
- Alt - Modifier changed to +9 from +12.
- Change for Change's Sake - Changed to "You do not have to have a negative modifier to respec your quirks when additional quirks are added.", modifier changed to +6.
- Extra Juice - Now also affects variable shields, and does not affect the shield's Dexterity penalty.
- Master's Boon - Item increased to DC 25 from DC 20.
- It's All About the Benjamins - Modifier changed to +2 from +1.
- Ninja Prowess - Modifier changed to +4 from +5.
- Murderous - Modifier changed to +5 from +4.
- You Can't Take a *&@#$ Hint - Modifier changed to +2 from +5.
- Alt - Modifier changed to +9 from +12.
- NEGATIVE GENERAL QUIRKS
- Corruption - Changed to "When you earn a DSP, you may 'Corrupt' a character by awarding them a DSP as well. They may resist with an opposed Willpower check. No more than 3 DSP can be awarded in this manner per sim."
- In Your Own Time - Modifier changed to -5 from -4.
- Level One - This quirk has been deleted.
- Redeemer - Changed to a POSITIVE GENERAL QUIRK, and changed to "When you earn a LSP, you may 'Redeem' a character by awarding them a LSP as well. They may resist with an opposed Willpower check. No more than 3 LSP can be awarded in this manner per sim."
- Reckless Crafter - Modifier changed to -4 from -3.
- Righty Tighty - The reduction to tool bonuses is now -2 pips instead of -1D.
- Static Drain - Reduction to variable shields added, does not affect Dexterity penalty.
- Unlucky - The Rcomp is now a 1D95 instead of 1D90.
- Corruption - Changed to "When you earn a DSP, you may 'Corrupt' a character by awarding them a DSP as well. They may resist with an opposed Willpower check. No more than 3 DSP can be awarded in this manner per sim."
- POSITIVE PHYSICAL QUIRKS
- No changes.
- NEGATIVE PHYSICAL QUIRKS
- Addict - Clarified to only affect SKILL rolls.
- Blind - Changed to "You cannot roll Search." This has a -2 modifier.
- Blind and Deaf - This quirk has been deleted.
- Deaf - Changed to "You cannot roll Listen." This has a -2 modifier.
- Hearing Impaired - This quirk has been ADDED and is the old Blind. It has a -5 Modifier.
- Halfman - The HP cap reduction has been removed from this quirk.
- Lame - Name changed to 'Impaired Mobility', and is a -3/-3 Move quirk, at a -3 Modifier.
- Slow - Changed to 'You cannot sprint'.
- Visually Impaired - This quirk has been ADDED and is the old Deaf. It has a -5 Modifier.
- Addict - Clarified to only affect SKILL rolls.
- POSITIVE MENTAL QUIRKS
- Absolute Concentration - Changed to "You are not interrupted taking extended normal actions if you are forced to make a reaction skill roll."
- Strong Focus - This quirk has been deleted.
- The Idiot - Changed to "No, really, it's up your sleeve. Whenever you roll Gambling, roll twice and take the better result." Modifier changed to +3 from +2.
- The Speed of Thought - Changed to "Reduce the normal 'Time Taken' for any skill check by 25%."
- The Thinking Man - Changed to "You start with an additional 2 Scholar Skills that do not count toward your cap"
- Absolute Concentration - Changed to "You are not interrupted taking extended normal actions if you are forced to make a reaction skill roll."
- NEGATIVE MENTAL QUIRKS
- Amnesia - Modifier changed from -14 to -20.
- Impatient - Changed to "Any action that takes you more than a minute of focus is made at a -1D penalty." Modifier changed to -7 from -4.
- Ooooh, Shiny - Changed to "You are distracted very easily, and must roll a Willpower check of DC 21 to commit to a task that takes more than a minute of focus."
- Amnesia - Modifier changed from -14 to -20.
- POSITIVE FORCE QUIRKS
- Clear Focus - Changed to "You are not interrupted taking extended force actions if you are forced to make a reaction skill roll." Modifier changed to +4 from +3.
- NEGATIVE FORCE QUIRKS
- Artifact Interference - Modifier changed to -5 from -2.
- Traditionalist - Modifier changed to -3 from -2.
- Artifact Interference - Modifier changed to -5 from -2.
- POSITIVE BACKGROUND QUIRKS
- No changes.
- NEGATIVE BACKGROUND QUIRKS
- Civilian - Modifier changed to -9 from -6.
- Republic Washout - Removed 'Banned from officially serving in any Republic Organization', and 'Exiled' changed to 'Large Bounty'.
- Young'n - Modifier changed to -8 from -7.
- Civilian - Modifier changed to -9 from -6.
December 30th 2019: Some minor updates in preparation for a big update focused on fixing lingering Mental Focus removals:
- Lucky reduced from a D110 Rcomp to a D105, modifier unchanged
- Force Berserker FP increase reduced from 5D to 4D, modifier unchanged
- Tiger Blood has been clarified to be a doubling of DURATION, and also be effective with Stims
- Armor Design's armor DCs have been adjusted to raise every D instead of awkwardly. See Armor Design for more details.
- Dexterity penalties for Armor and Variable Shields now kick in OVER 2D (at 2D+1) at 1 pip and increase by 1 pip for each pip of protection.
- Utilizing Shields with Armor applies an additional 1D penalty on top of everything else. TANK DOES NOT GET TO DODGE.
November 19th 2019: Life Sense updated such that the Heroic range is now 'Planet-wide'. Beating the Heroic DC by 10 (i.e. 41) increases the range by 1 SU per 10 DC met. The initial doubling of the ranges for using a focus sets the Heroic range to 1 SU.
October 20th 2019: This round of changes is aimed at addressing the wealth creep observed in the ABG, particularly through the use of businesses and side projects. Significant revisions have occured with respect to businesses and side projects, please see a SGM to have your sheet updated or project modified to conform to the new rules. Players with factions, please see the HGM.
- Raw credits generated by a Side Project (or Faction) must stay with the side project in its own internal coffer/wallet/fund, to be used for activities related to that project (or Faction) only. Drawing funds out of a Project beyond a reasonable salary (see a SGM) will result in Loyalty penalties for all of the Project's minions. Players seeking raw credit gains should utilize a business.
- Wrote down what has been the law for a while: "Players may only utilize their Businesses and/or Side Projects if they participated in a sim since their previous upgrade session. A given Business or Side Project may not be used more than once per week."
- Businesses have had their weekly gains/losses cut roughly in half.
- No-risk Side Projects have been explicitly clarified in the manual and should max out at 10 week returns, which are only achievable if weekly checks are made at a very high DC, scaled to the level of the character/size of the project. I.E. an arms manufacturer making billions of credits per week would need to come up with DC ~70ish designs on a weekly basis to maintain a 10% growth rate.
- Clarified that Factions are an UPGRADE to a side project, which gives the project the ability to pursue whatever it wants within its area of influence. Interacting outside that area of influence, however, must still go through the side project itself. Examples provided in the Business and Side Project page of the manual.
- The costs for advanced (+1,+2) alchemy components has increased by a factor of 10.
Given the recent changes, I felt it best to codify what steps an older player with a faction would need to go through in order to resume using their faction:
- Starfighter scale and larger costs were increased by a factor of 10. If you have not participated since then, your fleets need to be adjusted.
- Freebies on upkeep is gone. Everything (ships, minions, facilities) past the starting character limits for vehicles and ships must pay normal maintenance.
- If you have zero-risk projects, they will likely need to be rebalanced. See Cyrel.
- Characters may now only have one business and one side project (or two side projects with Economics)
- Factions may now only interact with the galaxy outside of their Area of Influence via a side project. That includes selling goods, salvaging from battles, or gaining galactic spendable credits off of a colony. Clarify what is your faction's primary THING via its side project.
- Wealth generated by factions must now stay with factions or suffer loyalty penalties. Characters with existing factions must transfer 90% of their character's credits to the faction's coffers. Note, faction leaders may now extract 1% of a faction's weekly gains for their personal use without penalty.
September 29th 2019: 2019-09-29:
- Added to Equipment a new section on Grandfathering Gear (you can't repair old stuff)
- Updated Armor Design / Construction: Reduced the protection required to 2D to receive a DEX penalty. DEX penalties can no longer be removed.
- Added to Weapons and Armor a clarification that physical / species based Natural Armor accumulates dexterity penalties just like armor does. Skill/Quirk based natural armor / damage reduction does not.
- Added to Personal Shield Unit Design/Construction - Variable Deflection shields now take 2 hits by default, static shields can only be added in batches of 5 SBD, and added Encumberance when shields are active.
- Updated Using the Force - Restricted By Armor: RBA now increases the focus required to maintain a power by 1.
- Updated the list of skills that are RBA to include: Controt/Escape, Magnify Senses, Lightsaber Combat, Blaster Combat, Dissipate Energy, Absorb/Channel Energy, Projected Fighting. REMOVED Affect Mind's RBA status.
- Updated Force Alchemy - May no longer remove an armor's impact on RBA.
- Updated Force Cloak - expanded mode now requires all available focus.
- Updated Equipment - External Bonsues: added a restriction, you may only use 1 source per D in KNO
- Updated Upkeep and Maintenance - Side projects or businesses no longer exempt a starship, vehicle, base, factory, building, or other facility from maintennace.
- Upkeep on Ships, Vehicles beyond the initial character limit and facilities is now 5% per upgrade session.
That's all for now. Coming soon: Wounds/Attrition revamp, Side Project / Faction / Business tweaks and clarifications, and general manual clean-up.
June 25th 2018: Removed the advanced skills Mental Focus, Economy, and Economy II. Speak with a GM if you have these skills.
September 17th 2017: MAD SCIENCE! has received some balances changes to put it in line with the other spec classes.
September 17th 2017: http://rpg.rebelsquadrons.org/manual/guide.php?id=12
New Group Fire Rules have been added to the manual.
April 20th 2017: Added Quirk : "Where is the 'any' key"
April 16th 2017: New rules regarding the detection of artifacts
Please see: http://rpg.rebelsquadrons.org/manual/guide.php?id=97
April 15th 2017: Weapon Deflection now reads :
This ability is used as a reaction skill vs any attack. Your attacks for the following round deal -1D damage. If you are successful in deflecting an enemy attack you do not take the attack damage penalty for your next round, and you may make a counter attack as if you had used the appropriate skill to block the attack. The incoming attack is considered to be a miss, and does not impact your weapon/cause damage to your weapon.
April 15th 2017: Martial Artist now has a sublet for K'Thri.
March 23rd 2017: Extended Stims are now available. These stims last much longer but are treated as an inherent bonus.
For more information : http://rpg.rebelsquadrons.org/manual/guide.php?id=99
January 12th 2017: Spending CP on Rolls has been tweaked slightly. Now reads :
During a sim a character may add one or more CP to roll to increase a skill or attribute by 1D for each CP spent in a round. Spending a CP to increase an attribute does not increase all skills under that attribute, only the roll. During the next round, all die rolls return to normal. You cannot spend more than 2 CP in a round in this manner.
January 12th 2017: Specialist Class Change : Medical Doctor's ability to use "Extended research" is now capped at 15 times the character's Specialist class dice code.
January 12th 2017: New Rule added to Taking Action under Reacting to Grenades/Area of Effect.
Explosives in Enclosed Spaces, "Chunky Salsa" : If an explosion happens inside of an enclosed space due to a grenade or other explosive device and the radius of that explosive includes a wall that is not destroyed in the blast, any character inside of the radius takes double damage ( For example, 1D becomes 2D ) from the reverberation of the blast.
January 11th 2017: Faction Requirements changed to : To become a Faction, a player must first have either a Base of Operations (BO) worth at least 25,000,000 credits, or be stationed on a Capital Ship or station worth at least 25,000,000 credits.
December 13th 2016: Planetary Guns have been re-balanced, please see a SGM if you currently have planetary guns for the adjustment.
Planetary Guns now deal 200 SBD/RU/SYS damage (depending on type) and fire two shots of 100 damage each per combat round.
December 9th 2016: The Character Death section of the manual has received one very important update and one other update that was-just-kinda-bothering-us.
- (Under 'Mostly Dead'): A character at -10 or lower bleeds out and loses 1 HP per minute. Beginning a check to save the character's life stops the loss of HP.
- The category 'Critical' has been renamed to 'Disabled'. A character is just knocked out at this stage. While being rendered unconscious is probably 'super bad for you', it isn't actually life-threatening in of itself, and the character will recover with time.
July 27th 2016: 7/27/2016 - Massive update to the Planetary Mechanics and Colony systems.... here we go!
- Planetary Mechanics - "The maximum base value that can be extracted..." has been changed to "The maximum PMV that can be extracted..." for clarity.
- Planetary Ecosystems more fragile on the fertile end, more robust on the nasty - Mechanics regarding downgrading planets due to pollution and the exact details of that process has been added. Don't pollute kids, remember, the power is yours.
- Terraforming has had its costs massively increased. In addition, the ability to build terraforming stations now requires specific advanced technologies. See SGM Cyrel if your faction is engaged in terraforming for refund/adjustment.
- The defenders required for colony has been set at 75% of the construction value of all of a colony's buildings (including housing) to avoid suffering an attack.
- The following changes have been applied to colony buildings:
- Industrial buildings have had their credit output reduced to 100 credits per worker, but now produce half their value as industrial production.
- Training yards have had their credit output reduced to 50 credits per worker.
- Farms have been simplified to be "Farms produce sufficient food for 50,000 colonists. For every 2 person's worth of food you are producing above your needs, your farms generate 1c worth of exportable foodstuffs. For every person worth of food you are failing to provide, you must import 5c worth of foodstuffs."
- The penalty for not having sufficient hospital space for your colonists has been clarified: "For every 2 percent of the required medical professionals the colony lacks, reduce the colony's loyalty by 1. (I.E. not providing medical care to your colony reduces their loyalty by 50.)
- To remain competitive, mercantile facilities have received a buff. "Allows Conversion of up to 50,000 Industrial Production to credits at 2 IP for 3c."
- Industrial buildings have had their credit output reduced to 100 credits per worker, but now produce half their value as industrial production.
In the near future, colonies will see the release of a colony-specific research system.
Due to the changes to Cities/Colonies players will be allowed a 1 wk grace period to readjusts/change their settlements. An SGM must oversee the changes, please do not use this as an opportunity to game things. Thank you.
July 25th 2016: The 'Outside of Sim Rules' GM section of the manual has been updated with a handy checklist for GMs doing after sim awards: http://rpg.rebelsquadrons.org/manual/guide.php?id=82
July 24th 2016: July 24, 2016: Required Defenses for Factions has been updated! Please see Business/Side Projects for further details.
June 29th 2016: Medical Doctor's 4D bonus has been changed to: Medicine takes half the normal time to use. Using First Aid in a round now consumes two actions as opposed to taking the entire round.
March 25th 2016: Force Disciplines and Specialist Classes no longer count toward the 'profession cap'. You simply get to take any combination of two of them.
January 27th 2016: A new race, Echani, have been added to the manual.
The Verpine Technical bonus has been changed to +1D Inherent Technical.
January 26th 2016: Strategic Mind, Code of Honor, Legacy, Insano, Lead by Example, and Well Spoken have been added as quirks.
Stratagem has been added to the Advanced Knowledge section of the manual.
A new melee weapon oriented Martial Arts sublet, K'Thri, has been added.
December 5th 2015:
Melee Weapon Design/Construction
Melee Weapon Design/Construction language has been clarified.
Cortosis/Phrik Alloy has been increased to a +17 modifier to encourage people to acquire scholar skills.
Serrated Blade has been increased to a +9 modifier.
Personal Shield Unit Design/Construction
Personal Shield Unit Design/Construction language has been clarified.
Ion Protection has been removed, as shields now naturally resist ION damage.
SBD Shields have had their DCs slightly increased, the tiers now start at 20 SBD (instead of 30) and stack every 20 SBD instead of every 15 SBD, to compensate for the ION change.
Backpack generators have been adjusted to require 30 SBD to run a Variable shield for an unlimited time, and the 'must have SBD remaining' has been removed. It just says 30 now, instead of requiring 31. That was silly. This change is also reflected on Armor Design
Starship Design/Construction
Starship Design/Construction language has been clarified.
Programming a starship has been removed.
This system will be getting a slight overhaul with a list of common and high-end components added to the spreadsheet. When the equipment is added there may be some additional functional changes, but do not worry about changing designs.
December 5th 2015:
Cybernetic Component Design/Construction
Cybernetics language has been clarified.
The +10 DC reduction exemption has been removed, instead of being two levels at +10, it is now four levels of +5. It's the same. It's just now no longer a random exception. It was dumb.
Droid Design/Construction
Droid Design/Construction language has been clarified.
Genetic Engineering
Genetic Engineering language has been clarified.
December 4th 2015:
Blaster Design/Construction
Stun modes have been consolidated into one +4 part that is just 'Stun Mode'.
Ion Bolt has been increased to +6.
Blaster Silencer has been increased from +3 to +7.
Silencer DC has been increased from 31 to 51.
Multifunction use has had its upper bound increased to +6.
Generally cleaned up the article.
Blaster Modifications
Removed a ridiculous double negative statement because the HGM is periodically a dolt.
Computer Engineering
Computer Engineering's language has been clarified.
Chemical Engineering
Chemical Engineering's language has been clarified.
December 3rd 2015:
Alchemy
Alchemy can no longer be used to make a part that is simply half the cost of any part. It was a weird mechanic. It's now gone.
Parts that modify installation DCs have been streamlined, requiring a DC 11 roll for a -2 modifier for installation, and a DC 16 for a -4.
This is meant to make the design systems more accessible to new characters, by allowing the Alchemy skill to grant easier installation of parts for beginning equipment.
The costs have also been reduced for these parts.
Modification modifiers and costs have been reduced, also to make the system more accessible.
-1 Parts have been removed from Alchemy, I have literally never seen them used.
'Additional Alchemists' no longer reduce cost. Instead, an assistant Alchemist who passes an Alchemy check of 11 can reduce the DC of your attempt by 3.
Armor Design/Construction
Note: No designs need to change due to the following:
As Ion damage no longer bypasses energy resistance, 'Ion Padding' has been removed.
Due to the amount of components character cram into armor, the upper bound for 'Multipurpose use' has been increased from +6 to +11.
Cortosis Alloy Construction has been increased from a +5 to a +9, however it no longer reduces physical protection.
Integrated Computer has been increased from +4 to +5.
Jetpack has been increased to +4.
Repulsors have been increased to +7.
Cybernetic Connection no longer has the following: If the Armor Interface component has the 'Control Armor Systems via Thought' modifier, skip the programming step of Armor Design.
Constructing armor no longer requires that you install a particular component across each piece of armor. There are simply static DCs to install the component, you do it once, you're done.
Constructing armor no longer requires programming rolls, this entire section has been removed.
Applying armor alloy now only requires three rolls, one for the head, torso, and limbs.
The increased DC on Warp Matter for the Head has been removed.
The DC reduction for a suit under 20 Design DC has been increased to 7, requiring only three DC 14 rolls.
December 1st 2015: We now have a Capital Ship and Battle Station/Defense Station design system:
http://rpg.rebelsquadrons.org/manual/guide.php?id=105
November 27th 2015: Ion Damage has been changed to be resisted as normal. This is in response to updated material out of the EU.
Taking a hit has bee removed as a mechanic.
The Taking Action section has been updated and simplified.
November 24th 2015: Droid Design has been updated with new DC curves.
No current design needs to be redone, but all future designs must adhere to the new DCs.
November 23rd 2015: Massive updates have been made to Business, the gist is below:
There are no longer set amounts of starting credits. You can make any risk business with any amount of credits up to 3.5M. This increases to 5M with Economics I and II.
The businesses now have maximum DCs, with High being unlimited.
I DID NOT change the risk chart. The rough base credit gains all remained just about the same.
I changed Character Action to be a +25% increase, but it takes the player's 'action' for the week. (If they have mutliple businesses they are not punished). So essentially, a character with a business instead of a SP gets some sort of boost.
I removed maintenance rolls, they were annoying and useless.
I removed the 'extra bad thing happens to high risk with a roll of 1', it was silly.
Reinvesting mechanics have been completely removed because they were kinda convoluted and don't work anymore. They've been replaced with a simple system that essentially says that if a player wants to spend money to expand a business, or add additional modifiers, they just need to roll the new business DC; modifiers slightly increase if you're doing it after the initial investment.
If you have a business you would like to change based on this new mechanic (Everyone with a business should at least contemplate this), contact Raven within a week, as you will be able to break down existing businesses with a higher return for this one week grace period.
Economics I and II have changed to interact with the new system and remove obsolete mechanics, including the cost to switch a business between a business and a side project, along with the associated DC. That was dumb.
Knack for Business has changed to read: You may apply 7 DC worth of modifiers to any business you create. These modifiers do not count toward the maximum DC of the business. If you do not have any standard businesses, you instead earn 2% of your credits at the start of every upgrade session as interest.
CEO has changed to read: You get the Business skill upon character creation and get a +1D bonus to it. You start with two business and one side project slots. When creating a faction, your starting asset requirement is reduced by 5,000,000.
Neither modifier changed. If you have one of these quirks and would like to make an adjustment, contact Raven.
November 15th 2015: All side projects have been updates.
You may now purchase faction personnel, see http://rpg.rebelsquadrons.org/manual/guide.php?id=101 for more details.
November 12th 2015: With main timeline stuff firing up again, we're taking a quick look at Capital Ships and Side Projects.
Player designs have had minor adjustments to adhere to the general design of capital ships for shields and weapons.
Canon craft have been adjusted as follows:
Defender-class Star Destroyer: Reduce Shields to 4,000
MC-90: Increase cost to 142,500,000 credits
Republic Star Destroyer: Reduce Shields to 4,750
ISD II: Reduce Hull to 2,450
The adjustments to side projects are all quality of life, and will be reworked to be easier for GMs. If you have a project that is affected, you will be contacted.
August 21st 2015: Indebted has been changed to a time frame of 3 upgrade sessions instead of 1 month for ease of keeping track of it.
July 7th 2014: Master level Force generals may now have Knight level followers.
The technician +2 bonus to tools has been clarified as on top of the normal tool bonus.
July 7th 2014: Greetings everyone!
I'm pleased to announce new additions to the RPG Merit system focused on encouraging recruitment. Know someone into RPGs? Invite them over! Know a vet that stepped away for a while? Drag them back in. The more they participate, the more perks YOU get.
- Planetary Mechanics - "The maximum base value that can be extracted..." has been changed to "The maximum PMV that can be extracted..." for clarity.
- For every sim a recruit participates in, the recruiter earns 1 merit point.
- For every full-length sim a recruit GMs, the recruiter earns 5 merit points.
- For every recruit your recruit recruits that participates in at least 5 sims, you earn 5 merits.
- Any given recruit is only 'worth' 50 merits per calendar year, refreshing 1 month before the annual ABG celebration.
- The recruit determines who their 'recruiter' is. This is chosen once the player has finished making their character, and may only be changed once per calendar year.
- Players that successfully recruit a NEW player who generates 50 merit points earns a spin on the 2014 ABG Celebration super wheel.
If you have any questions, or are a recruit that wants to declare who brought you in(/back), contact Cyrel!
In addition, players are going to get even MORE chances to enjoy the 2014 reward wheels. Until otherwise noted:
- Any GM that runs a full length (4+ hours) sim earns a spin on the 2014 ABG Celebration basic wheel.
- Any GM that runs a regularly scheduled and reasonably advertised full-length sim for five consecutive weeks earns a spin on the 2014 ABG Celebration super wheel.
Also, Eric Skrevski is currently running a forum based faction/empire controling RPG. If you're interested, contact him.
April 27th 2014: 2014 ABG Raffle/Celebration! Occurring 05-25. Details here:
https://docs.google.com/spreadsheet/ccc?key=0AmpJDcI25V_pdEhLZWh4STFON2xDYjZlU0FsU0dOYUE&usp=drive_web#gid=6
April 4th 2014: Store updates:
WHAAAAAAAAAAAT?
The ABG store is undergoing an overhaul for content and pricing. The prices being added are standard purchase prices for equipment. Construction costs can be found within the various sections of the manual.
The ABG Store will contain common things that anyone can buy at any time. You are automatically assumed, due to being an ABG member, to have the required permitting/etc. to legally hold anything found within the Store.
The ABG Black Market will contain uncommon/rare things that people can buy at any time, and will change periodically. All items will be unlocked at all times.
Purchasing an item from the ABG Black Market will have a random chance each time (rolled by the system) which represents your chance to be caught in the Black Market. Triggering this will E-mail the HGM. Enough triggers, and you may run into legal problems! Buy at your own risk!
Additionally, I have gone through and deleted a bunch of stuff that was cheap and non-combat/non-stat adjusting. These things include 'baggy jeans' and various types of wallets. Players are now permitted to have any sort of normal clothing they wish. Any clothing that does not confer a bonus, or is not of excessive (over 100c) worth can now just be acquired by a character. Things like "Formal Clothing" (150c), and all-weather cloaks are remaining in the store.
Changes include:
Armor and Clothing
Blast Vest + Helmet - Price reduced from 500c to 300c
Typical Leather Gloves - Price increased from 10c to 20c, bonus changed to a +2 modifier against Disarm and Dropping a weapon.
Light Armor - Price reduced from 1000c to 350c, -1 Dexterity penalty added.
Combat Jumpsuit - Price reduced from 1500c to 450c.
Padded Jumpsuit - Price reduced from 800c to 450c. Protection changed from 1D/+1 to +1/1D.
Baggy Jeans - Deleted.
Bantha Hide Wallet - Deleted.
Casual Clothes - Deleted.
Work Clothes - Deleted.
Styke Boots - Deleted.
Styke Combat Boots - Price increased from 65c to 100c. +1 bonus to Dexterity checks to keep balance and Stamina checks when traveling has been added.
Sidias Sneakers - Deleted.
Combat Fatigues - Now confer a +2 bonus to Sneak in wilderness environments.
Leather Jacket - Protection reduced to +1/+0. Added a note that this jacket may be standard Leather or Synthleather.
Leather Trenchcoat - Price increased from 110c to 150c. Deleted the note that says it adds +1 protection vs physical when it is listed at +2. Added a note that this jacket may be standard Leather or Synthleather.
ABG Jacket - Price increased from 105c to 175c. Removed the 'Available only to officers of the ABG' note. Added a +1 interaction roll modifier to allies of the ABG, and -1 to enemies.
Kama - Price reduced from 400c to 225c.
Synthleather Jacket - Deleted.
Synthetic Leather Gloves - Deleted.
Trench Coat - Price increased from 80c to 125c. Added a +2 bonus to Hide checks.
Insulated Body Glove - Name changed to 'Standard Insulated Body Glove'. Price increased from 65c to 250c. Added a +2 bonus to Stamina checks.
Formal Shoes - Deleted.
Jedi Robes - Consolidated them all to two entries. 'Formal Jedi Robes' and 'Armored Jedi Robes'. Why? Because I can.
Assorted Weapons
9mm Slugthrower - Adjusted the description slightly.
Nerf Gun - Price increased from 5c to 10c. Reduced range to 1/3/5. Why am I actually changing stats on a nerf gun? It's a freaking nerf gun. They're staying in the ABG. If you don't like this, you're not American. If you're not American, you should still like this or you're not (insert patriotic name for your nation here).
Semi-Automatic Projectile Rifle - Name changed to 'Semi-Automatic Slugthrower'. Price reduced from 350c to 200c.
Slugthrower Shotgun - Added to the store for 250c. Deals 4D+2 damage at very short range.
Repulsor Pistol - Added to the store for 500c. Deals 4D+2 damage at decent range.
Blasters - Carbines
BlasTech E14 Blaster Carbine - Price reduced from 900c to 850c.
SoroSuub SS-2 Dual Carbine - What the fuck? What the FLYING fuck. When this object is in contact with a metal object, it gets +2D damage? WHAT THE FUCK. WHATTTTTTT?! THIS MAKES NO FUCKING SENSE. IT IS METAL. WJKHEKRJEHRLKHERJKER.
Changed the entire mechanic so this weapon now deals 4D damage normally, and 6D damage for an overcharge.
Completely changed the description... by deleting it.
Price reduced from 900c to 750c
SoroSuub QuickSnap 36T - Price reduced from 900c to 850c.
Changed the +5 DC at long range to -1D to Blaster.
Increased long range from 50m to 100m.
Blasters - Pistols
DH-17 - Price reduced from 525c to 400c.
DL-18 - Damage increased from 4D to 4D+1.
DL-44 - Added Ammo. Deleted illegal description.
Flash 4 - Price reduced from 695c to 675c.
M44 - Price reduced from 480c to 380c.
Range reduced from 110 meters to 100 meters.
SoroSuub FastShot - Price reduced from 850c to 350c.
Added +1D to Hide.
Yaeger Service Sidearm - Deleted.
Blasters - Repeating
Drearian Arms Rapid-Fire Rifle U-21 - "This rifle shoots per shot three bolts out in rapid succession."
Fuck you.
Price reduced from 1500c to 1100c.
The rifle now fires on full autofire all the time.
BlasTech Light Repeating Blaster - Changed everything.
Price reduced from 1500c to 1350c.
Blasters - Rifles
Bi-Barrel Blaster Rifle - Price reduced from 1500c to 1250c.
BlasTech H11 - Price reduced from 1000c to 750c.
BlasTech S11 - Price reduced from 800c to 700c.
Reduced range from 300m to 200m.
Merr-Sonn G8 Blaster Rifle - Price reduced from 1250c to 875c.
BlasTech Sharpshooter V - Price reduced from 1200c to 1000c.
Computers, Comms and Sensors
Deleted all of the Deus Ex stuff. Anything currently on sheets can stay, living up to their name, but no more.
FUBAR - Deleted.
Mastercraft Mainframe - Adjusted bonuses to +2D to CP/R, DP and Encryption.
Price reduced from 10,000c to 2,500c.
Mastercraft Notebook - Adjusted bonuses to the same as the Mainframe.
Price reduced from 5,000c to 3,500c.
Improved Notebook - Increased price from 1,000c to 1,500c.
Improved Mainframe - Adjusted bonuses to +1D to CP/R, DP, and Encryption.
Decreased price from 2,000c to 1,250c.
Private Computer, Mastercraft - Adjusted bonuses to +1D to CP/R and DP.
Decreased price from 2,500c to 1,000c.
Improved Private Computer - Decreased price from 500c to 350c.
Mastercraft Datapad - Price Increased from 2,500c to 4,000c.
Improved Datapad - Price Increased from 500c to 1,750c.
Comlink - Price Decreased from 200c to 25c.
Datacards - Deleted the program on the datacard.
Price Decreased from 300c to 10c.
Clarified storage to 250 TB. Will this matter? Perhaps. Depends on how technical your GM is. Probably not. it's there now. Deal with it.
Datacards (10) - Price increased from 10c to 90c.
YOU GET A DISCOUNT BY BUYING TEN.
Mainframe - Price increased from 400c to 600c.
Changed price from +2 to CP/R and +2 to DP.
Galactic Civilizations - Deleted.
Sensor Pack - Changed bonuses to +1D to Search and Sensors.
Price reduced from 1,500c to 850c.
Chedak Sprite Subspace Transceiver - Price reduced from 3,375c to 3,000c.
Cybernetics
Deleted everything.
Changed the basic cybernetics you can buy to a 'Duplicate Organ/Limb' and a 'Mechanical Organ/Limb'.
Duplicate Organ/Limb is now 2,000c.
Mechanical Organ/Limb is now 1,000c.
Droids and Droid Components
Deleted everything.
Rewrote everything.
Go look.
Vehicles
Fixed all of the links.
Cloud Car - Deleted.
Starhawk - Reduced price from 6250c to 5000c.
Starships
Due to the rebalance of prices/etc. I've deleted probably... 60% of the starships. You can get some basic freighters, and fighters, but the rest are things that I'd prefer to see a GM oversee or for them to be purchased from the BM.
Corrected all of the stupid links.
February 13th 2014: All vessels over 1,000 meters have had their costs HALVED. This brings them in proper line with other vessels and makes their cost far more reasonable.
February 6th 2014: Stims can no longer affect individual skills
Crafting Stims are capped at +4D
Hyperdrives need to be primed before a ship can enter hyperspace. A ship can safely enter hyperspace 2 rounds after declaring that their hyperdrive is charging. A ship may dump 2 systems into their hyperdrive to reduce this time period to 1 round, but will cause 10% hull damage to their ship.
Clarification on what systems are on a ship and what constitutes 'Reserve Power' have been added to the Starship Combat section of the manual.
The following line has been added to the starship damage table: Note: Should a GM wish to slow combat down, she may elect to reduce all of the LASER damages on this chart by 50%. If this is to be done, the GM should make it very clear to all players, as this changes starship tactics significantly.
Sim Credit awards have been clarified. ALL GMs should read this, as they're slightly different. They're also easier to read, and should be very, very clear now.
http://rpg.rebelsquadrons.org/manual/guide.php?id=82
EA has been adjusted - When in a calm, meditative crafting environment, the power requires 1 focus to maintain for each +2D of bonus, with a maximum cap of +4D.
If used in crafting, the bonus provided by EA is after all dissipation.
EC now requires the targets be 'actively coordinating their efforts' - Single people who branch off no longer get an EC bonus.
EC must affect a minimum of two people.
If used for crafting, with a group of people working on one object, 75% of the crafters must pass the crafting check. If more than this number fail, the lowest roll is used to determine how bad the failure is, and no quirks are taken into consideration.
NO PLAYER EQUIPMENT is to be modified due to these changes. After scouring logs, enough people have been affected by this to say that EVERYONE in the ABG has something that would be modified due to these changes. Because of that, there is no unfairness in leaving all equipment as-is.
February 5th 2014: Additional ship updates are below:
XG-1 Assault Gunboat
Increased cost to 160,000
Increased maneuverability to 2D+2
Increased Atmospheric Speed to 1050 kmh
XS-800 Light Freighter
Corrected Crew
Corrected Skill
Corrected Crew Skills
Increased cost to 72,000
Increased Speed to 60 MGLT
Increased DLC Damage and fixed fire arc
Y-TIE Ugly
Deleted this entry. Do we really need the TIE-Y and then the Y-TIE? No, no we do not. GTFO OF MY LIBRARY.
Y-wing
Corrected Crew Skills
Corrected Space Speed to 80 MGLT
Increased shields to 85 SBD
Decoupled weapons and corrected all of them
Y-wing Longprobe
Made the exact same changes as the Y-wing
YT-XXXX Transport
Corrected Crew Skills
Corrected Scale to Space Transport
Corrected Weapons
YT-1300 - Set Speed to 50 MGLT
YT-1210 - Set Speed to 40 MGLT
YT-2000 - set Speed to 60 MGLT, Set cost to 170k, Set Shields and Hull to 240/80
YT-2400 - Set Speed to 60 MGLT, Reduced Hull to 54, Reduced shields to 180. Set cost to 145,000
Z-95 Headhunter
Increased speed to 80 MGLT
Corrected Weapons
Missile Boat
Added to the Library
February 4th 2014: Additional ship updates are below:
Preybird Starfighter
Updated Crew Skills
Reduced cost to 175,000
Increased Speed to 100 MGLT
Increased shield strength to 60 SBD
Decoupled, and rebalanced Heavy Laser Cannons
lol Aft concucussion missile launcher
lol it has a gunner
Defender-class Star Destroyer
Deleted the DSD's blurb. Comparing the DSD and RSD, I feel like the roles of these ships are swapped. The RSD seems like the one that can beat up an ISD II, and as the larger ship... it makes sense. I'm down with things that make sense, so we're going to make sense here.
Corrected Armament, I accidently put the RSD's weapons on the DSD.
Added on board craft
Increased cost by 40M
Reduced its shields and hull a little, as I used values for the RSD. Vessel has a 4.4 Shield ratio, it is an ultra modern design made to take on Star Destroyers. It is more expensive than a normal design of its size due to this.
Republic-class Star Destroyer
Deleted the RSD's blurb for the same reason as the DSD's.
Corrected Skills
Set cost to 346,412,000 | It makes no sense that this design is half the cost of an ISD, so I am ignoring that. That is dumb. That is dumber than putting your main reactor core, essentially, inside the hangar. (EPISODE I!)
Set speed to 60 MGLT
Set Hull to 2,000 RU
Vessel has a 4.25 Shield ratio, it is an ultra modern design made to take on Star Destroyers. It is more expensive than a normal design of its size due to this.
Added onboard craft.
Corrected weapons, weapon damages, and arcs.
Scimitar Assault Bomber
Corrected Skills. Scimitar Pilots had Missile weapons... WHY?
Set cost to 210,000
Increased Speed to 90 MGLT
Added Gunner
Increased shields to 160 SBD
Decoupled and corrected Laser Cannons
Fixed the skill for the ship's launchers.
Sources are mixed on the Scimitar's armament, saying the CMLs are racks, or standard CMLs, or warhead launchers.
As a bomber, the ship has 2 Universal Warhead Launchers with a varying load.
Added the Scimitar's ventral bomb bay with a space range of 1 SU and atmospheric range of 'free fall', also added the armament.
Lone Scout-A/A2*
Renamed from Scout Ship
Put the improvements/cost difference for the A2 in the same article like with the MC-80a, since the differences are minor.
Adjusted crew skills
Adjusted specialization skill
Reduced cargo capacity to 5mT Due to effect this would have on speed
Set cost to 125k/140k
Increased Speed to 90 MGLT
Dramatically improved sensors
Increased Laser Cannon damage to 6D
Skipray Blastboat
There are five primary variants of the Skipray, the H, G, J, M, and P. The article now has information on all five. OHHH YEAAAHH. Srsly, I did that. Go look.
Set scale to Space Transport
Corrected Skill
Corrected Crew Skills
Corrected Crew
Set the base GAT-12H to 1 gunner. The J now has 2.
The H variant has a cost of 285,000 credits. All variants cost has been set to 320,000
Set speed to 85 MGLT, 100 MGLT for GAT-12M
Set HD to x1 for GAT-12M
Decreased Hull to 46 RU
Corrected Sensors, boosted sensors for GAT-12P
Increased shields to 245 SBD
Fixed all the weapons.
MICs are now Space Transport Scale
Added the GAT-12G's tractor beam replacement for the CML
Woo blastboat fixes...
Quasar Fire-class Bulk Cruiser*
Renamed from SoroSuub Quasar Fire-class Bulk Cruiser
Corrected Skill
Corrected Crew Skills
Set Speed to 50 MGLT
Increased Hyperdrive to x2
Set passengers to 50 (Troops)
Set shields to 1020 SBD
Set hull to 510 RU
Set Onboard Craft to 60 Starfighters, 6 Transports
Set cost to 9,200,000, as it is a carrier and has virtually no weapons. It is a virtually unarmed republic variant of an Escort Carrier, that does not have the extra cargo capacity.
Took the wheaties away from the ship's turbolasers by reducing Turbolaser range from 50/200/400, which would make this ship the longest hitting vessel in the galaxy.
Corrected weapons entirely.
X-23 Starworker*
Renamed from Space Barge
Corrected Scale
Corrected Crew Skills
Reduced cargo to 200mT
Reduced cost to 55,000
Increased speed to 40 MGLT
Corrected Scale on Laser cannon
Increased Laser Cannon damage
Stalwart-class Light Freighter
Increased length to 26.4 Meters
Increased scale to Space Transport
Increased speed to 50 MGLT
Corrected Crew Skills
Corrected Weapons
Set cost to 84,000
Star Galleon
Reduced Cost to 11,503,000
Star Pulse Medium Freighter
Changed scale to Capital
Corrected Skill
Corrected crew Skill
Increased cargo capacity to 5kmT
Increased cost to 325,000
Set speed to 50 MGLT
Increased Shields to 160 SBD
Decoupled Laser Cannons
Set damage to 5D
Deleted blurb
Starlight-class Light Freighter
Corrected Scale to Space Transport
Corrected Crew Skills
Increased cost to 186,000
Set speed to 50 MGLT
Increased shields to 110 SBD
Corrected Laser Cannon
Starwind-class Pleasure Yacht
Set cost to 1,000,000 (its a pleasure yacht! It comes with Pleasure Yacht Things, like... pleasurable stuff.)
Set speed to 60 MGLT
Increased shields to 120 SBD
Corrected Crew Skills
Set scale to Capital
Strike Cruiser
Corrected Skills
Increased speed to 75 MGLT
Decreased shields to 1440
Decreased hull to 752
Corrected the Strike Cruier's weapons
Added the STRK's point defense cannons
Set cost to 22,900,000
Subla Ransom Medium Cargo Hauler
Set scale to Capital
Corrected Crew Skills
Set cost to 456,000
Set speed to 60 MGLT
Increased shields to 240 SBD
Increased blaster cannons to 5, making it an OK anti-pirate cargo hauler.
Super Star Destroyer
Even though it's an Executor-class blah blah, I'm keeping the Super Star Destroyer name because it is ubiquitous with 'OMG AM ABOUT TO DIE PLZ WRITE WILL'
Corrected length to 19,000 meters
Corrected Skills
Set SSD cost to 8,000,000,000 credits. Good luck.
Set Space speed to 40 MGLT
Reduced hull to 42,000, to represent additional 'hull strength' due to the sheer size of the vessel. Normally vessels have less than a 2.0 length to hull ratio.
Kept shields at 96,000 SBD, which is just above a 5.0 ratio. This is due to both the size of the ship (+1.0 ratio) and the addition of a backup shield generator post Endor to handle bridge defense (+1.0 ratio)
Corrected Weapons
Added the SSD's point defense cannons
Added the SSD's fighter capacity
SSDs hurt. A lot.
Super Transport XI
Fixed Crew Skills
Svelte-class Imperial Shuttle
Corrected Skills
Corrected Crew Skills
Kept Length at 17 meters, which gives the ship a Starfighter scale.
Set cost to 260,000
Set speed to 80 MGLT
Corrected Weapons
Reduced gunners to 2.
T-65AC4 X-wing
Corrected Skills
Changed speed to 110 MGLT
Decoupled and rebalanced laser cannons
T-65B X-wing
Corrected Skills
Increased speed to 100 MGLT
Decoupled and rebalanced laser cannons
Eclipse-class Star Dreadnought*
Renamed to Eclipse-class Star Dreadnought from 'The Eclipse' due to the fact that there was more than one
Corrected Skills
Set speed to 40 MGLT
Set hull to 52500 RU, as the vessel is meant to ram.
Set shields to 100,000 SBD
Axial Superlaser deals 5,000 damage per 1D charge, triple damage to planetary shields. Planets have 50 HP vs the Superlaser.
Corrected weapons.
Increased number of TLBs to 2,000
The Sovereign
Deleted this entry, as the Sovereign has been determined pretty much to be a mistaken Eclipse class.
All sources pretty much list it identically to the Eclipse... so if you need the stats on this, just see the Eclipse and take off some stats, then see the HGM as to why you need to worry about the stats of something with a superlaser.
TIE Advanced
Fixed Skills
Set T/A Speed to 140 MGLT
Corrected weapons
Set cost to 225,000
TIE Bomber
Fixed Skills
Set cost to 150,000
Set speed to 70 MGLT
Corrected Weapons
TIE Defender
Fixed Skills
Set Speed to 165 MGLT
Set cost to 300,000 credits
Corrected weapons
TIE Interceptor
Removed Used cost
Set speed to 111 MGLT
Corrected Weapons
TIE Droid
Corrected Crew Skills
Set cost to 45,000
Set speed to 100 MGLT
Corrected Weapons
TIE Fighter
Set cost to 60,000
Set speed to 100 MGLT
Decoupled and corrected laser cannons
TIE/Y Ugly
Corrected Crew Skills
Set speed to 120 MGLT
Put in an estimated cost of 80k
Set hull to 20 RU
Decoupled and rebalanced laser cannons
TL-1800 Transport
Corrected Scale
Corrected Crew Skill
Increased speed to 60 MGLT
Increased cost to 148,500
Increased maneuverability to 2D+2
V-wing Airspeeder Transport
Corrected Skills
Corrected Scale
Reduced cost to 47,500
Increased speed to 60 MGLT
Set Shields and Hull to 80/25
Added sensors
Vibre-class Assault Cruiser
Corrected Skills
Set cost to 1,550,000 due to lack of capital weapons
Set speed to 70 MGLT
Set shields to 320 SBD
Set hull to 157 RU
VSD I
Corrected Skills
Set cost to 57,000,000, which is a little low for a ship of this size due to its age.
Set speed to 50 MGLT
Reduced shields to 2,700
Reduced hull to 1,420
Added Starfighters
Corrected weapons
VSD's Concussion Missile Launchers have been clarified as Assault missile launchers, and to cement its purpose as a bombardment ship, have had the following note added to them: Fire Arc: 20 front, 20 left, 20 right, 20 back (Note, against a Planetary target, all warheads can fire)
VSD II
Corrected Skills
Set cost to 63,000,000, which is roughly what a ship of this size should be, as this is the modernized design.
Set speed to 60 MGLT
Kept shields at 2880
Increased hull to 1,420
Redid the VSD II's weapons. Compared to the VSD I, it now deals more guarenteed damage, but has a lower overall damage threshold because of the missile launchers. It is also faster and slightly more durable.
February 3rd 2014: UPDATES
Additional ship updates are below:
Mark I Bulk Transport
Corrected cargo capacity to 6,000 metric tons
Updated scale to Capital
Updated Crew Skills
Updated cost to 425,000
Updated speed to 40 MGLT
Increased Shields to 210 SBD
Reduced Hull to 95 RU
Corrected Laser Cannon Fire Arcs
Increased Laser Cannon damage to 5D+2
MC-40a Light Cruiser (Formerly MCL-45)
Redid the entire article to actually be the MC-40a, 500 meter variant.
As they do not focus on firepower and are known for shields, the MC-40a has a 4.1 shield rating with its back up
generator.
Set Cost to 27,500,000
MC-80 Star Cruiser*
Renamed the article to MC-80/a Star Cruiser
Included the stats for the MC-80a in the article. The difference between the -80 and -80a is negligable and
doesn't deserve a new entry.
Set the cost of the 80 and 80a variants to 243,500,000
Reduced Hull strength to 1,460
Adjusted shields to a 4.0 rating (representing the Mon Calamari shield-focused design philosophy)
Updated onboard craft to 36 Starfighters (72 for 80a)
Updated all weapon fire arcs, and damages. The way the MC-80B is arrayed, it would have a tough fight against an
ISD I, one on one, which is appropriate. The B would fair better, but both need fighters to tip the balance. This
is intended.
MC-80B Star Cruiser*
Made the article.
The MC-80B is close to the 80 and A, except for increased shields (to a 4.2 ratio), increased hull (100 RU)
increased speed (to 65), increased fighter capacity (8 squadrons), and reduced cargo capacity
MC-80B is 23.5M more expensive than its sister craft (~10% higher)
MC-90 Star Cruiser
Corrected a whole bunch of crap.
Set cost to 291,500,000 Credits
Set speed to 60 MGLT
Reduced Hull to 1,600 RU
Set shield ratio to just over 4.1 with Backups.
Reduced Maneuverability to 2D
Added onboard craft
Corrected fire arcs and damages.
MC-90 should be a pretty even fight for a Star Destroyer now, which is what it is designed to be. The Destroyer
has other strengths/weaknesses (land attack,etc.) but the MC-90 is a pure space warship.
GR-75 Medium Transport*
Renamed Medium Transport to GR-75 Medium Transport to be more recognizable
Updated skills
Corrected a whole slew of incorrect crap
Increased Speed to 40 MGLT
Corrected shields to 280 SBD
Updated laser damage and arcs
Modified TIE Interceptor (Shielded)*
Deleted this entry. Missed it when I went through the deletions the first time.
Modular Taskforce Cruiser
Made it not derpy. 50M base cost, everything else now makes sense.
Naboo N-1 Starfighter*
Capitalized the name in the library entry
Corrected Crew skills
Increased cost to 200,000 due to rarity and the perceived luxury of the fighter
Set speed to 100 MGLT
Set shields to 40 SBD
Set hull to 16 RU
Corrected laser cannon range, and damage
Corrected torpedo range. 85 SU. Wooo... Torpedos... NO WRONG. FIXED.
Nebulon B-class Frigate
Set cost to 13,500,000
Corrected skills
Increased maneuverability to 2D
Set shields to 960 SBD
Set hull to 448 RU, inserted a note that the NEB-B's 'neck' section has 200 SBD less than the overall ship.
Added Onboard Craft
Kept the NEB with Turbolaser Batteries. 8 All Arcs. This gives the NEB ~33% more pure turbolaser firepower than a
Carrack (50 meters larger), but is 30% slower, has nearly 50% less anti-starfighter weapons, and lower
maneuverability.
Nella 342 Light freighter
Corrected Scale
Corrected Crew Stats
Updated cost to 48,500
Increased speed to 50 MGLT
Reduced hull to 54 RU
Nesst Light Freighter
Corrected Scale
Corrected Crew Stats
Updated cost to 62,600
Increased speed to 50 MGLT
Reduced Hull to 75 RU
Reduced Shields to 200 SBD
New Republic Defender
Set cost to 100,000 credits
Corrected weapons
Increased speed to 90 MGLT
Nova Drive 3-Z
Corrected Skills
Corrected Scale
Set cost to 75,000
Set speed to 40 MGLT
Corrected Weapons.
Neutron Star-class Bulk Cruiser*
Renamed from New Republic Carrier Cruiser
Set cost to 25,500,000. This ship is significantly cheaper than a Dreadnought (By about 9 million) due to the fact
that the ship carries no capital ship weapons as a stock cruiser. It is essentially a big ass Republic lancer.
Increased Cargo Capacity to 50,000mT
Increased crew to 2,993
Increased speed to 50 MGLT
Increased Shields to 1830 SBD
Increased hull to 880 RU
Added two squads of fighters as onboard craft
New Republic Assault Frigate Mk I
Corrected some minor skill problems
Set cost to 42,500,000
Set speed to 60 MGLT
Increased Hull to 1026 RU
Set shields to 2260 SBD
Added onboard craft
Corrected weapons to 25 TLBs, 20 QLCs, and 15 LCs. This makes it distinctively different than the Dreadnought and
appropriate for a 700 meter ship.
New Republic Assault Frigate Mk II
Corrected some minor skill problems
Set cost to 45,600,000
Set speed to 65 MGLT
Increased Hull to 1026 RU
Set shields to 2260 SBD
Corrected weapons to 25 TLBs, 20 TLCs, and 15 LCs, making the ship an anti-capital ship version of the MK I.
January 30th 2014: Deleted the following ships because they don't belong in the Library:
MC-100a
MC-100c
MC-78
MCE-10 (Will be MC-80B
MCL-45 (Will be MC-40a)
Mon Calamari Pearl-class Transport
Naboo N-4 Starfighter
New Republic Modified Star Destroyer
Osprey-7 Medium Freighter
Star Destroyer (How many entries on the ISD I do we need?)
T-65A3 X-wing
T-65XJ X-wing
T-65XJ3 X-wing
T-65AC1 X-wing
T-65AC2 X-wing
T-65AC3 X-wing At this point we're using either the B or the AC4. Get over it. You don't need to see EIGHT different X-wing variants in the library.
The Gold Star
The Morgona
The Star Hummer
The Valiant
Thorn-class Anti-Starfighter Vessel
Venator-class Star Destroyer (Not in our era.)
YVG Freighter
January 30th 2014: Additional ship updates are below:
Jermagium Light Freighter
Updated cost to 75,000
Updated speed to 60 MGLT
Corrected Crew Skills
Corrected Scale
Increased Laser Cannon damage to 5D+1
Slightly modified Capsule
Corrected Fire Arcs
Kazellis Corporation Light Freighter
Updated Scale to Space Transport
Updated crew skills
Updated cost to 140,000 to reflect rarity.
Increased speed to 70 MGLT
Increased the number of QLCs on this craft to 2
Increased QLC damage to 7D
Corrected Fire Arcs
Made this ship better to reflect its rarity and supposed quality.
Koah-can't-have-one-of-these Wing (K-Wing)*
Removed the 'NJO only' from the K-wing, because that's wrong.
Changed K-Wing Type to Heavy Bomber
Corrected K-Wing length to 16 meters.
Increased K-wing cost to 360,000 to reflect both the fact that it is awesome and the fact that it is brand new.
Increased K-wing speed to 95 MGLT
Updated crew skills
Corrected Weapons
Corrected Hyperdrive to 'None'
Made the Light Quad turbolaser a Space Transport scale weapon with good FCS. As it is a powerful weapon on a bomber, it deals 10D Space Transport Scale, OR deals standard Turbolaser damage to a capital ship.
The K-wing can fire all 18 Ordinance Hardpoints in a single round.
Updated the K-wing's warhead FCS to 3D
L19 Heavy Freighter
Upgraded Scale to Capital.
Updated skill and crew skills
Increased cost to 125,000 because of the scale increase to Capital
Corrected Space Speed to 60 MGLT
Increased hull to 80 RU
Increased Shields to 260 SBD
Increased Twin Blaster Cannon damage to 5D+2
Lambda-class Shuttle*
Renamed from Lambda-class Imperial shuttle
Increased scale to Space Transport
Set cost to 160,000 (Wookie claims 240. This is for the military configuration)
Updated crew skills
Corrected Passengers to 20
Reduced hyperdrive backup to x10
Corrected Crew to 6
Corrected Lambda's weapons to Standard Configuration
Increased hull to 36 RU
Increased Shields to 120 SBD
Increased speed to 70 MGLT
Lancer Frigate
Corrected Skills
Set cost to 9,760,000 | The Lancer is a little inexpensive for its size (Approximate sale value of a 250M ship 11-12M) due to its complete lack of capital weaponry and slightly sub par shielding
Corrected cargo capacity
Corrected Troop count to 40
Set stock speed to 50 MGLT, following the design consideration that the Lancer is slow.
Increased shields to 675 SBD
Increased Hull to 370 RU
Added the ship's two transports
Corrected QLC fire arcs
Increased Lancer QLC damage to 8D
Increased Lancer QLC range to 35 SU
Lancers are now terrifyingly effecitve against fighters (X-wings can take 3-4 hits before dying), but aren't particularly OP against them. These changes make the Lancer what it is supposed to be -- a very scary picket ship that can wreck slow moving bombers, but folds easily to an enemy capital ship, and has to trundle along with a fleet.
Lantillian Short Hauler
Increased Scale to Space Transport
Corrected Crew Skills
Increased cost to 85,000
Increased speed to 50 MGLT
Increased Laser Cannon Damage to 5D
LC-204 Knight Class Light Cruiser*
Deleted the shit out of it.
Liberator Cruiser
This ship only shows up in Rebellion, but is a canon ship (As we use game stuff). Due to Rebellion stats being stupid as hell, I've completely redesigned this ship to be a modern attempt to make a warship like the Dreadnought.
The Liberator is now an anti-capital ship design (HTLs + ICs) with no anti-starfighter weapons (As compared to the Dreadnought), heavy frontal arc main line starship with good modifier on its shields. In addition, it carries 48 Starfighters. This is in contrast to the Dreadnought's slightly larger frame, anti-SF weapons, and 2 squadrons. This gives people a solid choice in mid range capital ships.
Carrack-class Light Cruiser
Increased the cost to 14,200,000, as I accidently had put down an estimated build cost as opposed to its normal cost.
In addition, screwed up the defenses as I used 250 as a factor to calculate shields instead of 350.
Shield strength increased to 1050
Hull strength increased to 600
Dreadnought-class Heavy Cruiser
Revised some cost math, and reduced the Dreadnought's cost to 34,500,000
Adjusted the Dreadnought's crew down to 4,097 to represent models that can be purchased 'today' in universe.
January 27th 2014: Additional ship updates are below:
Important: Gravity Well Mechanics have been changed such that activating a gravity well reduces the vessel's speed, as well as requires additional power be shunted to the gravity well system. As an example:
The Immobilizer 418's gravity wells reduce its speed by 10 MGLT for each one active, and if all four are active its maneuverability goes to 0D.
In addition, each gravity well that activates requires a system's power be shunted to it.
It takes 2 rounds to charge a Gravity well for deployment, and 2 rounds to shunt power away from a gravity well and back to a system.
Gravity wells project a 30 SU (Diameter) gravity well from the targeted point, and can be moved 1 SU per 5 points rolled on a Capital Ship Gunnery rol
It is virtually impossible to escape a gravity well. To do so, a targeted ship must attempt to go to Hyperspace, and rolls Astrogation against the 'Attack Roll' of the Gravity well, including Fire Control. Passing this roll allows the ship to go to hyperspace, though their hyperdrive is destroyed upon exit. Failing by up to 10 points destroys the Hyperdrive. Failing by more than 10 destroys the ship as it attempts to go to hyperspace. If a ship is targeted by more than 1 Gravity Well, the 'attack' roll is increased by 4D for each additional well.
Any vessel with gravity wells will have their mechanics adjusted.
E-wing Type A
Corrected Crew Skills
Adjusted cost to 155,000 Credits
Set speed to 110 MGLT
E-wing Type B
Corrected Crew Skills
Adjusted cost to 170,000 Credits
Set speed to 110 MGLT
E-wing Type C
Corrected Crew Skills
Adjusted cost to 185,000 Credits
Set speed to 120 MGLT
Corrected Weapon Damages
Escort Carrier
Adjusted Crew Skills
Set cost to 22,000,000
Reduced shields to 1,700 SBD
Reduced Hull to 1,160 RU
Corrected fire arcs and damage
Set speed to 60 MGLT
Express Transport EX-1
Set skill to Capital Ship Piloting
Fixed Crew Skills
Set speed to 70 MGLT
Increased Hull to 120 RU
Increased Shields to 280 SBD
Set cost to 750,000
Corrected weapon damage and arcs.
Ghtroc 850 Light Freighter
Updated cost to 85,000
Updated Hull to 70 RU
Increased Laser Cannon damage to 5D+1
Corrected Fire Arcs
Increased Speed to 55 MGLT
Updated craft scale
Updated Crew Skills
Ghtroc 720 Light Freighter
Updated cost to 98,500
Updated Hull to 80 RU
Updated Shields to 140 SBD
Updated DLC Fire Arcs
Updated DLC Damage to 6D
Updated Crew Skills
Guardian-class Star Destroyer* (Same)
Deleted the Entry
Gymsnor-3 Freighter
Updated Crew Skill
Increased speed to 60 MGLT
Increased Laser Cannon damage to 5D
Updated Cost to 90,000
Updated Scale to Space Transport
Hapan Battle Dragon
Updated Crew Skill
Updated cost to 72,800,000 due to it being a 500m Diameter ship, it is significantly larger than a ship with just a LENGTH of 500 meters. In addition its armament puts it above a VSD in firepower.
Increased speed to 50 MGLT
Increased shields to 2,850. While most ships are following a 3-4x length shield strength, the additional size of this ship justifies a significantly stronger shield system, while the design itself sports a weak hull due to layout.
Due to our position in the timeline, Hapan weapons are still crappy. 1/3rd fire rate clarified.
Updated Fire Arcs, 3/4ths of the vessels weapons can fire in any arc (1/2 Dorsal/ventral) due to the unique rotational system.
Updated TLB damage to 8D
Updated Ion Cannon damage to 6D
Updated Pulse Mass Mines. 30 SU Diameter Gravity well, 16 shots.
Updated TIC Damage to 9D
Updated Tractor Beams
Updated onboard craft to 3 squadrons + 6 transports
Hapan Ion Cannons deal 2 more damage than standard Ion cannons, this is now reflected in their stats
Hapes Nova Battle Cruiser
Updated cost to 15,000,000. While a larger ship than most at 15 Million, its reliance on flawed turbolaser technology makes this a cheap capital ship.
Updated Crew Skills
Decreased Shields to 1240 SBD, Decreased back-up shields to 560 SBD
Updated On Board Craft to 12 Starfighters
Updated Space Speed to 75 MGLT
Decreased Hull to 675 RU
Updated note about Hapan turbolaser recharge
Increased Laser Cannon damage to 7D
Increased Ion Cannon Damage to 7D, added additional damage note
HT-2200 Freighter
Updated scale to Capital
Updated Skill + Crew Skill
Increased Shields to 250 SBD
Corrected Pulse Laser Cannon arcs
Increased PLC damage to 7D
Increased speed to 50 MGLT
Increased cost to 310,000
XG-1 Assault Gunboat* (Imperial Assault gunboat)
Renamed from Imperial Assault Gunboat
Updated cost to 125,000
Updated Crew Skills
Increased speed to 90 MGLT
Increased Laser Cannon damage to 7D
Corrected Ion cannons by making them standard variants
Increased Ion cannon damage to 6D
Increased CM damage to 9D
Imperial Customs Corvette* (Same)
Deleted the Design
IPV-1 System Patrol Craft
Added in place of the Imperial Customs Corvette
Guardian-class Light Cruiser* (Guardian Patrol ship)
Renamed from Imperial Customs Guardian-class Light Cruiser
Fixed everything about this entry because it was completely F-ing wrong.
Imperial-class Star Destroyer
Updated Crew Skills
Updated speed to 60 MGLT
Updated Onboard Craft to 72 Starfighters and 36 Transports
Updated weapons to HTLs, HICs, and QHTLBs/QHICBs to be accurate to what most sources agree them to be.
Corrected Fire Arcs
Updated HTL damage to 8D
Updated QHTLB damage to 12D
Updated QHICB damage to 10D
Updated ISD cost to 388000000 credits
Imperial II-class Star Destroyer
Updated Crew Skills
Updated speed to 60 MGLT
Decreased shields to 5,600
Updated Cost to 425,000,000
Updated Fire arcs
Updated Fire Control on all weapons
Updated Damages on all weapons
Updated onboard craft to match ISD I
Updated additional turrets to be 8 QHTLBs or 8 QHICBs depending on configuration.
Imperial III-class Star Destroyer*
Deleted this entry, really?
Star Galleon
Changed name from Imperial Star Galleon
Updated crew skills
Updated cost to 17,503,500 Credits
Updated speed to 50 MGLT
Increased Shields to 900 SBD
Increased Hull to 475 RU
Updated Fire Arcs and damages
I-7 Howlrunner
Updated crew skills
Increased speed to 105 MGLT
Increased Shields to 60 SBD
Increased Hull to 25 RU
Increased Maneuverability to 4D
Increased Fire Control on Laser cannons to 4D, Increased damage to 5D. Note the 1D Shift from damage to FCS due to the I-7 having accurate but underpowered lasers.
Immobilizer 418-class Interdictor Cruiser
Renamed from Interdictor Cruiser
Updated cost to 52,240,000
Updated Crew skills
Decreased Shields to 1,920 SBD
Updated onboard craft to 24 Starfighters, 4 Transports
Decreased hull to 970 RU
Updated Fire Arcs
Increased QLC range to match that of other capital ships' QLCs
Increased damage to 9D
Changed Gravity Well Mechanics per the notes above, please note this will eventually be applied to all Gravity Well ships
January 24th 2014: Information on creating a Faction has been added to the 'Businesses and Side Project' section of the manual.
January 23rd 2014: The following only applies to ships listed thus far:
Updated all ships to MGLT instead of just Space Unit Speed, for consistancy.
Removed all mentions of Fire Linking. All listed damages are now for a single weapon.
Added Purchase Costs (Cost:) to all vessels in the library.
Updated all of the Crew Skills on all ships.
Updated all Fire Arcs on all ships.
A-wing
Increased crew skills to 7D/7D/6D
Increased Laser Cannon damage to 6D
Updated type to Interceptor
Abolisher Cruiser
Deleted it! It's actually the Interdictor.
Aethersprite
Increased crew skills to 6D/6D/5D
Decreased Laser Cannon damage to 5D
Updated type to Interceptor
Updated shields to 40 SBD
Advanced Aethersprite
Increased crew skills to 7D/7D/6D
Increased Shield Strength to 60 SBD
Increased speed to 110 MGLT
Updated type to Interceptor
Gamma-class Assault Shuttle
Named it appropriately to the Gamma-class Assault Shuttle
Changed scale to Space Transport
Corrected all Crew Skills
Updated cost to 225,000 credits
Updated speed to 80 MGLT
Increased Laser Cannon damage to 6D
Updated Laser Cannon scale to Starfighter
Updated Concussion Missile launcher damage
Added the ship's two Ion Cannons at 6D
B-wing
Updated type to Bomber
Updated Crew Skills to 6D+2/6D
Updated Torpedo damage to 11D
Updated Medium Ion Cannon damage to 5D
Updated Autoblaster damage to 4D
Increased B-wing speed to 80 MGLT
Reduced B-wing autoblaster range from 40 to 15
B-wing/e
Updated type to Bomber
Added the second crew member that makes the B-wing/e the B-wing/e
Updated Crew Skills to 7D/6D
Other changes are identical to B-wing
Barloz Freighter
Updated Crew Skill
Updated speed to 60 MGLT
Updated new Cost to 110,000
Increased Laser Cannon damage to 5D
Bayonet-class Light Cruiser
Updated Crew Skill to 5D/5D/4D
Updated speed to 80 MGLT
Updated HTL Fire Arcs
Updated Laser Cannon Fire Arcs
Increased Laser Cannon damage to 6D
Updated cost to 5,000,000
Bulk Freighter
Actually made the article about the Bulk Freighter
C-73 Tracker
Updated cost to 50,000
Increased Double Laser Cannon damage to 5D
Updated Crew Skill
Updated Speed to 70 MGLT
Carrack-class Light Cruiser
Updated cost to 7.4 Million
Updated speed to 100 MGLT
Updated Crew Skills
Updated Fire Arcs
Increased HTL damage to 7D
Increased Laser Cannon damage to 7D
CE-2 Transport
Updated Skill and Crew Skills
Updated speed to 50 MGLT
Cloakshape Starfighter
Updated Crew Skill
Updated cost to 75,000
Updated speed to 70 MGLT
Increased DLC damage to 5D+2
Corrected Concussion Missile Damage
Super Transport XI
Corrected article from 'Container Ship' to 'Super Transport XI'
Corrected Crew Skill
Updated cost to 35,000,000
Corellian Corvette
Updated Crew Skills
Updated Speed to 60 MGLT
Increased TL damage to 6D
Corrected TL Fire Arcs
Corellian Gunship
Updated Crew Skills
Updated Speed to 70 MGLT
Increased TL damage to 6D
Corrrected TL fire arcs
Increased QLC damage to 8D
Corrected QLC Arcs
Corrected Concussion Missile Arcs
Corona Transport
Updated Scale
Updated Crew Skill
Increased speed to 60 MGLT
Corrected Fire arcs
Updated Laser Cannon damage to 6D
Crescent-class Transport
Updated Scale
Updated Crew Skill
Increased speed to 90 MGLT
Updated Cost to 85,000
CRX-Tug
Updated Scale
Updated Crew Skill
Updated speed to 40 MGLT
Increased TB 'damage' to 6D
Updated cost to 50,000
Death Star
Updated Crew Skills
Updated cost to 'No'
Updated speed to 10 MGLT
Updated Fire Arcs + Damages + Scale for all weapons
Death Star II
Updated Crew Skills
Updated cost to 'No'
Updated speed to 20 MGLT
Updated Fire Arcs + Damages + Scale for all weapons
Defender-class Star Destroyer
Updated cost to 268,528,000
Updated Skills
Updated speed to 60 MGLT
Updated Hull to 2,450 RU
Updated Shields to 5,000 SBD
Dreadnought-class Heavy Cruiser
Updated cost to 37,500,000
Updated Crew Skill
Updated Fire Arcs + Damage
Updated shields and hull to 1,920 SBD and 1,056 RU
Updated speed to 50 MGLT
Deepwater Light Freighter
Updated Crew Skill
Set shields to 250 SBD
Set hull to 105 RU
Set speed to 60 MGLT
Lictor-class Dungeon Ship
Corrected the name
Corrected Crew Skill
Set speed to 50 MGLT
Corrected weapon arcs and damages.
January 21st 2014: Strategic Assets has been removed as a skill because an ADV skill that does what it did was stupid. The ability to do what it did has been rolled into Economics II. If you already have Strategic Assets, See the HGM.
January 11th 2014: Specialist Class: Academic no longer requires a quirk, as it was the only Spec Class/Discipline to do so, this seemed out of place. Instead, Mental Focus is now required at 2D above Species Cap.
Mad Scientist minions now follow Leadership rules for creation.
January 10th 2014: Information on Planetary Shields, Defenses, and Orbits have been added to the manual under a new Space Combat article.
January 9th 2014: The damage of Heavy Turbolaser Batteries has been reduced from 22 to 20.
The damage of QHTLBs (ISD Deck Guns) has been reduced from 88 to 80.
Planetary Turbolasers and Planetary Ion Cannons have been added to damage charts, they deal 600 damage.
Autoblasters now do not deal damage to Capital Ships.
All starfighter weapons now deal 1 SBD/RU/SYS to Capital Ships per attack.
Capital Ship laser cannons have been reduced in damage to 1/2/4 from 2/4/8.
The damage of Ion Cannon Batteries have been reduced from 14 to 13.
The damage of Heavy Ion Cannon Batteries have been reduced from 18 to 17.
The damage of Quad Heavy Ion Cannon Batteries (ISD Deck Guns) have been reduced from 72 to 68.
Capital Ship Shield Recharge Mechanic has been changed to: When a Capital Ship reroutes power to shields, the operator's Starship Shield roll is divided by 5, and that percentage of the craft's overall shields are restored. The re-routed system is disabled for 5 rounds instead of 2
December 29th 2013: Specializations now only cost 1 CP for a +1D opposed boost, instead of 2 CP.
December 16th 2013: Increased the starting CP of Leadership minions to 10. This allows them to take a Specialist Class at 9D, in exchange for all of their CP.
November 23rd 2013: November 23, 2013
Added additional things to side projects:
Side projects now should have loss equal to a Medium or higher risk business, depending on what it is.
A side project that generates more than 3M Credits/wk or takes place off of Bethlamore has an additional chance of being raided/attacked/disrupted in some way. This may be mitigated by defenses/etc.
September 3rd 2013: Tech Guru now influences items the Technician designs/creates, not repairs/creates.
August 23rd 2013: Warhead shootdown:
Depends on the range that the warhead is fired from. Please see the Starship Combat System for details.
August 23rd 2013: All Warheads have had their damages smacked by the nerfbat. There was a large mathematics model run with the current damages and they were ridiculously high. They've all been reduced by ~50%+, which should make capital ship combat more interesting, and make player-owned capital ships less apt to get destroyed in one round. See the Damage Tables section for more details.
It is now noted in Starship Combat that warheads take 1 round to impact, and therefore a player/enemy may attempt to shoot them down. HSBs take 2 rounds to impact unless fired from the same grid space. Please note that a system for CAPITAL SHIPS to shoot down warheads is NOT up yet, but I plan on doing this like... tonight... so stay tuned.
June 18th 2013: Damage tables for Capital Ships have been corrected. There was a long standing error where HTLs outdamaged TLBs, and the same with Ion cannons. It has all been corrected.
June 18th 2013: Removed the explicit listing of reducing the Stamina DCs on stims via S: Biology. This allowed perpetual chaining of improved stims for no penalty.
Clarified that only one stim can be active for a particular skill/attribute at any one time.
June 11th 2013: Attention! Starfighter and Space Transport designs, as found in the Starship Design entry in the manual, may no longer exceed their size category's SU limit.
June 4th 2013:THIS IS IMPORTANT
Due to the expansion of player armies/etc. upkeep and maintenance costs have been added to standardize how these things work. Please see the following articles for details:
http://rpg.rebelsquadrons.org/manual/guide.php?id=103
If you believe that this change is going to cause unaccounted for hardship or is a particular problem for your character, please contact a SGM to handle it.
May 31st 2013: NOTE: STUFF.
Fixed up the Artifacts section in the following ways:
- The article STARTED with an exception. No, really. Before stating the the rule, we go straight into exceptions. What the fuck is this, inception? Fixed it by deleting it.
- Reworded, blah blah
- PRONOUN SEEEEX
- Deleted the section on increasing caps via Control. This actually allowed a pretty extreme form of cheese with artifacts that, fortunately, nobody ever used.
- Deleted the section on artifacts requiring an action... because they don't. Passive artifacts are activated when you use the skill, which was stated in the old section. It then went on to say that an artifact that grants you a skill needed an action, yet said that the action was the skill. IT MADE NO SENSE.
- Deleted the section explaining that artifact bonuses are EA and ES, because they aren't anymore.
- Deleted all of the examples of artifact identification and instead clarified the table to make them obsolete.
- Characters may now cull FP from Sith Alchemy by converting their strength to FP at a rate of 1 FP per 5 CP spent on the item. A character takes a Dark Side Point for each FP gained when culling a SA Artifact to absorb the FP as per the DC 45 check. You are willingly taking the Dark Side into your body, you bad person you
Fixed up the Force Disciplines section in the following ways:
- READ ALL OF THESE
- All Force Disciplines will eventually be slightly changed to match the 'fun'/interesting changes made to Specialist Classes. For now, only those Discs which have been completely messed up and/or are absolutely terrible are being adjusted in major ways. These changes are NOT to bring them up to where they SHOULD be, only to give them SOME purpose while the new ones are being developed. All other changes are small adjustments based on player input and the use of the discipline.
- Renamed the article to Force Disciplines.
- Increased the cost of taking a Force Discipline from 1 FP and 10 CP to 2 FP and 10 CP.
- Eliminated the increased cost for taking a Force Discipline after a Profession.
- Just realized that I skipped the Specialist Class section of the manual. FUUUUUUUUUUCK. I guess I only have to do the first two paragraphs as the rest of the entry was updated recently. STILL. FUCK.
- Because of the massive update to Specialist Classes, Force Sensitive characters may now have any combination of 2 Force Disciplines OR Specialist Classes. Previously, a character could only have one.
- If you have a Specialist class and a FDISC, and you would like to convert the Specialist Class to a FDISC, contact a SGM.
- Did a whole bunch of formatting and rewording crap. I'd list it but it is extensive, and I'm sure none of you give a fuck.
- Functional Changes:
- Alchemist:
- None
- Consular:
- Removed Magnify Senses from the list of Consular required powers
- Due to the change to detecting powers, removed 'DCs to detect a Master Consular's use of Force Powers are increased by 5.'
- Instead, it has been replaced with: A Master Consular's use of the Force cannot be traced back to them via 'Identifying the Source of a Power'.
- In addition, Master Consulars' RST, AM, and ST powers require a Sense or Perception check of DC difficult or bypass resistances and Clairvoyance.
- Removed Magnify Senses from the list of Consular required powers
- Force General
- Journeyman Generals now grant Leadership Followers +2D to be applied to Force Attributes.
- Knight Generals no longer get a really stupid and pointless version of Life Web.
- Knight Generals' Leadership Followers now gain 4 additional Force Powers, 2 FP, and 5,000 credits to create a Lightsaber.
- Knight Generals' Leadership Followers now have their skills increased to the General's Leadership D, not -1D, like a Squad Leader.
- Master Generals now reduce the static DC for the number of targets they wish to affect by 1 difficuly level.
- Master Generals' leadership followers gain an additional 2D for their Force Attributes and 2 FP, along with 6 additional powers at the General's Leadership die
- Master Generals gain a specialization of Tactics that focuses on their Leadership followers for free at +1D.
- Journeyman Generals now grant Leadership Followers +2D to be applied to Force Attributes.
- Guardian
- Removed Suppression from the list of pre-reqs
- Reduced the amount of pre-reqs that a Guardian needs by removing Lightsaber Repair and Flurry OR Rapid Shot. 4 ADV skills was crazy.
- Knight Guardians just get +1D to Lightsaber or another pre-req skill, instead of forcing it to be defensive only, then adding the other 'half' at Master. That was silly.
- Removed Suppression from the list of pre-reqs
- Force Healer
- Removed the requirement to have Life Sense at 6D.
- Removed Return Another to Consciousness from the list of required Force Powers... it doesn't exist. DEERRRRRRP.
- Removed Reduce Fatigue from the list of required Force Powers because it can't be used on other people
- Removed the requirement to have Life Sense at 6D.
- Force Historian
- Completely redid Historian bonuses.
- At Journeyman - When a Historian raises Read Surface Thoughts on an individual, they are treated as having Comprehend in that individual's primary language.
- At Journeyman - Sense Object History and Short Term Memory Enhancement difficulties are reduced by 1 level.
- At Knight - Time to use Farseeing and SoH reduced by 50%. +1D bonus to a bunch of skills is retained.
- At Knight - Force Historians may choose to study intently on a subject to gain additional knowledge, when they have access to a library or other knowledge base; they treat it as a +1D external bonus to all Scholar skills. If the knowledge base already provides an external bonus, it is increased by +1D, up to 3D.
- Master level stuff remains unchanged, as its still decent.
- Completely redid Historian bonuses.
- Instructor
- Instructors now not only reduce a student's learning by 2, they reduce ALL of their own learning by 1 sim under their academic Focus.
- At Journeyman - The cost for forming a bond with another character is reduced to 1 FP.
- At Knight - Removed Instructor's Training Bond, instead, Whenever an Instructor teaches a skill of their own rank to a character they have a Training Bond with, they earn 1 Rank Point.
- Illustrating a point now gives the Instructor a +1D bonus.
- Added - A Master instructor learns all skills in 1 less sim than normal, and all skills in their focus in 2 less sims than normal.
- Instructors now not only reduce a student's learning by 2, they reduce ALL of their own learning by 1 sim under their academic Focus.
- Force Naturalist
- Removed EA from the list of pre-reqs
- Removed the loss of control on Influence Weather for an Rcomp below 50.
- Removed EA from the list of pre-reqs
- Watchman
- Added a scaling Investigation bonus
- None
- Added a link back to the Codex
Fixed up the Specialist Class section in the following ways:
- Increased the cost of a Specialist Class to 20 CP. Removed the scaling costs for Specialist Classes.
- Generally cleaned up the first section like all the others.
- Made no functional changes to any of the Spec classes.
Fixed up the Lightsaber section in the following ways:
- General cleanup, lots of unnecessary information here that was restated. Kept a lot of the lore, but just removed duplicates
- Ripped out a section about focusing crystals and SU from the initial section, INSTEAD, saved an entire F-ing paragraph by adding 1 more entry to the Lightsaber Modification chart.
- Deleted a note about Alchemy costs, and instead just put in the raw costs of the components
- Deleted 'Requires SU' from the various part entries, because the title is fucking 'Space Units required'. IF YOU CAN'T FIGURE THAT OUT, UNINSTALL.
- "lol, Mike, uninstall what?"
- YOUR FUCKING BREATHING DRIVERS, YOU MOUTH BREATHING, KEYBOARD TURNING FOOL.
- Big, hot, sweaty pile of PRONOUN SEX.
- Changed some descriptions, nothing functional, except as listed below
- Reduced the SU Cost of +1 damage from +5 to +4
- Changed -2 damage, +1 to hit to -1 damage, +1 to hit, and 3 SU.
- Reduced Focusing Crystal (without additional phase) from +5 to +4.
- Multipurpose use is now a +1-+5 modification, instead of straight +4
- Trapped Handle now no longer has to just be 2D damage, it can be user designed. It is still +6.
- Deleted a section that spoke of Alchemy parts. It is covered by Alchemy.
- Clarified that Alchemy only PARTIALLY helps with the internal circuitry DC.
- Deleted the necessity to re-roll crystal alignment when modifying a lightsaber.
Fixed up the I AM FUCKING DONE section of the manual in the following ways:
- BOOMSHAKALAKA
- BWAAAAAAAAAAAAAAAAA WUB WUB WUB WUB
- DO THE HARLEM SHAKE
- AHUIRYP$N{!@O#$IY!@#P@Y! P# !@# EPASUD{ASUJDO:IASDY&*(ASDY&*ASDGSADWQEHPQWY@&*!#Y@UI!#H!K@J#KJDJHASD*(Y#Y!@U#!JKENA>SDAJKDHP AY@*#Y!@J
- ::chill::
- That is all.
May 30th 2013: New and Improved - Quirk has been changed to read: Custom Powers cost you 1 less FP to create, minimum 1.
May 30th 2013: Some of these are critical
Fixed up the 'Alignment' Article in the following ways:
- Merged in the approved alignment rework
- Reworded some stuff minorly, removed some notes that are now stated elsewhere in the manual in more logical places.
- The whole article has been adjusted and expanded, read it; jerk.
- Changed the grey non-fs alignment bonus from +5 and +10 DC to +1D and +2D for the player to resist force powers. Doing it the other way during playtest is ridiculously hard to keep track of, and would only cause problems.
Fixed up the 'Researching the Force' Article in the following ways
- Cleaned up the article.
- Changed Jedi Researched Powers from 100+150 RP to 50+60 RP.
- Removed references to the Jedi CO and ABG XO/SO
- Removed the caveat that a researched power comes in at the parent power's D. That was dumb. They now come in at attribute.
- Removed a note about Signautre powers not having a cap.
- Signature powers no longer count as a Researched Power, every character may have one.
- Signautre powers can now also be a slight modification of a power, such as modifying Bolt of Force (evil version) to have a Fear effect instead of a CP loss effect.
May 29th 2013: The note that reads: Reduced Adept Researched Power requirement from 100 RP to 20 RP, with 40 point increased tiers. This is being done in tandem with a soon-to-be-made change to Researched Powers to reduce the requirements to 20 with a 50 point step.
Should be 50 with a 50 point step. I don't feel like completely redoing the entry. I am lazy. F you.
May 29th 2013: Note: I am updating the Force Section in a slightly altered order because of how the various articles have to interact with one another.
Fixed up the 'Using the Force' section in the following ways:
- Reworded/cleaned up the article.
- Pronoun sex
- Reworded the Focus article to be clearer, and use terminology found in Taking Action
- Deleted the 'Affects on Force Powers' section, and instead added it to a new 'Effects on Skills' section.
- Removed the static 5 DC from maintaining focus via a Willpower check. It is now equal to Damage or the Activation DC.
- clarified that a user may have one power drop while maintaining another.
- Removed a line about Control Pain exceptions, because there are more exceptions than just that, and they are covered by the skills.
- Moved the Sense power exception where it belongs.
- Because of the reworded examples, and making them just... better... deleted most of the examples under EXAMPLES! because they are now duplicates duplicates. (:D)
- Deleted a note about stagger fire, because the example actually doesn't work since it would be four attack actions under the new Taking Action descriptions.
- Changed the number of attacks you can deflect from 1/2 Lightsaber to 1/2 'appropriate skill' to encompass Melee Combat.
- Deleted a note about various DEX Advanced skills being exceptions... they're listed on the skills.
- Deleted the redirect example, because its now in Advanced DEX as a skill
- Cleaned up the redirect article.
- The Example under untrained powers is completely, completely wrong. Deleted the whole thing. It assumed the heirarchy was still in effect and used a governing power instead of attribute.
- Rewrote the section on bonding.
- Characters may now identify the source of incoming powers via a SENSE check with an opposed DC to the activation of the power, or a static 21 if the power is resisted.
- Added a blurb about FP... cause why the fuck aren't they mentioned?
Fixed up the 'Using Force Points' section in the following ways:
- Reworded/cleaned up the article.
- Pronoun sex
- Added a section on gaining Force Points without spending them.
- Explained that negative and positive actions can earn FP.
Fixed up the 'Defending against the Force' section in the following ways:
- Reworded/cleaned up the article.
- Pronoun sex
- Removed a loophole which would allow an attacking character to deplete a character's defensive rolls to 0D due to stacking multiple action penalties, and then make full strength attack rolls. This was a terrible thing.
Fixed up the 'Jedi Ranks and Advancement' page in the following ways
- Renamed it to Force Ranks and Advancement
- Removed a lot of Jedi-centric language, this worked before, but does not anymore with neutral/dark characters
- Deleted a lot of notes and quips.
- The requirements for awarding a RP have been relaxed. Please read the entry to see how.
- Characters can now earn RP from their Teachers by pariticipating in Character Sims with their teacher. As long as the character is being taught by someone at least 1 rank higher, they can earn up to 20 RP (1 per Charsim) from their teacher provided the character sim focuses on Force Abilities or Lore.
- There is no rank restriction on this, except for requiring that the Teacher is one rank higher.
- This is capped at 20 RP.
- Deleted the explanation of increased caps on abilities. They don't exist.
- Fixed up what advancing in rank actually does for you.
- Stated that the standard advancement chart is for a positively aligned individual following a standard Jedi training regime.
- Decreased the number of RP required to reduce the number of necessary powers by 1 from 10 to 5.
- Added Power Requirements to the additional requirements instead of having them as a random note.
- Buffed Training Bonds by allowing the ability to inform when a character is at 0 HP or less, or unconscious, as opposed to at -10 HP or less.
- Fixed a whole shitton of outdated language in Adepts.
- Increased the Lightsaber DC requirement from 21 to 25.
- Increased the Alter Force Artifact requirement from 35 to 40.
- Unnerfed Adepts by allowing their first Master power at 100 RP.
- Reduced Adept Researched Power requirement from 100 RP to 20 RP, with 40 point increased tiers. This is being done in tandem with a soon-to-be-made change to Researched Powers to reduce the requirements to 20 with a 50 point step.
- Why? To encourage players to do new and unique things with the Force at different ranks. Right now there is no reason for a character to research a power that isn't tits-to-the-wall Master or Knight powers. This gives Force Sensitives more flexibility without actually increasing their power.
May 28th 2013: Note: I am updating the Force Section in a slightly altered order because of how the various articles have to interact with one another.
Fixed up the 'Codex of the Force' section in the following ways:
- Cleaned up and reworded the article.
- Rearranged the section headers in a manner that makes sense.
- The new order is:
- Using the Force
- Defending against the Force
- Force Points
- Alignment
- The Dark Side
- Ranks and Advancement
- Lightsabers
- Force Artifacts
- Disciplines
- Researching the Force
- Using the Force
- Matched names of section headers.
- Added Disciplines to the list.
Fixed up the 'Dark Side' section in the following ways:
- Gimme some hot, steamy pronoun sex.
- Cleaned up the article a bit, it was well worded, but needed some formatting and the removal of some weird wording.
- Rearranged the sections to have a more logical flow.
- Added a blurb to The Dark Side that essentially states that a character can voluntarily ask for the intervention of the Dark Side at the will of the GM running the sim.
- Added a section explaining the INTANGIBLE ramifications of being a Dark sided character. Those of you who are below -50 alignment should pay particular attention to this section of the manual.
May 24th 2013: All of this is critical
- Completely revamped Starship Design.
- There is now a spreadsheet that is an interactive starship design tool.
- All of the math no longer must be done by players, it is built into the tool.
- The article has been generally cleaned up.
- Players may now combine installation rolls, eliminating ~50% of the rolls required to construct a starship.
- Various sizes were streamlined.
- There are a ton of changes, just go look at the awesome .xls.
May 23rd 2013: NOTE: SOME OF THESE ARE CRITICAL, READ THEM ALL.
Updated/Fixed up Personal Shield Design/Construction in the following ways:
- Generally reworded and cleaned up the article.
- Split out Variable Deflection and Static Protection. Gave them both an explanation.
- Added a section on Hybrid Shields and spelled out the interaction with a hybrid shield.
- Variable Deflection DCs now scale with protection to not punish lower level players and allow them to potentially make interesting shield designs.
- All Defensive Protection DCs now scale with strength.
- Variable Deflection Scaling DCs are as follows:
- For +1 Physical OR +1 Energy: +1 up to 2, +3 up to 1D+2, +5 up to 2D+2, etc.
- For +1 Physical AND +1 Energy: +2 up to 2, +5 up to 1D+2, +8 up to 2D+2, etc.
- Changed the Construction DC of shields from a strange forumlaic approach to simply 1/2 design DC.
- Clarified that the backpack generator reduces DEX by 1D, not the setting modes.
May 22nd 2013: NOTE: SOME OF THESE ARE CRITICAL, READ THEM ALL.
Updated/Fixed up Genetic Engineering in the following ways:
- HGM Ruling: Any prior GE sequence is officially grandfathered in. No adjustments need to be made based on the changes below
- Generally reworded and cleaned up the article
- Changed the heading of Genetic Mutation to Genetic Manipulation
- Moved the explanations of GHealth and GInstab to the top of the article, because you need to be aware of those before you just start doing shit.
- Deleted the time limit on increased levels of GH.
- Removed any reference to the M:GT DC being one half of the GE DC, unless one of four exceptions (GHealth Level increased DC, Mutation increase from modified treatment, Instability, Base Mutation % Adjustment).
- Instead, deleted all of the exceptions, and just added a base M:GT DC to all therapies, that is modified as normal.
- Removed 1/2 instability counting toward the GE DC as a mutation modifier. At worst, this adds less than 10 to the GE DC, and does not influence M:GT, so it was just an extra step that added a layer of confusion.
- This should also encourage characters to modify their GE attempts/attempt to create harder GE sequences that perhaps have less instability/do other things.
- Deleted a restriction on only being able to perform Revert Genome on characters with greater than 20% instability.
- Changed Instability such that the only thing it affects is the Base Mutation %.
- Instead of FORCING characters to perform a Stabilization at 20% instability, it is now only RECOMMENDED.
- Functionally, this makes little difference, but it cuts down the entry and removes another requirement to make the system more flexible.
- Removed +1 HP from the list of acceptable GE sequences
- Set all M:GT DCs at 1/2 (rounded up) GE DC.
- Increased the base DC for +1 HP Cap from 10 to 25
- Increased the Base Mutation % for +1 HP Cap from 20 to 25
- Set +5 HP GE sequence Base Mutation % to 'Current HP -10'
- Increased Base DC for +1 move from 15 to 20
- Decreased Base Mutation % for +1 move from 30 to 20
- Increased Base DC for Stabilize Genome from 20 to 30
- Increased Base M:GT DC for Stabilize Genome from 10 to 15.
- Decreased Base Mutuation Chance for Stabilize Genome from 50 to 40
- Increased Base DC for Revert Genome to 40
- Increased Base M:GT DC for Revert Genome to 20
- Decreased Base Mutuation Chance for Revert Genome from 40 to 30.
- Removed the asterisks from Revert and Stabilize Genome, instead they explicitly state what they modify.
- Actually wrote in the article that beating the M:GT check by 2 reduces mutation by 1%. It still explicitly listed a 1:1 reduction ratio. Derp.
- Due to the lack of time required, deleted the entire section on failing to complete a sequence.
Updated/Fixed up Grenade Design in the following ways:
- Generally reworded and cleaned up the article
- Removed the fact that the parts listed are +0. The system shouldn't directly reference Alchemy DCs and costs, it should directly reference EE DCs and costs.
- Doubled the cost of all basic explosive components to account for this.
- Renamed all of the section headers.
- Renamed a bunch of stuff that had cutsey/silly names
- Removed the action penalty on throwing a guided grenade.
- Deleted all of the examples for falloff distances/etc. due to the rewording earlier in the article. It is now much easier to understand what each thing does.
- Removed a note on multiple damage triggers that changed DCs.
- Reduced Alternate Trigger DCs from +3 to +2.
- Increased Poison Shrapnel DC from +2 to +6.
- Added a +20 DC, 1 round 'put out' modifier on Incendiary grenades to prevent a perpetual action being required to put out a fire.
- Deleted a silly line.
Updated/Fixed up Melee Weapon Design in the following ways:
- Generally reworded and cleaned up the article
- Reduced the DC for a Tiny weapon at +1 damage from 15 to 11
- Tiny Weapons can now deal up to STR+2 damage at DC 15.
- All Small weapon DCs have been reduced by 3 points. Small weapons can now deal up to STR+1D+1 damage for a DC 17
- Reduced all Medium weapon DCs by 2 points.
- Reduced all Heavy weapon DCs by 2 points.
- Deleted the note about wounding as wounding healing DCs were added to the appropriate healing skills.
- Changed Blunt End to be just -1D Damage, deals Stun instead of Kill; at a +5 modifier.
- Fixed Balanced Blade
- Removed construction time reduction from Throwing Weapons
- Decreased cost of Throwing Weapons to +25% blade cost
May 21st 2013: NOTE: THESE ARE CRITICAL, READ THEM ALL.
Updated/Fixed up Droid Design/Construction in the following ways:
- OH GOD THIS ENTRY SUCKED. Changed the whole damned thing. All of the fluff/explanation text was just completely changed, because it sucked. Granted, I'm not normally apt to change things that suck (You just keep on doing what you do, I respect you for it. Srsly.), but this sucked in a way that was not pleasant. Kinda like if you got your (insert appropriate sexual organ here) stuck in a Michael Bay film starring Shia LeBouf, Snookie, and Rob Schneider. I apologize to the planet if said movie ever gets made.
- This system was completely redesigned using the old system as a base. I will try to go through all the changes below, but a better idea is to just re-read the entry.
- HGM Ruling: ANY DESIGN 'BROKEN' BY THE CHANGES TO THIS SYSTEM DO NOT NEED TO BE ADJUSTED. ALL PRIOR DROID DESIGNS ARE CONSIDERED TO BE GRANDFATHERED IN
- Droid Design is now broken into only three distinct sections: Chassis Design and Construction, Brain Design and Construction, and Components.
- Chassis Design used to assume that you knew to look into the store for droid chassises. However, why bother designing one at all?
- OH GOD WHY DID I MAKE THIS SO UNNECESSARILY STUPID. FASHER#KRH:!@$@$()*
- Okay. I'm done. Here we go:
- All droid parts in the store need to be readjusted. Please contact a SGM to purchase droid parts directly until they have been fixed.
- Redesigned the entire system to work off of SU instead of 'Slots', essentially just changed the name of slots.
- Eliminated Droid Chassis quality seperations. They were completely useless. A Custom Chassis, with all stats equal to the best you could buy, was a DC 11. Someone with the skill at base Technical could do that.
- Droid Chassis are now broken down by type of chassis. Examples include: Humanoid, Astromech, Mouse, Speeder-scale, Walker-Scale, etc.
- Expanded +HP Mods on Chassis to include speeder and walker scale.
- Reduced Slot Expansion from +4/+3 to +1/+2 due to the dramatic change in what components can do.
- Reduced +4 slot cost to 200 credits.
- Completely rewrote how to design Droid brains.
- Deleted the entire Droid Brain Design section and rewrote it to be simpler.
- Deleted the Droid Programming section and simplified it.
- Deleted Brain Installation, Component installation, etc. The entry just now has a 'components' section which details the SU needed, install DCs, and effects of things that are added to a droid.
- Just read the new entry.
May 18th 2013: After talking to a few characters, re-added the ability to use ADV skills untrained with Cybernetics. However, the number of skills has been restricted to a maximum of 3 with a Custom Cybernetic, AND to use one with multiple tiers (Such as Athletic Conditioning III), one must be given ALL of the tiers (AC I and II in this case) or it does not work.
May 17th 2013: NOTE: SOME OF THESE ARE CRITICAL, READ THEM ALL.
Updated/Fixed up Chemical Engineering in the following ways:
- Clarified things a bit by removing the examples of Force Abilities, and instead simply state that they do not stack with any force effect.
- Cleaned up the entry just minorly to match formatting and wording of the rest of the manual.
- PRONOUN SEX. You know you missed it. It's like angry sex with a girlfriend. You never know when you're going to get it, and it sucks all the way up until you do... but after you have it, you don't know why you don't do it more often! (Note: For those of you who are still Virgins, you will know what I am talking about when you're older. For those of you in a 'Dry Spell', :( to you.)
- Clarified +1 to attribute is 'an attribute', instead of implying it is for multiple.
- Clarified +30 seconds is 5 rounds
- Eliminated the -1 Attribute Mod from Chemical Engineering for stimulants. The reason can be seen below.
- Increased 'Reduce Duration' time from 10 seconds to 12 seconds to match 2 rounds. Clarified this is a 2 round reduction.
- For simplicity, changed the resistance roll for negative effects on Stims from 1 level per 10 of the design DC to 1/2 the Design DC
- Old system: DC 30 - Moderate | DC 40 - Difficult | DC 50 - Very Difficult
- New System: DC 30 - Moderate (15) | DC 40 - Difficult (20) | DC 50 - Very Difficult (30)
- This just puts an actual number to it, and makes it SOOOO much easier to read.
- Clarified all of the negative impacts. The wording was weird.
- Clarified construction to use easier verbage.
- Changed instances of 'Lethal' to 'Kill', as Kill damage is defined in Taking Action.
- Corrected a massive loophole in Chemical Engineering that allowed someone to create a combat stim which reduced an opponent's attributes by an unlimited amount of pips for an unlimited duration.
- Clarified that if a user wishes to create an offensive version of a stim, the DCs can be used as a baseline for a penalty of the same type.
- Added non-combat stims for crafting. The base DC for these has been set to 21.
Updated/Fixed up Computer Engineering in the following ways:
- Added an example of an alternative bonus.
- Just cleaned up a few minor formatting things that I missed when I did it the first time.
Updated/Fixed up Cybernetic Engineering in the following ways:
- Generally cleaned up the article
- Removed some fluff, there was a lot of it. Made a sammich with the fluff and peanut butter. Ate it. Omnomnom.
- Due to the clarification of inherent bonuses, deleted a whole passage that explained it. The article now simply states that Cybernetics grant inherent bonuses.
- Reworded section headers
- Added a note to cybernetics to circumvent a really dumb loophole. The note reads: When the use of a skill is granted, the user must have all necessary prerequisites.
- Removed the ability to use an unlearned ADV skill that you do not have the pre-reqs for.
- Corrected an error in the example.
- Simplified Module Installations by making the Module install for a Custom slot a 'Heroic' roll, and every other slot a 'Difficult' roll.
- Completely Eliminated Module Common Side Effects, because it was a bunch of extra crap that has never, and likely will never matter.
- Just in case it DOES matter, failure on the Module Install roll results in a random attribute being reduced by 1D. Yes, I eliminated an entire section of this skill that was never used and replaced it with a blanket -1D penalty in the one-in-a-gazillion chance that it actually occurs. What then?
- Dramatically increased the caps on Limbs. Removed the restriction of multiple attributes, the limbs now list a single set maximum skill roll that can be made with the limb.
- Removed a move restriction from Advanced Internal Organs that didn't belong.
- Changed the restrictions on limbs due to maximum Inherent bonuses.
- Became un-lazy after... six? years. Removed the following line: Blah Blah Blah Blah SuperAdvancedCyberneticsOfPwn Blah Blah Blah I need to write some fluff here Blah Blah Blah eat it and terarkajr!!!
- Replaced the above line with real text.
- Advanced Cybernetics now require skills to perform, just like every other design system.
- Removed the useless note from Armor Interface
- Increased Energy Protection DC under Cybernetic Armor from +3 to +5.
- Made Skeletal Reinforcement awesome by allowing it to provide Natural Armor
- Increased the DC on Hardening from +1 HP/+4 to +1 HP Cap/+5 and maximized it at +25.
- Became more un-lazy and added a blurb about costs.
- Reduced Basic Module construction costs by 50%, and install costs by 80%
- Reduced Advanced Module construction costs by 50%, and install costs by 75%.
- Reduced Mastercraft Module construction costs by 25%, and install costs by 75%.
- Reduced Custom Module construction costs by 25%, and install costs by 50%.
- Reduced Basic Cybernetic Component install costs by 75%
- Reduced Advanced Cybernetic Component install costs by 60%
- Reduced Mastercraft Cybernetic Component install costs by 50%
- Reduced Custom Cybernetic Component install costs by 25%
- Reduced Cybernetic Armor install costs by 50%.
- Increased Skeletal Reinforcement construction costs by 500%.
- Increased Hardening construction costs by 100%, increased Hardening install cost by 33%.
May 16th 2013: Due to the change to Alchemy, Blaster +1 to damage was reduced back to +4 as originally intended.
May 16th 2013: Another MSD-32 Clarification: They DO NOT ignore SCALE MODIFIERS.
May 16th 2013: NOTE: SOME OF THESE ARE CRITICAL, READ THEM ALL. CHARACTERS WITH MSD-32s ARE AFFECTED IN A MINOR WAY. NO PLAYER BLASTER DESIGNS NEED TO BE CHANGED (except the RI-02s due to a change to cortosis) BASED ON THESE CHANGES
Updated/Fixed up Blaster Design/Construction in the following ways:
- Reworded and reorganized a bunch of the article.
- Added a link to Blaster Modifications.
- Reworded section headers, because they were all kinda silly.
- Added Base Ammo Capacity to the Weapon Size chart
- Set Base Ammo Capacity at the following levels:
- Tiny - 10
- Small - 25
- Medium - 50
- Heavy - 100
- Very Heavy - 100
- Tiny - 10
- Changed Medium weapons to have a base range of 200 meters.
- Removed a pointless note about 'base damage'.
- Removed the restriction that a Very Heavy weapon must have a tripod mount. Instead, Very Heavy merely needs to follow the restriction in Taking Action of a 4D Strength.
- In tandem with the previous change, added 'Tripod Mount' as a negative SU part which does what the restriction used to do. (Details below)
- Changed the description of Scopes
- Changed the description of Increase Damage
- Changed the description of Decrease Damage
- Changed Tiny/Light to Tiny/Small
- Changed the description of range increases/decreases
- Combined Medium and Heavy Weapon Range Increases
- Made Medium/Heavy Weapon Range increase increments 100 meters.
- Changed Medium weapons to have a base range of 200 meters.
- Increased Very Heavy Weapon Range increase increments to 150 meters.
- Changed the description of Ammo Capacity Increase
- Changed the description of Autofire Capability
- Added Tripod Mount as a -4 part which requires the weapon to have a tripod mount and make the user immobile when firing.
- Changed the description of Stun Bolt Mode
- Changed the description of Stun Coil Mode
- Set standard Stun coil range at 20 meters.
- Changed the description of Ion Bolt Mode
- Changed the name and description of Weapon Attachment
- Changed the description of Blaster Silencer
- Removed the Silencer Note, this is instead added to the Crystal Alignment phase
- Changed the description of Multifunction Use
- Changed the name of the Advanced Construction section to Advanced Enhancements
- Added a SU cost to all Advanced Enhancements
- Added a cost to all Advanced Enhancements
- Changed the example of Cortosis Construction to a flat 4D Lightsaber Resistance, basing it off damage was silly. (This only effects Raven due to the RI-02s)
- Set the SU cost of Cortosis Construction at +3
- Set the credit cost of Cortosis Construction at '25000c' (1kg of Cortosis)
- Changed Sniper Weapons to allow Very Heavy variants
- Changed Sniper Weapons range adjustments to instead double the effect of a range increase.
- Changed Sniper Weapons to not allow a user to move in the same round they fire.
- Increased the number of shots per round for a normal Sniper weapon from 1 to 2.
- Set the SU cost of Sniper Weapons at +5
- Seet the credit cost of Sniper Weapons at '500c'
- Deleted Pulse-Fire Weapon, replaced it with 'High Energy Plasma'
- Added a description for High Energy Plasma, it reads: +1D Armor Penetration, can be applied up to 3 times.
- Set the SU cost of High Energy Plasma to +8
- Set the credit cost of High Energy Plasma to '1000c'
- Increased Disruptor Damage to +2D
- Clarified that Disruptors ignore armor
- Clarified what modifications can be made to disruptors
- Set the SU cost of Disruptors at +12. This is based on the MSD-32 'Small' weapon @ a DC 51 Design with alchemy parts and a DC reduction for only being able to fire twice in a round.
- CLARIFICATION: MSD-32s CAN ONLY FIRE TWO SHOTS A ROUND (3 second recharge per shots, see the Wiki you uniformed charlatan). IF YOU HAVE A MSD-32 PLEASE GET THIS ADJUSTED ON YOUR CHARACTER SHEET
- Set the cost of Disruptors at '500c'. It is not an expensive process -- just a very illegal one.
- Removed the Modification Loophole from Blaster Design. The loophole was that a custom design, no matter the SU cost on it, had a low base modifier and therefore only encouraged high end character power disparity. Now, any overage on SU is treated as a positive modifier on the blaster.
- Increased the Blaster Repair bonus to 1D for a Custom Case, and made it so that it stacks with all other bonuses.
- Increased the Blaster Repair bonus to 2D for an Advanced Case, and made it so that it stacks with all other bonuses.
- Removed a whole lot of fluff. I was apparently very happy when I made this the first time. I am not so happy now. Fuck you Fluff Text. You have no place here.
Updated/Fixed up Blaster Modification in the following ways:
- Generally cleaned up the article, it wasn't as bad as I thought it'd be.
- Made a huge change to Blaster Modifications by eliminating the difference between the different classes of weapons. This is handled in Armor Design. The only reason it was here was derp.
- The 'Adjustments' below aren't changes for the most part, they settle the difference between the different classes. No character's current equipment violates any of the changes.
- Adjusted the 'Low' range for an Rcomp from 20 to 15.
- Reduced the assumed cost for an exotic weapon from 20,000 credits to 10,000 credits.
- Fixed the miniaturization DC increase.
- Adjusted the DC on a Scope Modification to 5, and the modifier to +2.
- Adjusted the DC on Quick Draw to 11, and the modifier to +5.
- Adjusted the DC on Blaster Pack Capacity to 10, and the modifier to +3.
- Adjusted the DC on Cell Recognizer to 13, and the modifier to +4.
- Reduced Comlink Cost to 15%.
- Reduced Slave Beacon cost to 25%.
- Adjusted the DC on Slave Beacon to 13, and the modifier to +4.
- Adjusted the DC on Range Increase to 17, and the modifier to +5.
- Reduced Range Increase cost to 30%.
- Removed the ability to increase/decrease alternate fire mode damage on New Blaster Mode
- Adjusted the DC on New Blaster Mode to 17, and the modifier to +6.
- Removed the -2D Stuncoil penalty
- Reduced New Blaster Mode cost to 35%
- Adjusted the DC on Damage Increase to 17, and the modifier to +7.
- Adjusted the DC on Modular Attachment to 18 and the modifier to +7.
- Reduced Modular Attachment cost to 40%.
- Reworded the side effect to increase class of weapon by 1 level.
- Removed useless notes from Cortosis Alloy
- Adjusted Cortosis Alloy to 4D LS Protection, as in design.
- Adjusted DC on Cortosis Alloy to 25 and the modifier to +9.
- Adjusted the DC on Silencer to 31, and the modifier to +11.
- Adjusted the DC on Reduced Damage to 15, and the modifier to -5.
- Removed the Side Effect, as it double-dipped.
- Adjusted the DC on Miniaturization to 23, and the modifier to -8.
- Adjusted the low Rcomp effect to -1D damage or -1D accuracy.
- Adjusted the DC on Reduce HP to 23, and the modifier to -9.
- Reduced Reduce HP cost to 50%.
- Adjusted the DC on Increase HP to 23, and the modifier to +11.
- Reduced Increase HP cost to 100%.
- Adjusted the DC on Increase Accuracy to 15, and the modifier to +3.
- Clarified the bonus is a +1 External Bonus on Increase Accuracy
- Adjusted the Critical success on Increase Accuracy to +2 to Blaster, or an aiming bonus.
May 15th 2013: Updated/Fixed up Armor Design/Construction in the following ways:
NOTE: SOME OF THESE ARE CRITICAL, READ THEM ALL. NONE OF THEM IMMEDIATELY AFFECT A CHARACTER, BUT MAKE SOME VERY INTERESTING CHANGES TO ARMOR DESIGN THAT YOU MAY WANT TO KNOW.
- Reordered, and reworded various passages.
- Removed a bunch of redundant fluff stuff.
- Reset the baseline of Armor Design to 0D/0D from 1D/1D. The net effect of this is a +6 DC increase to all armor.
- After reviewing logs, there are no non-compliant suits in the ABG for any of the Armor Design changes. Only future suits will have to take this into account, as all current player created armor passed the design roll by eight or more.
- Corrected the +1 Physical/+1 Energy adjustments for the above change.
- A character may now choose to voluntarily boost their component installation DCs by up to 3 levels. If they do, they may install a component into multiple sections of armor at the same time.
- Removed the boost to Shield Hits for Additional Power Cells, they are now obsolete.
- Clarified Backpack Power Generators
- Clarified Cortosis Alloy Construction
- Clarified Integrated Computers, removed a redundant note and moved it into the entry.
- Clarified Multipurpose use
- Changed the name of Zero-G/Radiation Protection to Atmospheric Seal/Radiation Protection
- Adjusted the Atmospheric Seal/Radiation Protection to be a nebulous system.
- Added an example of said system further in the entry. The idea here is that players can create their own system, based on the 'standard available' system instead of being pidgeon holded into the one that is listed.
- Increased the DC of the Atmospheric Seal/Radiation Protection to +3
- Adjusted Full Vacuum Seal to be a nebulous entry, so people can make their own Seal systems.
- Increased the DC of the Full Vacuum Seal to +4
- Added an example of said system further in the entry.
- On Board Weapons must be added for each weapon.
- Removed the restriction that servomotors can only be added to 100% coverage armor.
- Increased the DC reductions for -1 pip to Dexterity and Strength from -1 per pip to -2 per pip, or -7 for a full 1D.
- Removed the coverage notes.
- Changed the DC maximums to be *after* the DC reduction is taken into account for reduced coverage armor, to encourage players to use alternative armor types.
- Removed the D100 rolls to determine hits. Instead, it actually uses Taking Action stuff! HOLY CRAP!
- Increased the modifier for -5 HP from -1 to -2.
- Clarified DEX penalties for high resistance armor. The first penalty at 3D/3D can be lifted with a DC 30 Alchemy Roll, and spending double the cost on the armor alloy. For every 1D of additional protection, the armor gets another -1D penalty that can not be lifted 'in this manner'. (Instead of a flat -2D at 4D)
- I put 'in this manner' in quotes. Players can get creative with armor alloys. DO IT. BE UNIQUE. BE SPECIAL. BE A BUDDING FLOWER.
- Flat deleted the bullshit about an armor suit above DC 31. That was dumb. That was really, really fucking stupid. Why did I do that? IT MADE SENSE AT THE TIME.
- Deleted the 6 hour maximum on Atmospheric seals.
- Changed the DC for an Atmospheric Seal from 4 per 30 minutes to a flat 21.
- Deleted an artificial construct on the bonuses from Helmet Computers.
- Deleted a redundant note in stealth padding which conflicted with something said earlier in the entry.
- Changed the On Board Weapons DC from a whole bunch of bullshit to simply: '11-20'.
- Put Armor Interface's DC in the right spot. How has nobody seen that it was wrong?
- Reduced the number of pointless rolls that need to be made in Armor Design by saying that if a device has multiple control mechanisms, only the highest DC applies during programming.
- Changed programming notes to examples
- Removed the 'You can't do this if...' notes from the entry. If you don't get that you can't use an audio control mechanism if you can't speak, you're dumb.
- Increased Force Programming DC from 11 to 15.
- Increased Atmospheric Seal Programming DC from 2 to 7.
- Clarified that activating a Generator can be made as a reaction.
- Removed the Warp matter exception from Armor Integration. WM during this phase now may fail like any other roll.
- Dramatically reduced the cost of Armor under Armor Parts. It was so expensive as to be restrictive to new characters.
- Reduced the cost of Emergency Repulsors to 750 credits.
- Reduced the cost of a basic Repulsor system to 1,500 credits.
- Reduced the cost of a basic jetpack to 700 credits.
- Reduced the cost of a Kinetic Power Cell to 75 credits.
- Reduced the cost of sensors to 500 credits.
- Reduced the cost of Ionization Dampening Padding to 2500 credits.
- Increased the cost of an Atmospheric/Radiation Seal to 350 credits.
- Reduced the cost of Vacuum Seals to 1000 credits.
- Clarified that On Board Weapons are typically the cost of a Medium weapon of the same damage.
- Changed the Shield Generator example to a 20 SBD shield. Made the cost 1,000 credits.
- Changed the Strong Shield Generator example to a 50 SBD shield. Made the cost 20,000 credits.
- Changed the cost of the Evasive-13 to 1,000 credits.
- Changed the cost of the Evasive-226-R to 1,500 credits.
- Changed the cost of the Miniaturized Holonet Tranciever to 10,000 credits.
- Reduced the cost of Chain armor to 1,000 credits.
- Reduced the cost of Armored Weave to 5,000 credits.
- Reduced the cost of Durasteel armor to 1,000 credits.
- Reduced the cost of Titanium Alloy to 2,000 credits.
- Adjusted Titanium alloy to still reduce physical protection by 1 pip, but increase HP by 5.
- Added a cost of 1,000 credits per 1 DR to Hardening.
May 14th 2013: Critical Updates:
- Removed automatic death from the 16+ failure range on Cybernetics. Instead, it now reduces you to -10 HP, and applies a penalty if you are saved.
- Increased the repair DC on an 11-15 install/modification failure from 21 to 31.
- During any design process, a non-unique component which has a stacking DC such as Armor Protection, Shield Protection, Wounding, Damage Increases, etc. may only have an Alchemical bonus applied once to it. The entirety of the part, the armor alloy, the shield emitter, or the blade itself is considered to have the bonus; not each individual increase.
- If you believe a piece of equipment that you have which you are actively using violates this, please contact the HGM immediately
- The following changes are being made to Blaster Design:
- Heavy Weapon Base Damage increased to 5D+1
- Very Heavy Weapon Base Damage increased to 6D
- DC Increase for going over SU cap reduced from 4 per 1 SU to 3 per 1 SU
- Very Heavy Weapon Base Damage increased to 6D
Big List of Updates:
Updated/Fixed up Cybernetics in the following ways:
- Heavy Weapon Base Damage increased to 5D+1
- Generally reworded the entire article. Removed a bunch of fluff that said nothing, or said stuff that didn't need to be said.
- Fixed up the Cybernetics Failure chart a bit
- Added a link to Cybernetic Component Design/Construction
- Clarified uninstallation DCs
- Removed a whole bunch of notes and simplified them into the article itself
- Removed automatic death from the 16+ failure range on Cybernetics. Instead, it now reduces you to -10 HP, and applies a penalty if you are saved.
Updated/Fixed up Equipment Design/Construction/Modification in the following ways:
- Renamed the whole article to just 'Equipment'
- Reordered the article
- Clarified, in an overview, what the general guidelines for equipment are
- Made a new section for Equipment Bonuses
- Clarified WTF Inherent and External bonuses are
- Made the example more clear.
- Cleaned up the charts
- Increased the repair DC on an 11-15 install/modification failure from 21 to 31.
- Removed the note in the middle of the charts. It made things difficult to read.
Updated/Fixed up Alchemy in the following ways:
- General article cleanup/rewording
- Pronoun sex
- Renamed a section to Modification Components instead of 'Modification Components For The Purpose of Modifying Modificat...able... equipment.' (It didn't really say that but it made me giggle to think of it)
- Renamed 'Creating components for weapon, armor, or computer construction:' to 'Creating Construction Components'. This one was real.
- Made the modification components section easier to follow
- Removed references to biDC, I have had an issue with that eye sore for a long time. I don't know why. Perhaps I'm a jerk. :(
- During any design process, a non-unique component which has a stacking DC such as Armor Protection, Shield Protection, Wounding, Damage Increases, etc. may only have an Alchemical bonus applied once to it. The entirety of the part, the armor alloy, the shield emitter, or the blade itself is considered to have the bonus; not each individual increase.
- If you believe a piece of equipment that you have which you are actively using violates this, please contact the HGM immediately
May 13th 2013: Critical Updates:
- COMPLETELY RE-FKINWORKED SPACE COMBAT. OH GOD. SEE THE INCREDIBLY SIMPLIFIED, REWORKED, AND NEW ENTRY THAT REPLACED THE CONVULUTED CRAP IN THE THREE SEPERATE ENTRIES.
http://rpg.rebelsquadrons.org/manual/guide.php?id=58
List of Stuff:
Updated/Fixed up Advanced Technical skills in the following ways:
- General - ADV Tech skills are very SGM Dependant. Without a dedicated design system (which are complex, and, to have a moment of blatant HGM frankness: annoying-to-all-fuck to create due to the constant attempt to absolutely max-out everything) it is nearly impossible to generalize DCs. I have therefore just cleaned up most of them, added/adjusted DCs where possible, and tried to make them all consistant.
Aquatic vehicle Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
Armor Design
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added a link to AD/C article.
Artificial Intelligence
- Changed Time Taken to '1 hour or longer'
- Clarified that AI is not used for ANY type of droid.
Battle Station Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
Battle Station Weapon Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
Blaster Artillery Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
- Changed the pre-reqs to Blaster Repair 5D, and Blaster Artillery 5D
Blaster Engineering
- Clarified that this skill can create new components as well
- Fixed Specializations
- Added a link to BD/C article.
Capital Ship Engineering
- Clarified that this skill can create new components as well
Chemical Engineering
- Changed Time Taken to '1 hour or longer'
- Added a link to CE
Computer Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Cleaned up the entry
- Ripped most of the entry out and placed it into a new Computer Engineering article.
Cybernetic Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Added a link to CCD
Droid Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Added a link to DDC
Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Cleaned up the article
Explosives Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Added a link to GDC
Genetic Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Added a link to GE
Ground Vehicle Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
Hover Vehicle Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
Industrial Engineering
- Changed Time Taken to '1 hour or longer'
- Added Specializations
- Cleaned up the Article
Lightsaber Repair
- Changed Time Taken to '1 hour or longer, constructing a new Lightsaber is typically one week or longer'
- Changed Pre-reqs to: Scholar: Jedi Lore OR Sith Lore OR Lightsabers 5D
- Cleaned up the article
Medicine
- Cleaned up specializations
- Cleaned up the article
- Removed some useless notes, and an arbitrary penalty
Melee Weapon Design
- Clarified that this skill can create new components as well
- Added a link to MWD/C
Personal Shield Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added a link to PSUD
Repulsorlift Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
Slicing
- Changed Time Taken to '5 minutes or longer'
- Cleaned up the article
Space Transport Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
- Added a link to SD/C
- Removed the 's' from Transports
Starfighter Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
- Added a link to SD/C
Starship Shield Engineering
- Changed Time taken to '1 hour or longer'
- Changed Pre-reqs to Starfighter Repair 5D OR Space Transport Repair 5D
Starship Weapon Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
Swoop Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
- Added Specializations
Walker Engineering
- Changed Time Taken to '1 hour or longer'
- Clarified that this skill can create new components as well
Cleaned up the new CE Article in the following ways:
- Simplified the entire thing
Did Amazing Awesome 'Raven Should Get A Blowjob' Things:
- COMPLETELY RE-FKINWORKED SPACE COMBAT. OH GOD. SEE THE INCREDIBLY SIMPLIFIED, REWORKED, AND NEW ENTRY THAT REPLACED THE CONVULUTED CRAP IN THE THREE SEPERATE ENTRIES.
May 10th 2013: Critical Updates:
- Atmospheric Dominance - Changed the +1D to Vehicle Weapons while moving to 'reduce the penalty for firing into cover, smoke, or darkness by 2D when using starship or vehicle weapons'
- Junker Driver now cannot lose more than 50% engine power.
- Force Acumen - Increased Knowledge Pre-Req to 4D to be in line with Rapid shot and Flurry
- Changed Torture so that the increases to Willpower are bonuses and penalties against the Torturer. It should expand the use of the skill and make it more useful.
- Keen Sense now allows you to make any reaction roll at -2D, instead of just Dodge/Acrobatics.
- Removed the extra 1D Penalty for a leadership minion's Advanced Skills.
- Adjusted some Leadership Modifiers based on playtesting
- Steady Aim now takes 1 Action
- Increased all Tracking DCs by 1 level
- Made Hurl useful.
- Hurl - Removed the note about giving the weapon the 'throwing weapon' description
- Hurl - Changed range to the player's roll in meters for all weapons except V. Heavy + Heavy. V. Heavy and Heavy are half roll
- Hurl - Changed Damage to 1/2 STR + Weapon Damage + 1D per size category over 'tiny'
- One Hand - Changed Pre-Reqs to 'Any Weapon Attack Skill 5D' instead of 4D
Big List of Stuff:
Updated/Fixed up Advanced Mechanical skills in the following ways:
Atmospheric Dominance
- Fixed Pre-Reqs
- Changed the +1D to Vehicle Weapons while moving to 'reduce the penalty for firing into cover, smoke, or darkness by 2D when using starship or vehicle weapons'
Breast (Beast) Riding
- Changed Time Taken to 'One Action or Longer'
- Deleted 'orneriness code'. Replaced it with Willpower.
- Pronoun sex
- Clarified the entry
- Fixed all of the ranges of failure.
Evasive Maneuvers
- Fixed Pre-Reqs
- Changed Evasive Maneuvers pre-req from Any Starship Piloting Skill to Any piloting Skill.
Junker Driver
- Fixed Pre-Reqs
- Changed Pre-Reqs to 'Any Piloting Skill at 5D+2, MECHANICAL 4D+2'
- Junker Driver now cannot lose more than 50% engine power.
Operator
- Fixed Pre-Reqs
- Clarified + Cleaned up the Article
Starship Focus
- Fixed Pre-Reqs
- Added Specializations
- Clarified that the bonuses only happen when you're commanding or piloting the vessel.
Starship Specialization
- Fixed Pre-Reqs
- Added Specializations
- Cleaned up article
Updated/Fixed up Advanced Knowledge skills in the following ways:
Armor Specialization
- Added KNO Requirement of 3D+2
- Added Specializations
- Cleaned up and clarified the article
Brainwashing
- Changed Time Taken to One Hour or Longer
- Added Specializations
- Added a rough description of what it should do ala Control Mind
Comprehend
- Clarified the article, deleted a whole bunch of useless notes.
Economics I
- Changed Pre-reqs to '1 Minute or longer'
- Minor wording changes, to make it read better.
- Deleted a useless note about not being able to enhance 'Incorporation' entities. It is already explicitly stated.
Economics II
- Changed Pre-reqs to '1 Minute or longer'
- Minor wording changes, to make it read better.
- Deleted a useless note about not being able to enhance 'Incorporation' entities. It is already explicitly stated.
Enhanced Bonding
- Cleaned up Pre-Reqs
- Removed the requirement to be a Knight Level Force User
- Cleaned up the entry
Force Acumen
- Cleaned up Pre-Reqs
- Increased Knowledge Pre-Req to 4D to be in line with Rapid shot and Flurry
- Cleaned up the entry
Mental Focus
- Cleaned up Pre-Reqs and Time taken
- Cleaned up the article
Strategic Assets
- Changed Time Taken to '1 Minute or longer'
Torture
- Changed Time Taken to '1 Round or longer'
- Added Specializations
- Cleaned up the article
- Changed Torture so that the increases to Willpower are bonuses and penalties against the Torturer. It should expand the use of the skill and make it more useful.
Updated/Fixed up Advanced Perception skills in the following ways:
Clairvoyance
- Cleaned up Pre-Reqs
- Cleaned up wording
- Pronoun Sex fixed
- Changed Time taken to '--'
Enhanced Awareness
- Changed Time taken to '--'
- Cleaned up Pre-Reqs
Keen Sense
- Changed Pre-Reqs to 'Any Reaction Skill 6D...' instead of Dodge/Acrobatics 6D.
- Changed the skill to be 'a reaction roll' instead of dodge/acrobatics.
- Cleaned up the article
Leadership
- Fixed the Pre-Reqs
- Removed a bunch of text that was actually redundant (Like minimum 3D rolls when they are impossible to get)
- Removed the extra 1D Penalty for a leadership minion's Advanced Skills.
- Adjusted some Leadership Modifiers based on playtesting
- Cleaned up the wording
Military Leadership
- Removed a bunch of text that was actually redundant (Like minimum 3D rolls when they are impossible to get)
- Corrected an error which referenced Leadership
Resist Force
- Cleaned up Pre-Reqs
- Removed Fluff, put it in a sammich with peanut butter, and ate it
Steady Aim
- Fixed Pre-Reqs
- Cleaned up the entry in general
- Changed Time taken to One Action
Sweeping Shot
- Fixed Pre-Reqs
- Cleaned up the entry by deleting a whole bunch of confusing crap
Tracking
- Fixed Specializations
- Added Markus' Mom to the acceptable list of Pre-Reqs
- Made you look
- Increased all Tracking DCs by 1 level
- Pronoun sex
Updated/Fixed up Advanced Strength skills in the following ways:
Athletic Conditioning I
- Fixed Pre-Reqs
- Slight wording change
Athletic Conditioning II
- Removed Strength as a Pre-Req because it is required at the same die for AC I, which is a pre-req.
- Indicated it replaces AC I, fixed wording
Athletic Conditioning III
- Indicated it replaces AC II, fixed wording
Cleave
- Changed pre-reqs to any melee attack skill
- Changed wording to match Sweeping Shot
Conditioning I
- Changed Time taken to --
Conditioning II
- Fixed Pre-Reqs
- Changed wording slightly
Conditioning III
- Changed wording slightly
Conditioning IV
- Changed wording slightly
Conditioning V
- Changed wording slightly
Crush
- Fixed Pre-Reqs
- Spelled out what SWF is, reworded things a bit to make them more clear, and remove a SWF loophole.
Final stand
- Increased Willpower Requirement to 6D
- Increased Stamina Requirement to 5D
- Pronoun sex
- Final stand can now be used at any time
- Fixed Wording
Hurl
- Fixed Pre-Reqs
- Changed Time Taken to 'One Action'
- Made Hurl useful.
- Removed the note about giving the weapon the 'throwing weapon' description
- Changed range to the player's roll in meters for all weapons except V. Heavy. V. Heavy is half roll
- Changed Damage to 1/2 STR + Weapon Damage + 1D per size category over 'tiny'
Leap I
- Fixed Pre-Reqs
- Reworded it slightly
Leap II
- Fixed Pre-Reqs
- Reworded it slightly
Melee Sweep
- Changed Pre-Reqs to 'Any Melee Weapon Skill 6D' instead of all the individual callings.
- Reworded it
One Hand
- Changed Pre-Reqs to 'Any Weapon Attack Skill 5D' instead of 4D
- Cleaned up the wording
May 9th 2013: Updated/Fixed up Advanced Dexterity skills in the following ways:
Back to Back
- Clarified and cleaned up the entry description
- clarified Combined Actions -- If either character has Flurry, Rapid Shot, or Force Acumen, both characters have them.
- Changed the HP Threshold for Righteous Fury from 50% HP to 30 HP.
Counter
- Changed the Prerequisites to 'Any Melee Weapon Skill 5D' instead of all the individual ones due to the changes to melee deflection
Defend
- Changed the Prerequisites to 'Any Reaction Skill 5D' instead of Dodge 5D.
- Changed the PERCEPTION requirement to DEXTERITY. Because Defend is not an ADV Perc skill...
Disarm
- Changed the Prerequisites to 'Any Melee Weapon skill 5D+2' instead of all the individual ones
Flurry
- Changed the Prerequisites to 'Any Melee Weapon Skill 5D' instead of all the individual ones
- Clarified it is a Melee Attack Action
Guard
- Fixed Pronoun sex
Martial Arts
- Clarified the CP cost and +1D to opposed bonus.
- Pronoun Sex
- Did some minor cleanup
- Changed 'penalty reduced to 0D' to 'is eliminated' for dealing Stun damage with MA: Hijkata
- Cleaned up the Pre-Reqs for Teras Kasi
- Clarified Teras Kasi bonus hit and damage.
Quick Draw
- I didn't do shit to this!
Rapid Shot
- Changed the Prerequisites to 'Any Ranged Weapon Skill 5D', cause some people don't use blasters, bro.
- Clarified it is a Ranged attack action
Redirect
- Set the Death Threshold for all characters at 49 HP. Koah you're at -19.
- See what I did there? Redirected to something ridiculous.
- Didn't actually set the Death Threshole for all characters at 49 HP.
- clarified the article a bit
Single Weapon Defense
- Clarified the Prerequisites to be 'Any Melee Weapon Skill'
Single Weapon Focus
- Clarified the blurb about multi-shot weapons.
Two Weapon Fighting
- Changed the prerequisites to 'Any Weapon Skill 5D'
- Clarified the entry, way too many words for what it did
Two Weapon Focus
- Changed the prerequisites to 'Any Weapon Skill 6D'
- Made the ability simple, eliminates the penalty instead of 'further reduces'.
May 8th 2013: Important Stuff:
- Removed autodeath from Swimming
- Reduced Lifting weights by ~25% to match more reasonable difficulties.
- Comfortable carry weight for +1 STR is now +5 kg, instead of +5/+10/weirdness that didn't actually work
Big List of Stuff:
Updated/Fixed up Basic Strength skills in the following ways:
Climbing/Jumping
- Changed Time Taken from 'One Round' to 'One Action'
- Changed the specializations away from 'climbing' and 'jumping'... seriously?
- Added some DCs to Climbing/Jumping
- Readjusted some of the examples.
Digging
- Strangely, almost OK. Added a rough speed at which someone can dig a hole that they can crawl through with a tool.
- Clarified this skill also is used for tools.
Lifting
- Fixed pronoun sex
- Changed the Time Taken from 'One Round' to 'One Action or longer'
- Removed the penalty for matching the lifting DC
- Deleted the perpetually scaling DCs
- Reduced Lifting weights by ~25% to match more reasonable difficulties.
- Clarified the DC increases for time.
- Fixed this ridiculous line: After the first hour, the character must make a new lifting or Strength roll every hour at the same difficulty as for one hour
- Clarified Weight Limits
- Reduced the penalties for being overburdened, they were too steep
- Comfortable carry weight for +1 STR is now +5 kg, instead of +5/+10/weirdness that didn't actually work
Running
- Fixed pronoun sex
- Changed the Time Taken from 'One Round or more' to 'One Action or longer'
- Clarified that Running works against AoE attacks
- Deleted most of the entry, and instead point readers to the Taking Action section of the manual
- Removed the note about Thermal Detonators, this is a weapon-based effect, and not something that should be in the manual.
Stamina
- Changed Time Taken to --; stamina checks do not take an action
- Added Specializations. Teehee
- Fixed Pronoun sex
- Clarified the entry
Swimming
- Changed Time taken to One Action to several minutes or hours
- Fixed pronoun sex
- Removed autodeath from Swimming
- Clarified the Swimming entry
Updated/Fixed up Basic Technical skills in the following ways:
Alchemy
- Cleaned up the specialization list
- Removed 'and appropriate repair skill' from the Alchemy requirements list
Aquatic Vehicle Repair
- Corrected an error in what the skill does
- Adjusted the description of the skill
- Added example DCs
Archaic Gun Repair
- Fixed the Specializations
- Adjusted the description of the skill
- Added example DCs
Armor Repair
- Changed Time Taken to 'One round or longer'
- Clarified the article. Expanded the skill to include constructing armor components
Battle Station Repair
- Changed Time Taken to '15 minutes or longer'
- Adjusted the description of the skill
- Added example DCs
Battle Station Weapons Repair
- Changed Time Taken to '15 minutes or longer'
- Adjusted the description of the skill
- Added example DCs
Blaster Repair
- Changed Time Taken to '1 round or longer'
- Clarified the article. Expanded the skill to include constructing weapon components
- Fixed pronoun sex
Capital Ship Repair
- Changed Time Taken to '15 minutes or longer'
- Adjusted the description of the skill
- Added example DCs
Capital Ship Weapon Repair
- Changed Time Taken to '15 minutes or longer'
- Clarified this skill doesn't work with Battle Station weapons
- Added example DCs
Communications Repair
- Changed Time Taken to 1 round or longer
- Added Specializations
- Added Example DCs
Computer Programming/Repair
- Changed Time Taken to 1 action or longer
- Fixed Specializations
- Removed some examples from the CP/R DCs
- Fixed up the article
Construction
- Changed Time Taken to '15 minutes or longer'
- Added Specializations
- Added example DCs
Demolitions
- Changed Demolition's specializations
- Removed a bunch of notes about detonite. Who cares?
- Deleted a whole bunch of useless notes
- Deleted some useless notes in examples
Device Repair
- Removed the ability for Device Repair to build 'field tools' with random equipment.
- Clarified the article
Droid Programming
- Changed Time Taken to '15 minutes or longer'
- Deleted a whole bunch of useless crap from the article, and instead point people to the article which already has all the stuff in it
- Clarified a bunch of the DC Modifiers
- Deleted redundant DC Modifiers
Droid Repair
- Changed Time Taken to '15 minutes or longer'
- Actually added stuff to the article
- Example DCs!
Encryption
- Changed Time Taken to '1 Round or longer'
- Indicated that Encryption is a straight opposed roll, cause that makes sense.
- Clarified!
Firearms Repair
- Changed Time Taken to '15 minutes or longer'
- Clarified the entry by adding example DCs
First Aid
- Changed Time Taken from 'One Combat Round' to 'One Round'
- Corrected multiple errors in the entry, healing above 50% actually conferred a -5 DC modifier instead of +5 if you followed the letter of the entry.
- Cut the entry down like Leonidas cutting through Persians
- Fixed pronoun sex
- Simplified the example
- First Aid is sexy now
Ground Vehicle Repair
- Changed Time Taken to '15 minutes or longer'
- PRONOUN SEX. IT IS FIXED.
- Example DCs, it has them!
Hover Vehicle Repair
- Changed Time Taken to '15 minutes or longer'
- Example DCs added
Jet Pack Repair
- Changed Time Taken to '15 minutes or longer'
- Example DCs added
- Added Specializations
Melee Weapon/Repair
- Changed Time Taken to '15 minutes or longer'
- Example DCs added
- CLARIFIED
Musical Instrument Repair
- Changed Time Taken to '15 minutes or longer'
- Example DCs added
- CLARIFIED
Personal Shield Repair
- Changed Time Taken to '15 minutes or longer'
- Example DCs added
- CLARIFIED
Powersuit Repair
- Changed Time Taken to '15 minutes or longer'
- DCs set to those of Armor Repair
- CLARIFIED
Repulsorlift Repair
- Changed Time Taken to '15 minutes or longer'
- Example DCs added
- CLARIFIED
Security
- Changed Time Taken to 'One Round or longer'
- Clarified
- Changed Heroic + X to Heroic+
Space Transport Repair
- Fixed the name of the skill
- Changed Time Taken to '15 minutes or longer'
- CLARIFIED
Starfighter Repair
- Changed Time Taken to '15 minutes or longer'
- CLARIFIED
Starship Shield Repair
- Changed Time Taken to '15 minutes or longer'
- EXAMPLE DCs
Starship Weapon Repair
- Changed Time Taken to '15 minutes or longer'
- EXAMPLE DCs
- Added Space Transport weapons to this skill
Swoop Repair
- Changed Time Taken to '15 minutes or longer'
- EXAMPLE DCs
- Added Specializations
Walker Repair
- Changed Time Taken to '15 minutes or longer'
- EXAMPLE DCs
May 7th 2013: (backlog)
05/06/2013: The following items are critical updates today:
Increased all Bureaucracy DCs by 1 level
Ripped out the entire business skill except for a general description and put it into a sub article
Gave Culinary Arts a purpose by expanding it to include: In addition this skill can be used to identify unusual characteristics about food including alternative effects, potential spoiling or poisoning, etc.
Expanded Drink Mixology to have purpose by adding: In addition this skill can be used to identify unusual characteristics about beverages including alternative effects, potential spoiling or poisoning, etc.
Changed the specializations of Intimidation to: Government Clerks, Criminals; indicating that a valid specialization of Intimidation is targeted toward a person or typeset of people
Intimidation: Added a +2D bonus to the target on further intimidation attempts if they beat the intimidator
Removed 'Speaking' from the Language skill
Reworked Language DCs
Deleted Fluency from the Languages skill. It is covered under Comprehend.
Military History
Removed as a skill, as this is an obvious example of something that should be covered under Scholar
If you have Military History, please contact a SGM to have it removed from your sheet. Apply 6 Learning Credits to any character with this skill.
Increased all Planetary Systems DCs by 1 level
Scholar skills now are learned like NORMAL skills after the soft cap has been reached
Increased all Survival DCs by 1 level
Willpower: Lowered the base DC to resist Stun damage from 17 to 15
Removed automatic death from falling unconscious after resisting damage at -10 to -19 HP. Instead, you take an additional penalty per Character Death.
Approved Business Reinvestment, and put it in the new business article
Increased all Communication DCs by 1 level
Sensors: Increased the DC for searching for a specific life form with Sensors from +5 or more to +10 or more
Increased all Command DCs by 1 level
Increased all Con DCs by 1 level
Increased all Search DCs by 1 level
The following is the 'Big List of Shit':
Updated/Fixed up Basic Knowledge skills in the following ways:
Alien Species
Changed Time Taken from 'One Round or Longer' to 'One Action or Longer'
Now handles knowledge of 'any species', instead of any species not the character's.
Added a chart of example DCs to Alien Species
Removed Customs, History, Art, Politics and Societies from the list of knowledge areas that Alien Species covers, this is better served under Cultures
Bureaucracy
Changed Time Taken from 'One Round to several days' to 'One Action to several days'
Changed the description of Bureaucracy to make a bit more sense, and put everything Bureau can do in one spot.
Changed all pronouns to be female-oriented to match the Taking Action section
Increased all Bureaucracy DCs by 1 level
Changed 'Available to all' under Easy DC to 'Readily available', and changed the example
Clarified that the modifiers are actually DC modifiers
Added examples to 'request is unusual' and 'request is very unusual'
Removed the time modifiers from the skill on success, kept a general note about 'the process takes longer' on failure
Reworded the last few lines of the article to take out a bunch of crap.
Business
Ripped out the entire business skill except for a general description and put it into a sub article
Fixed pronoun sex
Cut down the article to flow more easily with the rest of the manual
Culinary Arts
Changed 'Ewok cuisine' to 'Corellian cuisine' because Ewok cuisine is like... sticks, berries, and concentrated stupid
Gave Culinary Arts a purpose by expanding it to include: In addition this skill can be used to identify unusual characteristics about food including alternative effects, potential spoiling or poisoning, etc.
Cultures
Changed Time Taken from 'One Round to one day or longer' to 'One Action to one day or longer'
Slightly expanded Cultures to include politics and history
Fixed pronoun sex
Added example DCs
Deleted a useless note about the skill being able to be used for any culture. This is self-explanatory.
Drink Mixology
Added Specializations
Changed Time Taken from -- to 'One Round or longer'
Expanded Drink Mixology to have purpose by adding: In addition this skill can be used to identify unusual characteristics about beverages including alternative effects, potential spoiling or poisoning, etc.
Adjusted the description to be a complete sentence instead of a fragment
Intimidation
Changed the specializations of Intimidation to: Government Clerks, Criminals; indicating that a valid specialization of Intimidation is targeted toward a person or typeset of people
Changed Time Taken from 'One Round to several hours or longer' to 'One Action to several hours or longer'
Clarified that Intimidation is resisted by an opposed Willpower check by everyone, not just characters
Removed the +5 modifier for just being armed, instead it just says 'superior strength'
Changed the +5 modifier for the TARGET to read: Target is in a position of greater strength or has a numerical advantage.
Changed the +10 modifier for the TARGET to read: Target is in an obvious position of greater strength
Reworded the 'effects' categories
Added a +2D bonus to the target on further intimidation attempts if they beat the intimidator
Changed 1-5 Intimidator success to: Target will obey commands unless they involve personal danger or injury
Changed 6-10 Intimidator success to: Target will obey all but the most unreasonable of commands
Changed 10+ Intimidator success to: Target will obey any command given by Intimidator that is not utterly riciculous. A positively aligned individual being commanded to murder children, for example.
Languages
Changed Languages Time Taken to One Action or Longer
Removed a whole bunch of fluff text from Languages that served no purpose
Removed a note about Ewoks. If I had a CP for every Ewok reference I've deleted I'd actually be able to upgrade a Force Attribute.
Removed the ability in languages to be able to speak in the language. That is reserved for Comprehend.
Changed the 'Huttese' example under Common Language, but not related to Basic to 'Binary, Twi'leki'
Changed the 'Wookie' example under Obscure Language, not related to basic to 'Huttese'
Changed the Very Difficult example by deleting the reference to non-contacted cultures or 'dead' languages. Made the example Shyriiwook.
Put the non-contacted culture and dead language as a new Heroic difficulty level.
Added a new Heroic+ Difficulty level, the old Heroic difficulty description was upgraded to this.
Fixed the +6-10 or more to difficulty example because it made me want to punch someone, it was weird.
Deleted Fluency from the Languages skill. It is covered under Comprehend.
Kept Fluency under Specializations. That makes more sense.
Codified the DC reduction for understanding dialects of a known language to 1 level.
Law Enforcement
Changed Time Taken to One Action or Longer
Fixed pronoun sex
Added example DCs
Military History
Removed as a skill, as this is an obvious example of something that should be covered under Scholar
Planetary Systems
Changed Time Taken to One Action or Longer
Deleted a note about how people know about Planetary Systems and where the information comes from.
'average general', mkay. It's kinda sorta maybe possibly average. Made it just average
Fixed the examples under Very Easy to Easy to remove unnecessary details
Increased all Planetary Systems DCs by 1 level
Fixed the description under the new Very Difficult level
Removed Tatooine from the new Heroic level, as apparently it is known by more people. DAMN YOU PREQUELS!
Fixed a bunch of the examples under Modifiers
Profession
Changed Time Taken to One Action to several days
Actually listed specializations for this skill
Fixed an error in the examples where First Aid was used, then it switched to Medicine
Simplified the example
Massively simplified the explanation of Profession and what it does
Scholar
Changed Time Taken to One Action to several days
Simplified the Scholar description
Fixed pronoun sex
Scholar skills now are learned like NORMAL skills after the soft cap has been reached
Streetwise
Changed Time Taken to One Action to one day or longer.
Changed the reference to Jabba's Crime Syndicate (long dissolved in our timeline) to The Black Market
Removed a redundant example about illegal stuff being able to be illegally done illegally with streetwise. Illegal.
Generally cleaned up the wording
Cleaned up some of the examples and made them less wordy
Changed Heroic + X to Heroic+ to match the formatting of other articles.
Survival
Changed Time Taken to One Action or longer
Deleted a redundant note that is already stated in the skill
Increased all Survival DCs by 1 level
Reworded some examples
Tactics
Changed Time Taken to One Action to several minutes
Fixed pronoun sex
Removed redundant examples
Simplified the examples
Value
Changed Time Taken to One Action
Fixed pronoun sex
Value can no longer identify modifications or alterations to a good, the appropriate Repair or Knowledge skill, however, can.
Increased Value difficulties by one level
Simplified the examples
Willpower
Changed Time Taken to One Action
Removed Persuasion as a Specialization, added Force Powers
Willpower can be used in LIEU of Stamina at an increased DC and double rest time, but can no longer be used if a Stamina DC is failed.
Fixed pronoun sex
Simplified the whole F-ing thing because it was crazily complicated
Lowered the base DC to resist Stun damage from 17 to 15
Removed automatic death from falling unconscious after resisting damage at -10 to -19 HP. Instead, you take an additional penalty per Character Death.
Corrected an error on the HP range of Willpower
New Business Page
Made it!
Deleted a whole bunch of useless information
Condensed the entry by rewording most of it
Fixed pronoun sex
Changed 'loses maximum amount of credits' to 'treated as if she rolled a '1' for the final week's result'
Changed rolling a '1' on a High Risk business to read: If a character rolls a '1' on a High Risk business, an additional negative consequence is applied. An example of this would be gaining the 'Large Bounty' quirk until a sum of money is paid, etc.
Approved Business Reinvestment, and put it in the new article
Cleaned the wording of the proposal to match the simplified feel of the manual
Added Side Project Examples
Note: Side Projects should return value in approximately 5 weeks.
Updated/Fixed up Basic Mechanical skills in the following ways:
Airship Piloting
Changed Time Taken to One Action or longer
Added description that it is the appropriate reaction skill when piloting an airship.
Added Specializations
Aquatic Ship Piloting
Changed Time Taken to One Action or longer
Corrected Specalizations, they were the same as Archaic Starship Piloting
Added description that it is the appropriate reaction skill when piloting a naval vessel or submarine.
Archaic Starship Piloting
Changed Time Taken to One Action or longer
Changed description because who knows what an Orion-class whatever is. Made the example a RL Space shuttle.
Astrogation
Changed Time Taken from some huge explanation to 'One round to several hours'
Added explanation of the times to the actual article
Added example DCs
Breast (Beast) Handling
Changed Time Taken to One Action
Added Specializations
Added example DCs
Clarified that this just handles the animal, this does not include mounting it
Capital Ship Gunnery
Changed Time Taken to One Action
Simplified the entry
Capital Ship Piloting
Changed Time Taken to One Action
Clarified that it includes all Capital Scale starships
Removed some useless information
Capital Ship Shields
Changed Time Taken to One Action or longer
Removed the note indicating that it can be used as a reaction skill, that doesn't make sense.
Reworded the entry
Added Specializations
Communications
Changed Time Taken to One Action or longer
Reworded the entry, reworded all of the examples
Increased all Communication DCs by 1 level
Swapped the 'Nothing can be made out' and 'Decoder makes out the wrong message' results.
Adjusted the ranges so that a defender wins on a tie
Adjusted the ranges so that on a success, actual information is extracted
Ground Vehicle Operation
Changed Time Taken to One Action or longer
Removed some useless information. The skill had 8 examples of ground vehicles. WHY?
Hover Vehicle Operation
Changed Time Taken to One Action or longer
Removed some useless words
Jet Pack Operation
Changed Time Taken to One Action
Cleaned up the entry
Added Specializations
Machinery Operation
Changed Time Taken to One Action
Added Specializations
Expanded the description of the skill
Musical Instrument Operation
Added Specializations
Expanded the description of the skill
Powersuit Operations
Changed Time Taken to One Action
Fixed the description of the skill and cleaned it up
Repulsorlift Operations
Changed Time Taken to One Action
Clarified the entry
Clarified that this is also the skill to use if you're avoiding an attack while using Repulsors on armor
Sailed Nautical Vessel Operation
Changed Time Taken to One Action or longer
Added Specializations
Added that it may be used as a reaction skill
Sensors
Changed Time Taken to One Action or longer
Removed useless examples
Adjusted wordings
Adjusted most of the F-ing article
Increased the DC for searching for a specific life form with Sensors from +5 or more to +10 or more
Space Transports
Changed Time Taken to One Action or longer
Corrected an error that said a space transport was starfighter or capital scale
Removed a bunch of crap
Starfighter Piloting
Changed Time Taken to One Action or longer
Fixed typos
Cleaned the article
Starship Gunnery
Changed Time Taken to One Action
Added Space Transport-scale weapons to the entry.
Deleted a useless note
Starship Shields
Changed Time Taken to One Action
Fixed the entire entry because it was terribly outdated... and wrong.
Added Specializations
Swoop Operation
Changed Time Taken to One Action or longer
Fixed wording
Vehicle Weapons
Changed Time Taken to One Action or longer
Fixed wording
Simplified the entry by saying that it fires all Speeder and Walker-scale weapons.
Walker Operation
Changed Time taken to One Action
Fixed Wording, generally cleaned it up
Updated/Fixed up Basic Perception skills in the following ways:
Bargain
Cleaned up the wording
Cleaned up the chart
Fixed pronoun sex
Generally reduced the size of the article by removing unnecessary examples
Removed a bunch of notes
Command
Changed Time Taken to One Action
Simplified the entry, removed extra notes
Increased all Command DCs by 1 level
Con
Changed Time Taken to One Action to several minutes
Fixed wording on the skill
Increased all Con DCs by 1 level
Forgery
Fixed wording on the skill
Made Investigation an appropriate skill to counter Forgery
Gambling
Changed Time Taken to One Action to several minutes
Fixed wording on the skill
Fixed pronoun sex
Deleted a lot of useless information
Hide
Changed Time Taken to One Action
Made the wording on Hide less derpy
Investigation
Changed Time Taken to One Action to several days
Fixed pronoun sex
Simplified the entry
Listen
Simplified the entry
Changed Time Taken to One Action
Removed the ability to tell inflection. This is Con. STOP STEPPING ON CON'S TOES, LISTEN
Fixed the examples to not be dumb
Persuasion
Changed Time Taken to One Action or longer
Cleaned up the entry
Made the differentiation a bit easier to read
Search
Changed Time Taken to One Action
Changed the specializations on Search
Deleted a whole bunch of confusing notes
Increased all Search DCs by 1 level
Singing
Clarified the skill
Sneak
Changed Time Taken to One Action
Generally fixed the wording and made it flow better
May 7th 2013: (backlog)
05/05/2013: Renamed 'beginning' skills to 'basic' skills, because we call them basic skills... and everything mentions basic skills... and nobody's ever mentioned the name is weird.
Cleaned up the new 'Basic Skills' entry.
Cleaned up the Basic Dexterity Skill List in the following by doing the following:
Acrobatics
Deleted the 'may prove disastrous in close quarters' line.
Deleted the Counter exception, it should only be listed on the Counter skill.
Clarified that it is a single reaction roll vs all attacks in a round.
Changed duration from One Round to One Action
Archaic Guns
Cleaned up the wording.
Changed duration from One Round to One Action
Blaster
Changed duration from One Round to One Action
Deleted BlasTech DL-44 from the list of Specializations, it is TOO specific for the skill
Deleted a useless note about A New Hope
Deleted another useless note about A New Hope
Deleted a useless note about Han Solo's DL-44
Blaster Artillery
Changed duration from One Round Average (WTF is that?) to 'One Action to One Round'
Fixed the examples of specializations
Deleted a useless note about Hoth
Fixed the Fire Rate examples
Bowcaster
Changed duration from One Round to One Action
Removed the note that read: This weapon requires great strength and is normally only used by Wookiees. As this is specific to a WEAPON and not a SKILL.
Bows
Changed duration from One Round to One Action
Brawling
Changed duration from One Round to One Action
Resisted the temptation to add 'Cockpunch' to the list of Specializations
Deleted a note that read: Most creatures have a good brawling skill.
Corrected the entry to reflect the adjustment that all Melee skills can block/parry all other Melee skills.
Catch!
Changed duration from One Round to One Action
Removed 'Toys' from the list of specializations
Generally fixed wording
Increased the penalty for catching a bladed/damaging weapon to 2D from 1D
Changed the counterattack from Catch! to be a normal counterattack instead of a stupid Catch-Attack Roll counter like deflection.
Contortions
Deleted the reference to Contort/Escape. This note should be on Contort/Escape, not contortions.
There were no DCs listed on this skill, added an entire table of examples.
Dancing
Added Specializations
Dodge
Changed duration from One Round to One Action
Removed 'Grenades' from the Dodge Specialization list
Fixed the Dodge entry
Clarified it is a single roll vs all attacks
Removed the Counter exception, as this should be on Counter
Firearms
Changed duration from One Round to One Action
Generally cleaned up the entry
Grenade
Changed duration from One Round to One Action
Deleted the lines that read: 'Success means the grenade hits the location it was thrown to. Failure means it lands somewhere else.' Because if this isn't obvious then please hand in your GM patch.
Lightsaber
Changed duration from One Round to One Action
Deleted the line that said something about 'fabled Jedi Knights' and instead clarified that Lightsaber is also used for all other Light-Weapons... because that's more useful information
Cleaned up the entry, and now the entry reflects the Taking Action section of the manual instead of restating obvious bullshit.
Completely ripped out Lightsaber Forms from the Dexterity skill entry. They are now an entirely new entry under Basic Dex like Martial Arts, to keep the Dexterity entry clean
Added Specializations for Lightsaber
Linked the entry to the forms
Melee Combat
Changed duration from One Round to One Action
Fixed the Specializations
Cleaned up descriptions a bit
Deleted a whole bunch of crappy references to defending with Physical shields and useless information
Missile Weapons
Changed duration from One Round to One Action
Cleaned up some examples
Sleight of Hand
Changed duration from One Round to One Action
Deleted a note that read '(Palming a quarter is much easier than palming a CD... or an E-11, durh)', because, durh
Changed SoH so that it does not REQUIRE a specialization to pickpocket someone
SoH is opposed Search, not Perception, fixed that
Fixed the stupid pickpocket chart because it was fucking stupid. How can you beat someone and STILL FAIL? Deleted the 0-5 range result, and decreased the range of all the others by 1 level.
Clarified Feinting
Thrown Weapons
Changed duration from One Round to One Action
Cleaned it up a bit.
Cleaned up the new Lightsaber Form entry in the following ways:
Removed a reference to 'duking it out'
Removed a lot of redundant words
Deleted... a whole bunch of stuff that said nothing, and replaced it with something that's much easier to read.
Corrected an error with Form I that allowed 1/2 Control to Melee Combat Damage.
Corrected an error with Form V that allowed 1/2 Control to Melee Combat Damage.
Corrected an error with Form VI that allowed 1/2 Control to Melee Combat Damage.
Corrected an error with Form VII that allowed 1/2 Control to Melee Combat Damage.
Generally cleaned up the article.
Cleaned up the Advanced Dexterity Skill List in the following by doing the following:
Reformatted all of the things to put the attributes after all the skill requirements.
Back-to-Back
Changed the examples.
Corrected an error that indicated Force Speed as a skill that gave an additional attack.
Clarified wording and made it less of a hunt to find useful information.
Counter
Removed the note about evasion... you can't evade then counter.
Someone with Two Weapon Fighting no longer gets two counterattacks.
Cleaned up the entire F-ing thing.
Defend
Cleaned up the entire thing, made it easy to read.
Disarm
Cleaned up the entry.
Disarm may no longer be used with Counter, to fix a terrible loophole.
Flurry
Cleaned it up by deleting most of the extra crap. It now states that you get an additional attack action, which solves all the problems with clarification.
Guard
Cleaned up the entry.
Changed the duration to One Action
Martial Arts
Cleaned up the entry.
Corrected an error that said there were only 3 specializations of Martial Arts.
Cleaned up all of the sublets to read easier.
Quick Draw
Drawing weapons doesn't take an action... removed a note that says it doesn't take an action.
Rapid Shot
Cleaned it up by deleting most of the extra crap. It now states that you get an additional attack action, which solves all the problems with clarification.
Redirect
Cleaned up the entry
Deleted useless information
Single Weapon Defense
Cleaned up the prereqs.
Single Weapon Focus
Cleaned up the entry
SWF now works when you are ATTACKING WITH a single weapon for a round.
People WIELDING two weapons no longer take a -2D defensive penalty if they only attack with one weapon in the manner above.
Two Weapon Fighting
Cleaned up the entry
Deleted the note that reminded people (yet again, redundantly) about the One Hand penalty.
Two Weapon Focus
Cut the entire entry down by deleting useless crap.
05/03/2013: Force Reach has been removed as an option from Force Alchemy. If you have a weapon with Force Reach, see the HGM for a replacement effect.
Un-fucked the Craft Statistics page. It was bad.
Listed in SBD (Shield Barrier Depth), this is the shield barrier depth of a craft's shielding.
That was a line, seriously.
Cleaned up System Types.
Clarified that ION cannons pass through shields of EQUAL or LESSER scale if they do not explicitly defend against ion.
Cleaned up Damage Tables.
Removed an entirely redundant paragraph.
May 7th 2013: (Backlog)
05/02/2013: The following are the important things about what I have done today:
Clarified that Natural Armor and Armor are exclusive damage resistance types, unless otherwise noted. If a character has both, the highest is rolled.
Clarified that Natural Armor is normally effective only against Physical and Energy damage.
Changed Weapon Block under Martial Arts to give an automatic counterattack, even if the character is struck with a different attack.
Buffed melee characters by allowing any melee/brawling skill to deflect all melee/brawling skills.
Buffed Guarding slightly in that an ATTEMPT does not cause you to sacrifice actions, only SUCCEEDING does.
Adjusted the Protection values slightly so that a damaging attack which does not seriously damage cover still deals damage.
Made damage to protection cumulative, to fix a perpetual defense loophole.
Deleted the referencing to 'buying sims'. This was a legacy item that was banned to target a specific practice which has not occured in years.
Removed a legacy restriction on 'buying sims'.
Removed the CP and RP penalties for BM purchases.
If you attempt to stack multiple suits of armor, you only roll the highest value between all of them
The following is the BIG LIST O'SHIT I did:
Changed the wording in the Taking Action section of the manual to 'she' to match the wording of other popular RP manuals, and to set a gender precedence for text.
Reformatted 'Moving in a Round' to be easier to read.
Reworded 'Moving in a Round' to get rid of useless text that just hid details.
Increased the penalty for Exhaustion to include being unable to sprint.
Reduced the difficulties to recover from Exhaustion to 15 (Medicine) and 21 (FA), but added a 30 minute rest period.
Removed 'Heroic Force Speed' from the list of skills which provide an additional action.
Corrected an error on the DC 31 Running Check which explicitly allowed three actions to read 'and take all actions normally'
Reorganized Automatic Fire.
Reworded Weapon Sizes to be less '80's cartoon'ishly stupid.
'Knifes'... Really?
Added a note under Weapon Sizes that reads:
Note: If your particular species has more than two hands, it does not mean you can wield multiple weapons without considering these restrictions. See an SGM if you have a particular question about your race
Removed fluff text from 'Ranged Weapon Minimum Range'.
Corrected a huge error in Ranged Weapon Minimum Range which actually defined 'melee' range as having been attacked by an opponent. I fire at you from two kilometers away! WE ARE IN MELEE RANGE, SON.
The correction reads: You are considered to be in 'melee' range of a target if he/she has attacked you with a melee, brawling, or otherwise similar attack within the past round, or if you are within 1 meter of that opponent.
Reworded 'Ranged Weapon Minimum Range'.
Reworded and reorganized 'Two One handed Weapons'.
Removed two redundant references to Medium Weapons sustaining an additional -1D penalty unless the character knows One Hand. This is covered under Weapon Sizes, and in the small example in the section.
Corrected formatting under 'Staffs/Staff-like Weapons', reworded it a bit to be less derpy.
Characters are no longer allowed to make four attacks per action with two staff or staff-like melee weapons.
Removed the Cleave exception from 'Attacking Multiple Enemies' because it is explicitly listed on the skill.
Reworded 'Attacking Multiple Enemies', and fixed the example.
Removed an incorrect reference to 'and how close the defending roll was to the offending roll', a leftover from classic D6.
Removed the chart which increased or decreased damage based on the differential between rolls from Blasters and Melee/Unarmed strikes.
Reworded 'Damage Types'.
Removed a line that said: If a character is hit by a stun weapon, the damage is applied to them as 'stun damage'.
...Cause duh.
Corrected an error under Stun damage which inferred that a character must take their maximum HP in Stun damage before being rendered unconscious.
Reworded the Stun damage section to be clear and not just explicitly state that Willpower is the only counter to Stun damage.
Reworded the Ion damage section to be clear. Removed the line that states that Ion damage is treated as Stun damage. This will allow GMs flexibility in dealing 'Kill' damage with Ion weapons to droids and equipment if they choose, as seen in ESB and in the SW description of ION weapons.
Expanded the Kill damage section to be clear.
Completely revamped the 'Effects of Multiple Damage Types' section because it made me want to punch a baby.
Added an entire 'Resisting Damage' section.
Clarified that Natural Armor and Armor are exclusive damage resistance types, unless otherwise noted. If a character has both, the highest is rolled.
Clarified that Natural Armor is normally effective only against Physical and Energy damage.
'Damage Reduction' stacks with all other defenses, unless otherwise noted (Teras Kasi).
Added a Stun Damage with Physical Attacks section which contains a line about dealing Stun damage with melee weapons/fists at a -2D penalty.
Added a clarification that the -2D penalty does not apply if the weapon is designed or equipped to deal stun damage.
Rewrote the 'Called Shots' section of the manual to remove a useless refernence to multiple-action penalties.
Changed the Called Shot length requirement to a 'largest dimension' requirement. Specifying length is here is dumb.
Making a 'called shot' now only involves objects with a maximum dimension smaller than one half meter.
Slightly reworded Defensive Skills to include ADV Dex, and correct a grammar error.
Buffed melee characters by allowing any melee/brawling skill to deflect all melee/brawling skills.
Fixed the completely messed up example under deflection.
Reworded the Grenade example because it was a wall of text and had a lot of fluff in it.
Reworded Taking a Hit because as it was written it allowed people to block hits for other people's equipment.
Reworded Guarding to remove the explicit requirement that it be a Jedi deflecting with a lightsaber.
Buffed Guarding slightly in that an ATTEMPT does not cause you to sacrifice actions, only SUCCEEDING does.
Reworded Cover Modifiers cause it was dumb.
Fixed the Cover Modifier chart cause it was dumb too.
Corrected multiple errors in Protection which referenced Legacy D6 rules.
Adjusted the Protection values slightly so that a damaging attack which does not seriously damage cover still deals damage. (-6D tier)
Made damage to protection cumulative, to fix a perpetual defense loophole.
Removed a bunch of fluff from Scale.
Reworded Scale to be less derpy.
Removed the note about 7D starting skill dice from Special Abilities.
Corrected an error in Special Abilities that made it possible to start with higher than 3D Force Attributes.
Corrected an error in Special Abilities that stated you could pick two powers upon creation.
Generally clarified and cleaned up the Special Abilities entry.
Removed fluff from Using Character Points.
Reworded Using Character Points to eliminate incorrect references.
Reworded Learning New Skills.
Removed a bunch of redundant references and examples from Learning New Skills.
Reworded and reorganized the Upgrade Sessions section of the manual. Removed a lot of redundant text.
Combined Force skill and attribute upgrades into the non-FS ones.
Corrected an error in the Upgrade Sessions section which stated that a character could only upgrade a ship if they had the skill for it.
Corrected an error in the Upgrade Sessions section which mentioned time.
Reworded Character Death to not be dumb.
Corrected an error in character death that said the penalties are permanent.
Fixed a bunch of grammar/spelling mistakes in Character Death.
Removed the examples from the 'Entirely Dead HGM Excuse Example' things... because the HGM doesn't agree they're appropriate anymore.
Removed a whole bunch of fluff, but kept the initial conversation between Miracle Max and Inigo Montoya.
Corrected an error in the Recreating a Character section of the manual that referenced a maximum initiative cap.
Removed a reference to the ABG XO in Character Death.
Reworded and cleaned up Buying and Selling items.
Fixed a whole bunch of errors which referenced legacy D6 things, incorrect people to speak to, and incorrect BM penalties.
Removed the CP and RP penalties for BM purchases.
Removed a whole lot of fluff from the Buying and Selling section of the manual.
Deleted the referencing to 'buying sims'. This was a legacy item that was banned to target a specific practice which has not occured in years.
Removed a legacy restriction on 'buying sims'.
Removed the size chart from Weapons and Armor, it was redundant.
Removed a bunch of redundant references in Weapons and Armor and instead direct readers to Taking Action.
Clarified Weapon and Armor HP.
Generally cleaned up Weapons and Armor. Removed useless fluff text.
Removed the 'If the 1D penalty reduces armor below 0D protection the armor is Destroyed', and instead made it a minimum of 1D.
Eliminated armor stacking.
Clarified and cleaned up Vehicle Operation.
Removed the vehicle damage chart, as it was a relic of Legacy D6.
Cleaned up Starship Operation.
05/01/2013: Corrected a note in Character Creation that mentioned being unable to reuse a character name after death. Clarified that cloning is an option.
Corrected gender to allow for any 'appropriate' gender instead of being limited to 'Male', 'Female' or 'Genderless'.
Removed a reference to 'Academy CO' in Create a Character.
Changed Quirks to be 'A bonus' instead of 'an equipment bonus'.
Changed a line in quirks that read: Most of them alter the base stats of your character, and therefore can not be changed once you choose your quirks.
To: Some of them alter the base stats of your character, and therefore should not be changed once you choose your quirks unless there is an extenuating circumstance.
Altered the line that reads: You may only choose any given quirk once unless otherwise noted.
To: You may only choose any given quirk once.
Martial Arts has been moved under Advanced Dexterity in the Manual layout because it makes sense.
Fixed a bunch of stupid typos in Taking Action.
Combined the explanation of dice rolling for whole dice and pips into one section.
Clarified that opposed rolls are vs a character, or NPC.
Rewrote the entire The Wild Die section of the Taking Action section of the manual to actually reflect what we do.
Added Random Complications to the Taking Action section of the manual.
Removed a line in the Taking Action section which read: As previously stated, a character may use basic skills that they do not know.
...Because it wasn't previously stated...
-.-
Removed 'The exception to these rules are the Advanced Skills.'
Reorganized the 'Untrained Skills' section of the manual to not be stupid.
Rewrote Skill Requirements. Removed Force Artifacts from that section.
Rewrote Actions in a Round because it was dumb.
Corrected an error in Number of Actions in a Round.
Rewrote Multiple Actions to be clear.
04/28/2013: Construction DCs have been added to Chemical Engineering
Clarification on DCs above Heroic have been added to the manual: 'One Level Above Heroic or Epic' - Each level above Heroic or Epic adds +5 to the DC unless otherwise explicitly stated (As in Cybernetics where it is +10).
DC of Epic (51+) has been added to the manual.
The ABG CS has been dissolved. ABG Heirarchy is based on your GM status. HGM > SGM > GM > aGM. In the event a dispute involves the HGM, two SGMs will rule on it.
We are keeping an open change document that anyone can view and edit to add ideas/opinions on ideas, etc. It can be found here: https://docs.google.com/document/d/1UP_S1ARdhRGMSLRHqzJYBUjjV60XPUP51euInOg-XqE/edit#
04/05/2013: Damage modifiers have been increased to 5 SU for a Blaster Design.
04/03/2013:
Economics has been reworked again, and has been expanded into Economics I and Economics II.
A new Advanced Knowledge skill, Strategic Assets, has been added to the manual.
May 7th 2013: (backlog)
03/22/2013:
New HGM policy: When a person has been inactive for more than 1 year, any 'group loot' or other equipment/etc. designated as a 'party item' by the HGM on their characters sheets are to be transferred to the ABG fund. This will not affect any character with an active character. Any item transferred will be able to be used by any character, including the character they were transferred from; should they eventually choose to return.
'Using the Force' has had two broken links updated.
A few typographical errors in the manual have been fixed.
All instances of 'AGM' have been corrected to 'SGM'
Droid Design had a line removed from it that no longer applies. Improving a Droid's skills above 11D has been clarified.
You may now lump skills together while programming droids. When doing so, you increase the DC by 3 for each skill after the first at the same D code.
Melee Weapon damage no longer stacks with Martial Arts in any circumstance. A new Martial Arts sublet is being developed to compensate.
Chemical Engineering has been added as an advanced Technical Skill
QUIRK UPDATES
Non-Force Sensitivity is now a -40 Quirk.
Honorable Discharge now reads:
You gain a pension based on your rank when you retired! You earn 15,000 credits per week (per upgrade session). You gain status as a "Civilian", but you gain +1D to all interaction rolls with RS and NR Personnel for your exemplary services.
Modifier remains unchanged.
Swift Fingers now reads:
Whenever you create an item you may automatically create a second identical item using the same rolls as the first one as long as the costs are paid for this item.
Modifier remains unchanged.
Impatient now reads:
The result of any MF or Concentration roll is reduced by 2D. (If you roll a 15, it would normally be +3D, it is instead +1D)
Modifier remains unchanged.
Klutz now reads:
You RComp every failed roll requiring a Very Difficult or higher static DC (Opposed rolls act normally, and roll a 1D100 for one of these 'forced' RComps, you do not benefit from Lucky or take a penalty for Unlucky).
Modifier changed to -3 from -5
Leaps + Bounds now reads:
You may successfully upgrade a skill an unlimited number of times during an upgrade session. Every upgrade you attempt after your first success costs you 1 CP in addition to the normal deduction for success/failure.
Modifier remains unchanged.
Safety Net now reads:
You may ignore the first failed roll to save your life if you are in the 'Mostly Dead' range. This quirk is removed after it is used, but the modifier is permanent.
Modifier remains unchanged.
Galactic Criminal now reads:
You start with a 'Large Bounty' quirk that applies to Law Enforcement instead of criminals/bounty hunters, any lawful organization refuses to work with you/tries to apprehend you if they recognize you. You gain 'Leadership' at 4D at Character Creation, but your minion loyalty is capped at 50. When negotiating or interacting with other criminals (including your Leadership Minions), you get a +1D bonus to all interaction rolls.
Modifier adjusted to -4.
Righty Tighty now reads:
The bonus of tools that you use is reduced by 1D.
Modifier remains unchanged.
Specialist? Schmeshilist: Modifier adjusted to -6 from -4.
Republic Commando - The Specialist class gained by this quirk now comes in at 3D instead of 4D
Bounty Hunter - The Specialist class gained by this quirk now comes in at 3D instead of 4D
Extra Juice now increases the SBD of any shield you make by 5, automatically.
Multiclass - Changed to allowing someone to take an additional Specialist Class or Force Discipline. Modifier increased to +14
One Up has been adjusted to say ‘When you die’, instead of simply being below -10 HP.
Alt - Modifier reduced to +12 from +15
Static Drain - Removed reference to D Shields
Obvious Target - Modifier changed from -7 to -10
Absolute Concentration - No longer reduces your MF/Concentration Result
Knack for Business - Now does not affect a roll of 5 or lower.
Claustrophobic - Modifier changed from -3 to -5
Explosive Temper - The exhaustion penalty has been removed
Learned it from Holopedia - Scholar removed as one of the skills that suffers an increased DC, modifier remains -1
Ooooh, Shiny! - Crafting penalty removed, now requires a DC 25 WP check for crafting, modifier remains.
Superiority Complex - Completely reworked to no longer allow the character to learn Leadership or Military Leadership, modifier adjusted to -6 from -2
Force Berserker - Can now be chosen by non-force sensitive characters, modifier increased to +10 from +9
Multidisciplinary Adept - Has been removed due to rework of Multiclass.
Extra Rings - Can now be chosen by non-force sensitive characters
Fulcrum’s Point - The range on Fulcrum’s Point has been increased to +49 to -49
Severed - Modifier adjusted from -4 to -11 (omg?)
Weak in the Force - This quirk has been removed.
CEO - The two businesses item on CEO has been removed. Modifier has been reduced to +7 from +8
Ex-Imperial Commando - Modifier reduced to +5 from +8
Grey Upbringing - No longer doubles Grey Jedi power bonus, modifier adjusted to +3 from +8
Jedi From Birth - Your alignment now starts at +50, instead of between +25 and +50.
Republic Squad Leader - Temporarily removed as a quirk pending a rework.
Backwater Planet - No longer increases Technical DCs, modifier changed to -3 from -5
Former Slave - You may now take Superiority Complex with this quirk
Known Outlaw - Credits from this quirk have been increased to 250,000. The weapon you pick may now be one of GM Discretion.
03/11/2013: Two new (A) Skills have been added to the manual.
ADV MECH: Atmospheric Dominance
ADV DEX: Disarm
03/08/2013: Personal Shield Design has had a massive update.
All characters with any shield above 30 SBD must contact the HGM as soon as possible for a free redesign or readjustment of their shield.
Any designed shield can be redesigned for free.
Any shield provided as loot will be redesigned on the spot by the HGM.
02/28/2013: All Specialist classes have received a face lift! That is to say they're better. In addition, a heap of new classes have been added to the list, including:
Bodyguard
General
Sharp Shooter
Squad Leader
Strategist
Ranger (Replaced Tracker)
Medical Doctor (Replaced Medic)
02/27/2013: Characters may now have one 'Business' and one 'Side Project', details for both can be found under the Business skill. A Business is defined as anything that has a direct D100 roll that modifies a character's credits. A Side Project is defined as anything that either requires an action (with no D100 roll) or does not earn credits.
Armor Design now only requires that four sets of rolls be made per component. The armor 'sections' are: Head, Torso, Arms, Legs.
Initiative now automatically upgrades when you upgrade perception. Whenever you upgrade PERC, you roll it, and take a new initiative value equal to the greater of the new roll, or your existing INIT.
Warheads now have a Scale (See Damage Table sheet).
Concussion Missile Damage increased to 9D from 7D.
High Yield Concussion Missile Damage increased to 13D from 9D.
Proton Torpedo Damage increased from 9D to 11D (Space Transport Scale).
High Yield Proton Torpedo Damage increased from 11D to 15D (Space Transport Scale)
A new ADV Dex skill has been added.
Several new ADV Mech and Strength skills have been added.
Specialist classes are being buffed. (In progress)
02/26/2013: Buffed Bethlamore's gravity from 0.903g to 1.0474g.
02/17/2013: Merit points are no longer redeemable for 2012 Super Spins. You may still redeem merits for 2012 raffle normal spins at a rate of 2 spins per 5 Merits.
01/31/2013: RAFFLE... in Advance.
As you all know, we hold a 'raffle'/celebration thing every year on May 25th. This year will be no exception. What IS different is how you earn spins on our Prize Wheel of Awesome, and a special thing that is being done.
From now (omg?) until the 25th of MAY (Holy shit we have a lot of time to get cool stuff!0, every sim you GM or participate in is worth 1 spin. Character sims are worth 0.5 spins. There is no limit to the number of spins you can earn.
Spins will not be able to be purchased with CP (but they will with merits earned between now and then), so the only way to earn them is to DO THINGS.
There will be a Super Prize wheel, but those spins will be earned in a different way, to be announced.
Finally, as always, there is a SUPER SPECIAL RAFFLE... however I am doing things a little different this year. Firstly, I am going to tell you what the prizes are for the SUPER SPECIAL RAFFLE right now. Secondly, there's a twist to the prizes! Thirdly, how you get on it is different.
Firstly, the prizes (Did he say prizeS?).
1. A Legendary Weapon of appropriate type for your character.
2. A special ability personalized to your character.
3. A large sum of credits.
4. Any prize of your choice from the Super Prize Wheel
5. A large amount of CP/FP.
Secondly, the twist is: You can give up any of the prizes listed above, and if so, all other characters who have already made a Super Wheel spin can make another.
Thirdly, you get entered into this raffle by making a significant contribution to the ABG by 05/25. What is a significant contribution? Here are examples:
GMing a full campaign.
Participating in the most Charsims/Sims.
Recruiting a new member who stays active.
GMing a large quantity of sims/upgrade sessions/etc.
These are examples, there are many other things you can do to earn your spot in the raffle. So...
GET OUT THERE AND DO THINGS! ^.^
May 7th 2013: (backlog)
1/30/2013: OH MAN, AN UPDATE!!
All bonus generating abilities only respect skills (EA/professions), not equipment. In particular, this includes Mental Focus, Control, and Enhanced Coordination.
11/17/2012: You may now resist Friendly Force Powers, the DC is equal to activation, or the normal resistance of the power. In addition, you may add 11 to the DC of any power attempt, doing so will inform all of your target(s) information on who is using the power.
11/11/2012:
Two new quirks have been added: In Your Own Time and Level One!
Higher scale attacks versus lower scale attacks have had their effectiveness tweaked. Expect to take splashy damage from attacks.
When reacting to AoE effects, your character now moves in a random direction (as determined by the GM) to get you out of the blast radius the quickest. Players may specify what direction their characters move at the risk of a penalty if they must move farther than their sprint speed.
SGM Rhuryc has been working hard on revamping the Specialist classes, and adding new ones. Look for them in the future!
Force Alchemy and Sith Alchemy have been edited to allow players to bestow external bonuses with their artifacts.
11/4/2012: The bonuses provided by crafting systems have now been classified as 'inherent' or 'external' bonuses. The maximum bonus that can be utilized from each pool is +2D to an attribute, +3D to a skill.
Alchemy has had its costs reduced for making enhanced parts.
Industrial engineering can now be used by really rich people to make fancy buildings.
Dex/Str servomotors now have a cost to build in the armor design system.
10/26/2012:
Until further notice, individuals may purchase Raffle Spins (Normal) at a rate of 2 spins per 3 Merit Points, and Super Spins at a rate of one spin per 10 Merit points. GO GM!
Injure Kill has been whacked with the nerf bat.
Thermalkinetic kill can now be resisted.
Telekinetic Kill has had its abilities tiered based on rank, and is now first available at Journeyman.
Force Lightning has been increased to Knight rank due to it's unique features.
Master level Jedi Healers' ability to save people below -20 has been clarified
Holocrons have been clarified and added to the Force Artifacts page of the manual. Characters should be aware that in order to benefit from a Holocron's instruction it MUST be present on their character during a sim.
Attribute scores for player created NPCs (Droids, Sith Alchemy) have been added to their respective skill pages. In general, player created entities start with 3D in all attributes.
Player created sentient artifacts cannot utilize other artifacts.
A chart for failures on design checks has been added to the Equipment page of the Manual.
10/12/2012: The JM ability of Force Healer has been changed from: Journeyman Healers only cause a -2 fatigue penalty when using Accelerate Healing rather than -1D.
To: The distance that the Healer may affect someone at distance with AH is now 3x their Control in meters instead of 2x.
10/7/2012:
Computer Engineering has been given a purpose: The created of integrated computer and sensor systems.
Armor design has been clarified regarding computers/sensors: the mod counts for ONE of each such system. Creating integrated systems saves you from having to add multiple such systems to a suit of armor.
Engineering has been reworded to be the catch-all design skill for anything not otherwise mentioned in the manual.
Datapads through Mainframes have been updated in the store.
New Archangel series of computers added to the Black Market.
The number of followers replenished per CP for Military Leadership has been increased to 50.
09/08/2012:
The 'Beautiful' quirk has been reworked to read: +1D to any bargain, con, command, or persuasion rolls vs the opposite sex and anyone who may be physically attracted to you.
7/26/2012:
Inflict Pain nerfed.
Drain Life energy tweaked (read: nerfed).
Cheese corrected in Force/Sith alchemy involving limburger.
7/10/2012: A brief announcement from the HGM:
" Attention all people who GM or have ever thought of GMing... hi!
For the next month (30 days, starting today), I am awarding a single Super Spin (See the last raffle for details) to anyone who GMs a full sim lasting at least 4 hours.
In addition, anyone who GMs a complete campaign (At least 6 sims) within the next 3 months, will be awarded a HGM Point. A HGM Point is redeemable for a personal favor from me, and can range from anything from Character Resurrection to creating a custom system, to (insert awesome thing here).
To qualify, all I need is to see an outline of the campaign with plot/what happened during the sims, submitted at the end of the campaign.
That is all."
May 7th 2013: (backlog)
6/12/2012: Clarification has been made in Cybernetics regarding making modules that grant the use of Adv skills if you have the pre-reqs vs if you do not.
Cybernetics install costs no longer benefit from a 90% reduction when done by a PC.
6/9/2012: Diplomat was changed to reference the Comprehend skill instead of Read/Write and Speak. Remaining entries referencing these skills will be corrected in the coming days. Minor cosmetic fixes were made to Specialist Classes.
Medic has been slightly rebalanced with the advent of new healing DCs. The 3D Ability now allows you to improvise +2 tools in the field for Medicine/FA.
The 7D ability has been buffed to be a -4 DC to FA and Medicine.
Time To Construct. All times to construct components/armor/etc. are being removed from the manual. It is assumed that you have enough downtime, assistance, etc. between sims to construct/build whatever you want. GMs should use common sense during sims for when players want to build something mid-sim.
The following note has been added to the Equipment construction section:
"During upgrade sessions, time is not a factor in the design/construction process. Characters have downtime, people to assist them, etc. to create whatever it is they want to create. If a character chooses to do something outside of an upgrade session, the presiding GM should use common sense in determining a time factor for design/construction."
Due to the removal of time, the M:GT DC for cloning an entire organism has been increased to 80.
Corrected two errors in the Starship Design section of the manual that referenced incorrect Scale Modifiers.
6/7/2012: Leadership and Military Leadership have been updated to allow players to accumulate groups of NPCs to work on the player's behalf. See their skill entries for more details.
5/30/2012: An exploit was patched regarding lightsaber construction.
5/23/2012:
Main ABG Storyline Equalization
It has come to the Command Staff's attention that existing characters, some of whom have been in the ABG for almost a decade, create such a disparity between themselves and fresh characters that it was deemed new characters require an additional boost to bring them in line with the setting and adventures the ABG now handles.
To that end, characters receive the following advancements ontop of what was outlined above:
+4D Attribute Dice applicable to any of the six basic attributes. The characters attribute scores must still fall within the range of the species' listed minimum and maximums.
+16D Skill Dice. Characters may have up to 4 skills at 4D above their attributes. All other skills remain capped at the starting character +2D limit. Characters may invest these skill dice in force attributes as they could normal bonus skill dice. Their starting force attributes may not exceed 4D.
Force Sensitive characters gain 10 RP, 20 RP if at least one attribute is at 4D.
The character is allowed to roll strength twice to determine their HP. They either may take this result, or have their HP set to 20, whichever is higher.
An additional 8 basic skills (or force powers) (for a total of 32).
An additional 3 ADVANCED skills, provided they meet the prerequisites.
+45 CP, increasing their starting CP to 50.
+2 FP
+95,000 cr, increasing their starting credits to a cool 100k.
Three items made from any design system that could be produced with rolls of 40 or less.
1 custom item, approved by the HGM. Use your imagination!
If your character was made recently, please contact an SGM to have the increases applied to your sheet. If you have been around for a while but not as long as the old farts, specifically characters such as Koah, Silaraa, and Jonah, please see the HGM.
05/17/2012: Raffle Details!
You may participate in the raffle until the 25th, where the final things will be done, and the raffle will be closed! Normal prize spins can be made at ANY TIME, just find Raven! Super Prize Wheel spins will be made on the 25th, and the raffles will occur then as well.
The raffle is broken down into the following things:
Normal Prize Wheel
Super Prize Wheel
50-50 Raffle
Secret Raffle
The Normal Prize wheel costs 3 CP to spin, you roll a 1D50, and get the prize indicated! You may roll as many times as you have CP for.
The Super Prize Wheel costs nothing to spin, you must earn spins. Everyone gets 1 spin automatically, the remaining spins must be earned... through a Boss Fight!
On the 25th at 6 PM, there will be a boss fight against one of three opponents of your choosing. There is no risk of Character Death, as it will be considered a Simulation. Winning the boss fight gets everyone who participates an additional spin. Up to three MORE spins can be earned by completing the following objectives:
Defeat the Boss without using CP or FP - +1 Spin
Defeat the Boss without using CP or FP AND without using Weapons - +2 Spins
Defeat the Boss without using CP, or FP, AND without using Weapons AND without using the Force or any equipment bonus or armor/shields - +3 Spins
If you are unable to make it to the boss fight due to RL reasons, you may assist a character by Proxy. This will give them a +1D bonus to all of their rolls for the boss fight, and you will still be considered to be Participating.
I will say right now, it IS possible to get +3 spins in any of the three boss fights. :D
The final two items are a 50-50 raffle, and a Secret raffle. These will be done as a Straight 1D(#of participant) roll. The contents of the Secret Raffle will not be revealed until the 25th, so stay tuned!
Details on the wheels/a list of winners/etc. can all be found here:
https://docs.google.com/spreadsheet/ccc?key=0AmpJDcI25V_pdGp2MU5QLUh5bllneG9UdHl0cXhPSXc
Good luck!
May 7th 2013: (backlog)
04/29/2012: Two quick things. A note about use of OOC info IC has been removed from the Taking Action section of the manual. It will be re-added along with some other ABG rules that aren't game rules.
RAFFLE! 05/25/2012 there will be a raffle with prizes and crazy things and such. Details will be forthcoming this week.
3/17/2012: Host of new changes coming at you today, buckle in!
PENSIONS for New Republic retirees have finally been implemented. Eric, see Raven for backpay.
Excessively evil darksiders (-90 or below) no longer waste away and lose HP. All darkside counters are nulled. See a SGM if this affects you.
Good Deeds do Good has been ruled to not grant additional LSP when the user is already at +100. Note that it still works normally up TO +100, so GMs must pay some attention if a character drops below and then back up to +100 in their sim.
Healing in the ABG has been revamped across the board!
First Aid now gives out its flat roll, with higher difficulties (-5) to heal above 50%.
Accelerate Healing is now a weaker form of First Aid (-5, -11 above 50%) but has the added utility of being able to heal at a distance of twice the user's CONTROL D in meters through line of sight or a Life Sense check. The healing gained in this state becomes (-15, -21 above 50%)
Medicine: Roll = healing for all states, can re-attach limbs but they operate at -2D for the sim. Cures poisons, diseases, same as before. Still takes 15+ minutes to use.
Force Mending: Roll = healing, takes 15+ minutes to use, can re-attach limbs. Re-attached limbs immediately function normally.
Transfer Force: No longer a heal-spam skill, but SAVES LIVES. Restores an incapacitated character to 0 HP and purges all damaging effects (Wounds, DoTs, etc).
Medicine's base DC to save someone between -10 to -19 has been reduced to 25, putting it in line with Force Mending.
'Radar Mode' of Life Detection now requires Line of Sight to the target in order to function. Players can no longer know *exactly* where every entity is onboard a starship.
Enhance Skill now does something on the very easy and easy results. Just a bit of a leg up for our newer characters.
Detecting force powers has now been clarified. In essence, detecting CONTROL or ALTER powers is a snap, detecting a SENSE based power is an opposed roll. See the SENSE power for details.
Identification of detected force powers may now be accomplished through a Scholar: Jedi Lore or Scholar: Sith Lore check. See the SENSE power for details.
The total bonus from any unique crafting system to a character's attribute has been capped at +2D. Similarly, the bonus to any character's skill dice is capped at +3D. These can be combined for a total bonus of +5D.
In line with this, Force and Sith artifacts now stack with themselves, up to the aforementioned caps. Note that the limits on how many artifacts a player can use, and how powerful an artifact they can use, remain. See Force Artifacts for details.
In order to bring lightsaber damage in line with the other combat systems, base Lightsaber damage has been reduced from 4D/6D/8D to 4D/5D/6D. In addition, Blaster Combat may no longer apply 1/2 its CONTROL dice as bonus damage. Lightsaber Combat may no longer apply 1/2 its CONTROL dice to melee weapons as bonus damage.
A clarification has been entered into the manual regarding resisting force effects: When a character resists with a skill, normal multi-action penalties apply during a defensive round. When a character resists with an attribute, they do not.
3/4/2012: Sith Alchemy was changed to cost CP instead of HP.
Due to the change in CONTROL(concentration) and Mental Focus, a clarification was deemed necessary: FP spent on boosting a skill ALSO boosts MF/Conc, as they happen in the same round.
Economics has been enhanced (*coughGivenPurposeCough*) to work with Businesses, modifying the credits gained or lost each week.
2/28/2012: The front page seemed lonely, so I'm updating it.
Also, the genetic mutation chart under GE has been changed to be a lot nicer! Contact a CS member if these changes affect you (Valen)!
02/26/2012: In addition, the merit rewards system has been revamped! Players that have claimed rewards may be eligible for refunds, see a CS member for details.
02/26/2012: Double Shizzazle! One Week, two quirk updates?! We krazy. Backgrounds are open and ready for your perusal! Make sure to check them out.
Bounty Hunter
CEO
Criminal Ties
Ex-Imperial Agent
Ex-Imperial Officer
Ex-Imperial Commando
Ex-Sith Sorceror(ess)
Ex-Sith Warrior
Farmer
Force Savant
Grey Upbringing
Honorable Discharge
Jedi From Birth
Mercenary
Scavanger
Republic Commando
Republic Squad Leader
Backwater Planet
Civilian
Failed Sith
Jallen Jedi
Former Slave
Galactic Crimial
Know Outlaw
Ne're-Do-Well
Old Timer
Orphaned
Republic Officer
Republic Washout
Young'n
02/24/2012: Significant change to the way that Cybernetics and Genetic Engineering interact with one another. You will no longer die if cybernetics pushes your genetic health over 100. You simply will not be able to have any cybernetics or GE work done, at that point, until your cumulative Genetic Health is brought below 100.
02/23/2012: Shizzazle! We've got 29 Brand New Badass Quirks for all you sexy mofos, along with two previous quirk fixes! If these quirks affect you you may respec for free next upgrade sim! If your character has I Am Who I Am contact a CS member for details on your respec!
Quirk Changes:
Benjamins is now only worth a +1 Modifier
Obvious Target now adds +2 damage to any damage taken, no modifier change
The new quirks are:
Traditionalist
New and Improved
Halfbreed
Darkness Calls
Halfman
Hulk
Always Prepared
Extra Juice
Static Drain
Careful Crafter
Reckless Crafter
Righty Tighty
There's Waldo!
Certain Death
Not Today
Tiger Blood
Heavy Handed
Gunslinger
Itchy Trigger Finger
Learned it From Holopedia
Smash!
Inefficient Crafter
Efficient Crafter
Artifact Interference
Extra Rings
Brainwashed
Impatient
No Whammy, No Whammy...
We Live in AMERICUH!
02/19/2012: Opposed rolls for upgrading force skills have been set to 4D across the board, and no longer scale with rank. Force Attribute upgrades now cost x5, the same as normal attributes.
In light of this change, the CS has ruled that the players affected should have their excess CP refunded. The affected players' sheets have been updated. Any players who feel they were affected by this period, please contact Cyrel.
02/10/2012: Transfer force has been given a bit of a tune-up to make it more appealing as a Master level healing ability.
02/05/2012: To balance Mad Scientist with the other specialist classes, the Sith Alchemy transformations from this class no longer require that you pick a SA Downfall. Instead, they increase Genetic Health by 10.
1/30/2012:
All near-death penalties can eventually be
May 6th 2013: Adjusted Professional Scholar to allow all Scholar skills to come in as Specializations, reduced modifier to +3!
Website
Last updated Monday, July 7th, 2014, by FA Cyrel Vandroth.
Graphics designed by GEN Deltan Saviri.
Implementation by FA Licah Fox.