# RPJ Sci-Fi Changelog ### 1.1.0-beta1 * Numbers changes for 2d6ification: almost everything is 1/3 cheaper * Language standardization per Core: 'modifier' is a number you add to a 4d6 roll, 'target' is a Target Number, 'difficulty' is what you add to 7+ to determine target * More typo fixes (thanks, Max and Rob) * Most psi ability addon features are now in tables, which forces more conciseness and clarity on my part * Many psi abilities change * Remove references to anti-class skills * Remove Characters implementation details section, as all the rules there are now part of Core * Character sheet changes to implement new costs and rules * Standardize on 'is a discount-cost skill' terminology for classes which have discount skills as a benefit * Character sheet fixes and improvements to match Core changes * Combat Mobility gift is now Battlefield Mobility * Levels in melee skills grant access to GCS maneuvers * Tagma Veteran, Kataphraktos, and Amplified Psion->Tagma Training gain access to GCS maneuvers as class features * Reduce the rarities and prosperity costs of some items to open up starting * Rebalance of gift and fault costs/benefits; gifts are generally slightly more expensive, some faults are slightly less beneficial * Clarify that hand-to-hand master is for unarmed attacks only, change the repeated-attack-per-action thing to a bonus-per-attack on your turn * Cover art! * Shotgun nerf, many other item changes * Add a section to the Items chapter on the difference between and uses of the various technological skills * Bring in line with changes from RPJ Core: * Reaction and Armor Use+Dex are both valid options for ranged defense value * Reaction is no longer a class skill for anybody, being the only non-situational defense skill * Armor Use is more uniformly a class skill for combat-focused classes * Armor Use is now for both ordinary armor and power armor; Power Armor Use covers power armor weapons and general maneuvering * Separate skill for Grappling * Unarmed Combat attacks may use either Dex or Str bonus * Most medium+ armor imposes a penalty to Dodge melee defense * Remove Inspire skill * Its function—aiding allies on rolls—is now covered by assisted checks * A few changes to classes and class skill lists * Quick Build sections for each class * Use countdowns for crafting and voidship maintenance * Clarify that base machine control implants are wired, and that Machine Empath implants are wireless * Add a Using This Rulebook section (formatting and linkage explanations) and a whole chapter on Influence * Also, nerf some classes' starting influence, given the concretized power of influence * Special typesetting for stat blocks/rules blocks * Quick start guide and character creation quick start now reference the correct paths in the Core rulebook * Edit character sheets to match the new ranged defense calculation * Maintenance and readiness rules revamp for voidships * Rules for common tasks using the readiness system (rushing a shuttle to the surface, etc.) * Tie upkeep into maintenance and readiness * Add some base Maintenance levels for small craft hulls, and small craft modules to improve sensors and maintenance ship skills * Wee tiny tweaks to acquisitions * No more temporary Prosperity gain; instead, you can spend maximum Prosperity to add bonuses to acquisition checks * High-tech destinations can make acquisitions easier, and vice versa * Small changes to ship design * Module capacities for jump ship hulls increase 5->6 * Module capacities for secondary voidship hulls increase 3->4 * Voidships cost 1/5 the ship points jump ships do (they're smaller, after all) * Voidships have base speed and maneuver values of 3, reduced by 1 per Primary Hull module (small, light voidships are easy to make fast) * Update cheat sheets * Carrying capacity rules * More information on downtime * Not rules so much as guidance * Voidship logistics * Rules for such things as prepping and launching shuttles, moving cargo, etc. * Borrow terminology from Core's acquisition/money rules (which are basically these rules condensed) * Current and Maximum Prosperity are now Coin and Wealth, because different ideas deserve different words * A few other changes, too * The rules are the same as Core, and Core is a bit more concise, so you can read that if you prefer ### 1.0.0-beta13 * Two-column reformat * Rebalance starting Prosperities: the poorest classes are slightly richer, the richest classes are somewhat poorer * Reduce the benefit of the Rich/Filthy Rich gifts * Buying multiples of items is more expensive * Buff the Secondary Anti-Vehicle Use weapon trait * Add rocket launcher minimum range mechanic * Damage saves revamp, including rebalancing basically everything that does damage or has damage saves (consult RPJ Core for how to calculate your base damage saves) * Changes to Artificer's Workshop jump ship module * Clarify that Psi Mending can cause items to recover damage saves * Revert natural psion one-point-of-bonus-per-skill-level change; it's fiddly and doesn't add much * Rewrite Heat psi ability * Tidy up psi rules * Minor changes/improvements/etc. to vehicle and void combat rules * Change Combat Rating calculation to better capture important numbers: base damage saves, action count * Update cheat sheets to match new page references ### 1.0.0-beta12 * Make grenades easier to throw and harder to dodge * Rename Class Features to Class Quirks, to match RPJ Core * Amplified Psion class quirk: expend a Lucky Break to ignore the psi stamina loss for a psi ability * Update combat cheatsheet page references ### 1.0.0-beta11 * Licensing information * Update combat cheatsheets with page references ### 1.0.0-beta10 * Revise character sheets to match simpified specialties ### 1.0.0-beta9 * Allow single-use trauma kits to function sort of like healing potions * Rules for personal shield generators recovering * Reorganize medical treatment rules somewhat * Reduce time taken to recover from incapacitation penalties * Add rules for recovering from damage to the general cheatsheet ### 1.0.0-beta7 * Reformat rulebook to start chapters on the right page, so you can print/replace individual chapters in a printed copy ### 1.0.0-beta6 * Adjust cheatsheets to capture Cautious Movement changes in core-beta8 ### 1.0.0-beta5 * Quick Start Guide section * Telekinesis revamp * Other minor psi tweaks to costs and effects ### 1.0.0-beta4 * Change text about what kinds of officials player parties are likely to know * Add 'Track:' in front of class tracks to help set them apart more than the different text size can * Psi tweaks: 1 hour of no psi per half psi stamina recovery * Update psi cheat sheet to match * Add section on time and distance to combat cheat sheet * Add Riposte gift * Add a link to a Google Drive version of the character sheet for greater portability * Clarify that psi power bonus applies one point per point of base psi skill for all psions, not just aliens; if you take [Extremely] Strong Natural Psion, you get one point at a time * Tweaks to krrkt'kxhfrr bonuses and penalties: more combat focused, more hopeless out of combat * Fix some items missing from the character sheets * Fix some broken stuff on the Google Drive character sheet ### 1.0.0-beta3 * Clarify NPC/mook combat rating, in the case of single defense values or attack modifiers * Clarify rules on healing, and speed it up for the purposes of making more interesting narrative * Add some cheat sheets for quick rules reference * Reduce base costs of some psi abilities to make them a little more feasible for alien psions * Fix some typos and some examples ### 1.0.0-beta2 * Reduce the cost to extend Psi Sense's range * Clarify that Psi Sense counts as 'seeing' for psi abilities which require seeing a target * Changes to power armor wording * Ship Points now cost 3 maximum Prosperity each instead of 1 * Reword Ship Points section * Balance changes to voidship creation and size in Equivalent Volume Units * Add Small Craft Hangar voidship and Atmospheric Landing Thrusters voidship modules * Reword some of the Crafting rules * Clarify what Kataphraktos Veterans start with * Tiny starting Prosperity rebalancing * Organize class starting features to occur in roughly the same order * Add Reflex Shot gift * Add more index entries * Fix combat rating for NPCs and mooks * Other miscellaneous text changes ### 1.0.0-beta1 * Initial release