Thursday, November 19, 2015

Emails, and an update!

So with that one post, I got a bunch more emails!

Thanks to all the guys who emailed me! Feel free to do so!

Also, Boots, one of my playtesters and major contributors gave me his notes on some tools that I can and probably will make for the game, with his name attached.

So more content soon, fellow players!

Also, if you have any suggestions for tools or things that I can possibly add, feel free!

A tool being a thing that's not primarily a weapon, that will have some kind of in game use that's cool, that I either haven't covered or missed a major variation on.

Monday, November 16, 2015

An explanation on Invoking

Alright, so I just got my FIRST email with a request, and because I can't sleep, I'm fulfilling it.

This one's for you, David.

Incantations and Mental Limit

Incantations and how it affects mental limit is admittedly a bit complicated, so I'm going to see if I can present an example as best I can here.

The Base cost of Incantations and memorizing Recipes is straight forward: (5 * Level) +5. The higher your level, the more you can memorize, but the more it cost.

The tricky part is actually using incantations. The text Reads as below:

 When an Invoker casts an incantation, Mental limit is used. On the following turn, the Invoker's used Mental Limit is decreased by 1/4th the total Mental Limit that is currently used, rounded down. (Multiply the total Mental Limit used by .75, rounded up), this is the currently used Mental Limit. Invokers unable to provide this Mental Limit cost can not use their recipe. 

Now, let's say an invoker cast an incantation that cost 10 Mental Limit, using 10 Mental Limit that turn. On the following round, their mental limit is reduced first(Before anything else can be done), where you Multiply 10 * .75 (Or 3/4, whatever you choose). This turns it into 7.5 rounded up, which brings it to 8.

To split the example, the first example will say that the invoker cast another incantation that cost 10, bringing their total to 18. The following round, their mental limit used would be 18 * .75, which turns into 13.5, rounded up to 14. So as long as they keep using incantations, it will continue to fill up. Invokers need time to let their mental limit recooperate.

The second example would say that the invoker didn't use any more invocations the rest of the combat. The third round would see a reduction into 8 * .75, reducing it to 6. The fourth round would reduce the Mental limit by 6 * .75 , bringing the total to 4.5, rounded up to 5. The fifth round reducing it to 4 Mental Round, the 6 round reducing it to 3. Any subsequent rounds would leave it at 3, due to the math.(This was done on purpose). Only after combat has stopped will the mental limit be fully cleared out.

I hope that this has been clarifying, if it hasn't? Feel free to send me an email!

Friday, November 6, 2015

An Issue I missed with the Wise ARchetype in Core

I had to do an update on some rules with the wise archetype. It's been resolved and less broken now.

So go redownload core!

Wednesday, November 4, 2015


So there was a bunch of errors my Editor found, and as such, I have updated the following books.

Core Rulebook(Got some major rulefixes, including Extra Effort not sucking)
Advanced Arms(Which also got some more content, and some rulefixes as well!)
Modern Magika(Also got some rulefixes, psibladist suck less now)
Armory(Mostly Error fixes)
Supply Drop 8(Error Fixes)
Procedural Guns( I made a bot in ruby that does this automatically. Feel free to email me at for the code)
GM Compendium(Errors and such)
Special Request 3(Technical errors)

So go download it!

Wednesday, October 7, 2015

Missed a thing in Advanced Arms

So there was a vlaue in the armor I missed, so I just reuploaded it with the fix. THere are no major changes so no new version. Go get it!

Tuesday, October 6, 2015



Modern magika
Added the Reaction form for psiblades/plasma blades
Removed the bands of power
Added the Crystal Gems

Core Rulebook
5e 1.00 to 1.01
Changed prices of licenses
Changed the prices of cellphones.
Gave all acclipable rifles threaded barrels
Changed Saboted slugs to give +1 instead of -1 damage dice
Changed the Archetypes so that they recieve two feats every even levels
Removed the Gun crafting from the Craft mechanical skill list, and instead instruct characters to use the one in ARmory instead

Advanced Arms

1.07 to 1.08
Added the Synthetic Races
Removed Trade Goods from SD9 and added them to the book
Fixed "Celeistal beings" notion
Added non-planetary things to fly ships to
Added the "FTL" drive

Added the following guns
Sig P938
Colt Mustang XSP
Preciscion Small ARms PSP-25
Canik MKEK
MPA 5.7 Pistol
MPA 57. pistol ex

Wednesday, September 23, 2015

It's not dead!

I know there has been radio silence for awhile, but no this project is definitely not dead.

I've just been so busy with life as of late I haven't had a chance to push out the latest updates, the REAL new version.

Expect some good changes!