LevelingCharachters gain points instead of straight attribute bonuses. Characters can also opt to "keep" points to spend laterRacesRemoved: Saian race and all Saian sub-racesClassesClassless: Skill points per level reduced to 3 from 4Medic: Removed "Knife" proficiency, removed "Handle Animal" from available skillsSaboteur: Removed "Knife" proficiency, removed "Handle Animal" from available skills, given "Melee" weapon proficiencyScout: Removed "Axe," "Knife," and "Mace" proficienciesSoldier: Removed "Knife" and "Mace" proficiencies, added "Melee" weapon proficiency. Removed "Proficiency: Alien" special ruleTech Specialist: Removed "Knife" and "Mace" proficiencies. Yard Worker: Now a Racial Class for Belter, Jovian, and Spacer HumansGuerrilla Fighter: Removed "Terran" restriction, now a general "Human" feat. Removed "Knife," "Mace," and "Sword" proficiencies. Added Stealth to available trained skills. Added "Melee" weapon proficiency.Officer: Removed "Knife" proficiencyUnseen: Added Terran, Martian, and Lunar racial restrictions.Removed: Commandant, Chaplain, Fanatic, HunterFeatsDemolitions: Replaced +1d4 with +1 Dice SizeRemoved: All Saian racial feats and the following Universal feats: Dual Strike, Rending Strikes, Two Weapon Defense, Improved Flayer, Shield Slam, Phalanx Fighter, Rage, Tactical Mind, Improved Weapon Finesse, Proficiency: AlienSkillsRemoved "Handle Animal" skillWeaponsAmmo Box Customization: A weapon with an ammo box cannot be fired one-handed.Shot rules: Added "Variable" shot numbers (IE, 1-5), clarified "Static" shot numbers (IE, 1/3), and clarified combinations (IE, 1-3/5/10)Added clarification of damage modifiers, including multiplication.Added Armor Piercing ruleAdd mass for ammunition without massLightning Gun addedCoilgun is now a Spacer Weapon (Was Human)Weapon List re-organizedAll Melee weapons (Bludgeon, Knife, Combat Knife, Throwing Knife) are as one "Melee" weapon classRemoved: Hand Cannon, Long Rifle, Modular Weapon System, Air Rifle, Grav Gun, Laser Cannon, Dart Thrower, Crossbow, Dagger, Mace, Morning Star, Warhammer, Sledge (Profile), Crowbar (Profile), Halberd, Spear, Short Spear, War Fork, Bastard Sword, Longsword, Light Flail, Heavy Flail, and Pole Flail.ArmorsRemoved: Heavy Ceramic Shield, Gun Shield, Tower Shield, Leather Armor, Plate Armor, Glide Armor, Synapse Armor, and Enhanced Synapse ArmorEquipmentRemoved: Horses and all related equipmentObjectsAdded rules for attacking objects
GeneralAdded TimelineChapters Added:Chapter 1: Character Creation BasicsChapter 2: Races and SubracesChapter 3: ClassesChapter 4: Feats and SkillsChapter 5: EquipmentChapter 6: DescriptionChapter 7: GameplayRaces and SubracesBelter Human: Changed Preferred Class from Diplomat to OfficerClassesMulticlassing and Trained skills: Taking a class that would duplicate training on a skill graints +2 Skill Points instead of +1 Skill PointCraftsman: Lowered Craft Roll bonuses for materialsCraftsman: Changed repairs to require same material typeCraftsman: Re-worked breaking down an item for materialsDiplomat: Added bonus to "Going South" featDiplomat: Added Shocked, Surprised, and Initiative bonus to "Drastic Measures" featDiplomat: Added conditions for non-human usage of "Universal Language"Yard Worker: Added Pistol proficiencyYard Worker: Changed "This'll Do" to function on Melee weapons onlyYard Worker: Changed "Intimidating" bonuses to +2Yard Worker: Added duration to "Bulldozer"Feats and SkillsFlayer: Restricted to Melee attacks onlyEquipmentProsthetics: Prostetics can be bought at base price at creationWeapon Customizations: Removed "Portable" requirement (Relic from vehicles)Money: Money now has decimal amountsFailure Rates: increases ranges for damage from failureInterplanetary Transport: Cost changed to 250 each way base price.Interplanetary Jump: Cost changed to 750+20/Light MinuteEquipment, Weapons, Armors, Etc: Can only be purcahsed at Below Average, Average, and Above Average quality.Materials sections condensed into one section at beginning of equipmentSuper Chances: Removed super chancesIncendiary: Grenades and detpacks increase flamability by 1 (No chance)Detpacks Added IR Laser tripwire, Remote Proximity fuse, Remote relay.Seismic Detpack: Removed artificial surface rulePlasma Detpack: Increased price to 2500Neural Interface Weapon customization: Non-Detpack availabilityWepaon Customization: Allow characters to train others in use of specializationsDescriptionAdded description section, including Advantages and DisadvantagesGameplayDice Size explanation changed to be more specificAdded Shocked conditionProficiency: Nonproficient characters suffer a -4 to all Melee rolls, not just AccuracyProfieciency: Proficiency Description moved to GameplayShots: Shots rules moved to GameplayWielding Weapons: Accuracy bonus for One-hand ranged weapon in two hands increased to +2Wielding Weapons: Heavy-class 2 hand weapons cannot be held in 1 handFree Attacks: Added ranged weapon threat range[/qote]
Character Creation Basics-Neural Levels: Clarified that neural levels cannot be increased-Gaining Levels: Added additional Class feat at 30th levelRaces/Sub-Races-Terran Human: Medic and Soldier are Preferred Classes-Spacer Human: Re-did descriptionClassesYard Worker: Improved Durable is no longer a class featFeats and Skills-Improved Taunt: Use of Taunt must be successful-Taunt: Replaced "Intimidate Check" with "Diplomacy Check"-Short Haft: Removed-Shield Reflexes: AddedEquipment-Plasma Detpack: Increased damage to 10*10d12, increased price to 3500, increased blast to 30 squares. Audibility past 10 kilometers starts at 2 and increases by 2 for each additional 500 meters-Flash-Bang Detpack: Increased price to 50, added Disorient rule-Seismic Detpack: Removed accuracy-Detpacks: Moved customization to logical section (Beginning description)-Powered Armore: Cost increased to 350-Space Combat Armor: Powered Upgrade level 1-Shields: Ceramic Shield and Energy Shield given size of 1 hand-Shields: Removed "Speed" ColumnGameplay-Rolls/Automatic Failure: Only skills that require training automatically fail on a natural 1.-Conditions: Standing from Prone provokes Free Attacks. Kneeling from Prone is a Minor action.-Death: Fixed wording. Implied death at negative health equal to regular health - should be negative double health.-Aimed Shot: Aimed Shots ignore shield bonuses