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Matchfire Games  |  2207  |  2207 Rules/Info  |  Rules Changelog 0 Members and 1 Guest are viewing this topic. « previous next »
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Andon
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« on: October 28, 2009, 03:23:39 AM »

Version 0.1.5 to Version 0.2.0
Quote
Leveling
Charachters gain points instead of straight attribute bonuses. Characters can also opt to "keep" points to spend later

Races
Removed: Saian race and all Saian sub-races

Classes
Classless: Skill points per level reduced to 3 from 4
Medic: Removed "Knife" proficiency, removed "Handle Animal" from available skills
Saboteur: Removed "Knife" proficiency, removed "Handle Animal" from available skills, given "Melee" weapon proficiency
Scout: Removed "Axe," "Knife," and "Mace" proficiencies
Soldier: Removed "Knife" and "Mace" proficiencies, added "Melee" weapon proficiency. Removed "Proficiency: Alien" special rule
Tech Specialist: Removed "Knife" and "Mace" proficiencies.
Yard Worker: Now a Racial Class for Belter, Jovian, and Spacer Humans
Guerrilla 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" proficiency
Unseen: Added Terran, Martian, and Lunar racial restrictions.
Removed: Commandant, Chaplain, Fanatic, Hunter

Feats
Demolitions: Replaced +1d4 with +1 Dice Size
Removed: 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: Alien

Skills
Removed "Handle Animal" skill

Weapons
Ammo 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 rule
Add mass for ammunition without mass
Lightning Gun added
Coilgun is now a Spacer Weapon (Was Human)
Weapon List re-organized
All Melee weapons (Bludgeon, Knife, Combat Knife, Throwing Knife) are as one "Melee" weapon class
Removed: 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.

Armors
Removed: Heavy Ceramic Shield, Gun Shield, Tower Shield, Leather Armor, Plate Armor, Glide Armor, Synapse Armor, and Enhanced Synapse Armor

Equipment
Removed: Horses and all related equipment

Objects
Added rules for attacking objects
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Andon
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« Reply #1 on: November 12, 2009, 10:08:15 PM »

Changes, Alpha 0.2.0 to Beta 2.1
Quote
General
Added Timeline
Chapters Added:
Chapter 1: Character Creation Basics
Chapter 2: Races and Subraces
Chapter 3: Classes
Chapter 4: Feats and Skills
Chapter 5: Equipment
Chapter 6: Description
Chapter 7: Gameplay

Races and Subraces
Belter Human: Changed Preferred Class from Diplomat to Officer

Classes
Multiclassing and Trained skills: Taking a class that would duplicate training on a skill graints +2 Skill Points instead of +1 Skill Point
Craftsman: Lowered Craft Roll bonuses for materials
Craftsman: Changed repairs to require same material type
Craftsman: Re-worked breaking down an item for materials
Diplomat: Added bonus to "Going South" feat
Diplomat: Added Shocked, Surprised, and Initiative bonus to "Drastic Measures" feat
Diplomat: Added conditions for non-human usage of "Universal Language"
Yard Worker: Added Pistol proficiency
Yard Worker: Changed "This'll Do" to function on Melee weapons only
Yard Worker: Changed "Intimidating" bonuses to +2
Yard Worker: Added duration to "Bulldozer"

Feats and Skills
Flayer: Restricted to Melee attacks only

Equipment
Prosthetics: Prostetics can be bought at base price at creation
Weapon Customizations: Removed "Portable" requirement (Relic from vehicles)
Money: Money now has decimal amounts
Failure Rates: increases ranges for damage from failure
Interplanetary Transport: Cost changed to 250 each way base price.
Interplanetary Jump: Cost changed to 750+20/Light Minute
Equipment, Weapons, Armors, Etc: Can only be purcahsed at Below Average, Average, and Above Average quality.
Materials sections condensed into one section at beginning of equipment
Super Chances: Removed super chances
Incendiary: Grenades and detpacks increase flamability by 1 (No chance)
Detpacks Added IR Laser tripwire, Remote Proximity fuse, Remote relay.
Seismic Detpack: Removed artificial surface rule
Plasma Detpack: Increased price to 2500
Neural Interface Weapon customization: Non-Detpack availability
Wepaon Customization: Allow characters to train others in use of specializations

Description
Added description section, including Advantages and Disadvantages

Gameplay
Dice Size explanation changed to be more specific
Added Shocked condition
Proficiency: Nonproficient characters suffer a -4 to all Melee rolls, not just Accuracy
Profieciency: Proficiency Description moved to Gameplay
Shots: Shots rules moved to Gameplay
Wielding Weapons: Accuracy bonus for One-hand ranged weapon in two hands increased to +2
Wielding Weapons: Heavy-class 2 hand weapons cannot be held in 1 hand
Free Attacks: Added ranged weapon threat range
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Andon
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« Reply #2 on: November 30, 2009, 05:24:01 PM »

Changelist, 0.2.1b to 0.2.2:

Quote
Character Creation Basics
-Neural Levels: Clarified that neural levels cannot be increased
-Gaining Levels: Added additional Class feat at 30th level

Races/Sub-Races
-Terran Human: Medic and Soldier are Preferred Classes
-Spacer Human: Re-did description

Classes
Yard Worker: Improved Durable is no longer a class feat

Feats and Skills
-Improved Taunt: Use of Taunt must be successful
-Taunt: Replaced "Intimidate Check" with "Diplomacy Check"
-Short Haft: Removed
-Shield Reflexes: Added

Equipment
-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" Column

Gameplay
-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
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