Intergalactic Errata in GenIsys Games | World Anvil

Intergalactic Errata

V.029 to 031

  • Removed Era 6 Decks
  • Reformatted the deck tables
  • Added small section on telepaths
  • Did some Starship combat. Made some great changes, this should be real fun.
  • Added stuff for your Point Defenses to hit more.
  • Tweaked the range of the medic’s stress resistance from 10’ to 10’ per level.
  • Slowed down Hyper Jumping.
  • Moved and expanded plots
  • Changed interest to remove result caps on involved skills.
  • Added drones for advertising, vending security, window washing and more.
  • Touched up the influence skill to add some deal making checks for criminals they use the black market for the access to a deal.
  • Fighter: Each time a system takes damage, any damage to another system has a 1 better chance to explode if they are hit. This is cumulative.
  • Osmium is the metal used for your ships Repair systems to repair your armor. Each space holds 40 hull repair units and each repair unit costs on average of 250c. 1 Hull Repair unit repairs 1 SP. We will say you have 1 space of this stuff.
  • Updated and created a Player Commerce Index
  • Ship combat critical hits and misses are added.
  • When hull is hit, and no SP is there, vent to space.
  • Fixed Text box on page 1
  • Docking Fees, and loading & unloading added to Services in Gear
  • Added Chance of Fire to Explosion Table.
  • Damage from objects hitting your shield: Your shields are ½ as effective against such objects.
  • V.028 to 029

  • Changed the Combat Medic Life ability to cost only 1 Action Die
  • Added benefit to single fire for RFBRs
  • Updated the wounds to what we talked about, added some tables. Organized it better.
  • Added the missing Maneuvering section for starships
  • Simplified ships attack and defense and initiative. Now combat should be faster and easier.
  • Ship design increased price of thrusters
  • Ship design fixed missing Calc on Freighter sheet.
  • V.027 to 028

  • Removed the requirements for the Capability “Skill Training.”
  • Lowered the requirements for the Capability “Skill Training Specialization.”
  • Added a capability called “Skill Training Optimization”, which removes a broad skill from the career level cap for buying skill points. This allowed me to remove the Skill Buff capability.
  • Changed the Combat Medic Life ability to cost only 1 Action Die
  • Added benefit to single fire for RFBRs
  • Updated the wounds to what we talked about, added some tables. Organized it better.
  • Added the missing Maneuvering section for starships
  • Simplified ships attack and defense and initiative. Now combat should be faster and easier.
  • Ship design increased price of thrusters
  • Ship design fixed missing Calc on Freighter sheet.
  • V.026 to 027

  • Added some notes on armor, on where the ACP, MA and other adjustments are when you mix and match your armors.
  • Changed a few names on weapons and armor
  • Stress now effects initiative at Stress level 1.
  • Added Xenobiology capability to have someone be able to treat other species. Under Capability/Skill
  • Changed Astrogation to always work and only fail if you exceed your calculation range.
  • Astrogation computers start at 10ly range and increase 5ly per PR.
  • Result cap on cooperation skill checks uses the higher result cap of all those involved.
  • Adjusted the Viper Battery slightly Bonus to hit is 2 and its damage points are now 6.
  • The Crew Management System now reduces stress and does not help initiative directly. i.e. if your crew is not stressed your initiative is better.
  • Removed any reference to your maneuver skill from the Navigation system, it controls your weapons and helps with precision flying.
  • V.026 to 027

  • Added Explosion Table to space combat
  • Simplifying all calculations to build ship in the Ship design document
  • Clarified a few items in the life Path tables
  • Changed up the Medic specialties and created a combat medic
  • Added a “Snap Out of it” capability
  • Added unconscious possibility with Pain conditions, you get a resist check
  • Removed references to vitality
  • Reworked the wound/damage stuff
  • Combined weapon accessories, upgrades and options on to one chart.
  • Removed the Bleeding condition
  • Removed the Critically wounded condition
  • Added some needed guidelines to medical gear, also added that a non-medic only gets ½ the effect of the gear. Some items can only be effectively used by a medic.
  • Wounds now have an infection check.
  • Disciplines and Vehicle skills are not going to have skill caps.
  • Both Character sheets done, have extra room on combat page.
  • Armor & weapons tables completed
  • Put in the missing Fear condition
  • Reworked Stress it is not damage any more.
  • Removed Ships systems for now from the core book until I get the supplement done, might put them back later not sure.
  • V.025 to 026

  • Changed the Hyperjump, every jump now requires a check. Reduced the explanation of everything down by 2 paragraphs. Should be easier to understand and use.
  • Updating the ships systems to say how many are required.
  • V.024 to 025

  • Updated some salaries that I forgot to update
  • The skill electronics has been removed from all the classes, you might want to check your skills.
  • Added 2 capabilities Vehicle Proficiency and Weapon Proficiency. You can become proficient in these by taking these capabilities.
  • Changed the Reputation Capability so you can increase or decrease your reputation.
  • Grig Bitrium Grenades burst changed to 6 hexes, corrected a few other hex things in grenades.
  • Skill character sheet changed color of cap to match the skill point color
  • Light for space suit, also you can now link your space suit. Also, added an option for a thruster pack.
  • There is already a neural ware device that allows communication, you won’t need the patch.
  • Added Duct Tape & Cryostasis pod
  • Added a Camera to the Cyber ware list.
  • Added Hand/foot option can be given up for 4 fingers/toe options.
  • Changed grenade stuff to physical items, cleared up a lot of info on grenades
  • I added a line for throwing grenades to the Ancient Arms List under Archery/Thrown.
  • Udated character sheet and CPC for vitality
  • V.023 to 024

  • Removed Capital Ship Weapons
  • Added some detail and organization to space combat
  • Added a paragraph explaining how communications work and interconnect. Also, explained the time a stellar link call takes to transmit.
  • Working on some engineering stuff for in combat repairs and critical systems that get hit and need repair in combat.
  • 150 CP starting CP added
  • Noted you only get one of 8 Backgrounds
  • Added Kaleb to Play Test Credit, everyone should check spelling of their name.
  • Changed all references to SH-8142 to show correctly has SH-1842.
  • Cleared up weird column in Social status for sectors.
  • Fixed the Big Gains to say use both sides of Allies and Enemies for the 2d8 roll.
  • Crewman Starting Skills: now Skill Proficiency: You gain proficiency with the following skills: General, Social or Streetwise, and Tech or Starship Operations, Security or Discipline, and Medicine.
  • Fixed some things on Calc Spreadsheet, weapon costs not adding correctly, and the Reputation refencing the wrong cell.
  • Space Marine/Planetary Security fixed explanation of the Restricted blaster.
  • Added Hi-Tech camouflage upgrade for armor. Downgraded to Rare item and 2,000C from what we talked about.
  • Add some clarifications to Combat page in character sheets.
  • Fixed Weapon CP Cost Calc and verified Ability Score point calc worked. Also found error in combat bonuses being added.
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