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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="Capn Charlie" data-source="post: 6977507" data-attributes="member: 16046"><p>Okay, so I swear I was working on the HH, but I ended up making one more pass at the core book, gonna call it same version revised, and move on. I had to clarify some damage types, and rolled out bookmarks, and a few other bits and pieces. </p><p></p><p>[ATTACH]79367[/ATTACH]</p><p></p><p>Version: 0.5r</p><p></p><p></p><p>Notes</p><p>• Bookmarks added for (hopefully) easier navigation</p><p>• Gloemn technicians should be less bouncy now that Prodigious leap is limited to once per round. </p><p>• Soldiers may now specialize as Mobile Infantry, taking advantage of the new armor mods system</p><p>• Technician specializations now hand out (hopefully) redundant proficiencies so that technicians can make a more meaningful decision at level 4. </p><p>• Robomancers reworked slightly to be in line with clarified robot rules</p><p>• Officers now less snooty, able to take the Sergeant specialization, allowing them to lead from the front. </p><p>• Savages can now owe humans a life debt, allowing them to take the Oathsworn specialization</p><p>• Bounty hunters now deal additional sneak attack dice with their Always Get my Man feature.</p><p>• Savage Warriors can now target a similar number of creatures with ranged or melee attacks. </p><p>• Feats can now be gained and used by the core rules.</p><p>• Many feats have fewer or no prerequisites</p><p>• Heavy Munitions utility expanded</p><p>• Martial Artists may now specialize further with the Judo and Kung Fu feats.</p><p>• The covering fire feat now states in particular that it can be used for ranged flanking.</p><p>• Mass Drivers reduced in cost and expanded in effect to make them more competitive with other military weapons. </p><p>• Damage types clarified with additional effects. Lasers are scary, and why would anyone fire a gun inside a tin can?</p><p>• Radcleanse now deals with updated radiation damage</p><p>• Tool kits clarified and expanded, medkits now synergize with the medicine skill</p><p>• Robot rules tweaked to allow them to be controlled by more characters and using a new CP mechanic for controlling.</p><p>• Defensive characters may now equip and benefit from shields. </p><p>• Flashbangs have had limiting factors added</p><p>• Modifications rules expanded to offer pricing models and many expanded options</p><p>• New prototype items have been catalogued</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 6977507, member: 16046"] Okay, so I swear I was working on the HH, but I ended up making one more pass at the core book, gonna call it same version revised, and move on. I had to clarify some damage types, and rolled out bookmarks, and a few other bits and pieces. [ATTACH]79367._xfImport[/ATTACH] Version: 0.5r Notes • Bookmarks added for (hopefully) easier navigation • Gloemn technicians should be less bouncy now that Prodigious leap is limited to once per round. • Soldiers may now specialize as Mobile Infantry, taking advantage of the new armor mods system • Technician specializations now hand out (hopefully) redundant proficiencies so that technicians can make a more meaningful decision at level 4. • Robomancers reworked slightly to be in line with clarified robot rules • Officers now less snooty, able to take the Sergeant specialization, allowing them to lead from the front. • Savages can now owe humans a life debt, allowing them to take the Oathsworn specialization • Bounty hunters now deal additional sneak attack dice with their Always Get my Man feature. • Savage Warriors can now target a similar number of creatures with ranged or melee attacks. • Feats can now be gained and used by the core rules. • Many feats have fewer or no prerequisites • Heavy Munitions utility expanded • Martial Artists may now specialize further with the Judo and Kung Fu feats. • The covering fire feat now states in particular that it can be used for ranged flanking. • Mass Drivers reduced in cost and expanded in effect to make them more competitive with other military weapons. • Damage types clarified with additional effects. Lasers are scary, and why would anyone fire a gun inside a tin can? • Radcleanse now deals with updated radiation damage • Tool kits clarified and expanded, medkits now synergize with the medicine skill • Robot rules tweaked to allow them to be controlled by more characters and using a new CP mechanic for controlling. • Defensive characters may now equip and benefit from shields. • Flashbangs have had limiting factors added • Modifications rules expanded to offer pricing models and many expanded options • New prototype items have been catalogued [/QUOTE]
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