I’ve made my first update to Impulse Drive since putting it on Drivethru RPG as a free preview.

I’ve made my first update to Impulse Drive since putting it on Drivethru RPG as a free preview.

Originally shared by Adrian Thoen

I’ve made my first update to Impulse Drive since putting it on Drivethru RPG as a free preview. I think these changes make it a much better game.

http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

Version 2.4.1

21/08/2016: Removed Hooks mechanics to prevent negating Disadvantage and exploiting Foibles Advance farming.

Removed gaining Advances when a Foible is activated. Now Advances are gained when the player rolls a 6-. Foibles may be activated to make this more likely.

Added the Assist move, to give players a way to give each other Advantage, at the risk of a roll.

Rewrote Hooks to establish starting relationships between Crew Members, and generate starting Foibles for a new game.

Editing changes to numerous moves to remove references to old mechanics and add references to new mechanics.

24/08/2016: Removed the Hand and Reach ranges. Changed Overheat option/tag on weapons to be Discharged, using same terminology as Shields and Moves.

25/08/2016: Updated card images, updated entries for gear with correct tags. Added Mystic Weapon card.

Modified Skirmish Move to include discharging weapons to deal double Harm. Modified Fury Unleashed to still be relevant.

Changed the terminology for 10 day weeks from deca to dekim, and 20 day month from dodeca to ekosim.

28/08/2016: Rewritten Calamity to be more uniform in distribution, and have more interesting mechanical and fictional effects.

Added “Change Difficulty” rules to the Drifting section.