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PAGE 135
The tesla glove uses a charge each time it inflicts
damage. Its additional damage is lightning.
PAGE 204 PAGE 212
Add the following entries to Vessel Regeneration. Increase Magus Hit Dice from 1d6 to 1d8.
• After you finish a short rest, you regain a number Hit points at 1st level increase to 8 + your
of points to your vessel equal to twice your VR Constitution modifier.
score. Hit points at higher levels increase to 1d8 (or 5) +
• After you finish a long rest, you refill all lost your Constitution modifier per magus level after 1st.
points to your vessel.
Yes, you recover your vessel faster in combat than PAGE 213
out of it. Under Endowment in the magus class, it refers to
Vigor Regeneration. Any instance of Vigor
Add the following to the end of the Asset entry. Regeneration actually refers to Vessel
Regeneration.
If your Vigor modifier increases when you gain a
level through a ladder or class feature, you not only Likewise, any reference to Dark as a resource
gain an increase to asset that level equal to your actually refers to Vessel.
modifier (as usual), but you also gain a bonus equal
to the new increase multiplied by your level. The Asset / Vessel Bonus entry has been modified
Likewise, if, for some reason, your Vigor Modifier to increase asset at 1st level.
drops, you would suffer a penalty (minimum 0 asset
gained). For example, if you reach 4th level and
increase your Vigor from 17 to 18, you gain 4 to your
ASSET/VESSEL BONUS
At 1st level, and every subsequent level, you receive a
asset this level and an additional 4.
bonus to your vessel and asset scores. At 1st level, this
PAGE 205 bonus is +2 for vessel and +4 for asset. At 2nd level,
Just a clarification under The Path and Synergy, this bonus is +2 and +1 respectfully, increasing to +3
replace the text with the following: and +2 at 10th level.
Synergy. Each path has a related focus. If you
purchase the path cost of this related path, when you PAGE 216
acquire a spell from a higher tier, you gain one spell Dispel. Choose one creature or object or magical
from the lowest tier you have access to from the effect within range affected by or casting a spell.
related path for free (or a root, if it’s the lowest). Make a Vigor check. The DC equals 10 + (the
spell’s tier x 2). Root spells = tier 0. On a successful
PAGE 210 check, the spell ends.
Under the Occultist Ladder, the Esoteric ability Note: If you place this spell in your river, its spell
has been modified to offer an additional benefit. cost can be reduced to a reaction if the target is
within 60 feet.
THE ESOTERIC PAGE 227
Beginning when you choose this ladder at 1st level,
Alleviate: The ability’s limit is max +5 hit dice.
you can always choose to use Vigor instead of
Wisdom for Perception checks. Healing Wave: The ability’s limit is max +5 hit
Additionally, you gain proficiency in one Vigor- dice.
based skill of your choice and gain a +1 bonus to asset.
PAGE 228
PAGE 211 Restore: The ability’s limit is max +5 hit dice.
The magus table indicates Endowment at 2nd level,
but the entry does not mention this. The table is Healing Aura: The ability’s limit is max +5 hit dice.
correct; you gain this ability at 2nd level.
Additionally, given the modification of the asset In the Path of Life table, the casting time has
/ vessel bonus on page 213, increase the 1st level increased for several spells.
asset bonus from 1 to 4. Touch of Life: 1 action
Alleviate: 1 minute
Healing Wave: 1 minute
PAGE 235
Under Path of Technology and the Hammer of
SOL spell, increase its AP and CC from 9 and 12 to
11 and 13, respectfully.
PAGE 353
Resistances. Starships have resistance lightning,
as well as bludgeoning, slashing, and thunder from
nonmagical weapons. Starships with an AC of 16 or
higher also gain resistance to piercing from
nonmagical weapons.
PAGE 359
Force Shield. This device erects an energy barrier
around the vessel. Force shields cannot function in
atmospheres or when docked with another vessel.
Any physical objects (including spacesuits and cargo
modules) cannot approach the ship if a shield is up.
Dropping and raising a shield takes an action but
does not take effect until the same initiative count
the following round.
A shield provides a defense value (DV) that is
removed from all incoming damage. Each hit is
applied separately, and if any damage makes it
through, starship damage rolls are made with a -5
modifier. Regardless if damage penetrates a shield, a
shield’s defense value is reduced by 10% of the
incoming damage. If the attack penetrates the
shield, this value increases to 20%. Once a shield’s
defense value is reduced to zero, it is effectively
down. Shields also provide their own Small Arms
Invulnerability (SAI) value while up; this value is in
addition. Shields possess the standard resistances as
all starships (lightning, bludgeoning, slashing, and
thunder from nonmagical weapons) and gain
resistance piercing from nonmagical weapons.
a simple system in place that GMs can work off of.
Clarifications For example, rules regarding turning are not
mentioned given angular combat grids and the
VIGOR DUMP STAT various turning radiuses of dozens of different
If a player in a game using VIGOR does not plan on vehicles. In this situation, it is entirely the GM’s
being a spellcaster or using that attribute in any way, discretion to determine if a turn requires a maneuver
can they employ it as a dump stat? A player that is action or not.
not going into magic casting is considered not to be
gifted. They gain a base VIGOR score of 8, and they ARE THERE MINIMUM USES?
set their remaining ability scores as if they possess In each instance when a character gains a number of
six ability scores instead of seven. They do not gain uses of a feature based on an ability score modifier
the benefits of the seven’s score. (whether it be ladders, classes, or archetypes), such
as the infiltrator’s Procedural Memory ability on
MECHA CONSTRUCTION Page 75, the minimum number of uses gained is
The mecha rules in Chapter 8 are intended to be a always 1.
framework for attempting a variety of mecha
adventures. Like the system that inspired it, it can
be easy to create unkillable juggernauts. Everything
is GM discretion. Play nice.
ROBOT HEALING
Can a robot PC be healed by a medic or a techie?
Technically, although it is not defined, a robot PC
would require a techie instead of a medic, employing
an Intelligence (Engineering) check and spending
money in the repair. However, this is optional, and I
won’t criticize anyone using a medic; instead. I will
say that a GM should decide this at the beginning of
a campaign—meaning only one route is available,
not both.
VEHICLE RULES
The vehicle rules appear simplistic, and it was
intended as a much more complicated system that
was deemed cumbersome in testing. We’ve offered