Antagonists Change Log
Rulebook
Version 0.5.4 Beta
- Equipment: Clothing or armor weight 1 no matter if it's worn or in a backpack
- Equipment: Review of the armors price and descriptions
- Characters: Skills rename for more generic words. It will allows to use skills that was previously only used for combat. The new skills' name will allow to be associated to a larger range of weapons. It also allows to have the initiative using Quickness (old Small Arms) instead of Sleight of Hands. It make more sense for monsters.
- Long Arms is now Accuracy
- Small Arms is now Quickness
- Brutal Fighting is now Brawn
- Finesse Fighing is now Nimbleness
- Initiative now use the Quickness skill
- Weapons: Modification of the skill related to some weapons
- Equipment: Energy system for items like battery and biodiesel is now simpler
- Equipment; Review of the equipement, more description
- Equipment: Review of all piece of equipment
- Book: Add many links to bookmarked sections
- Book: Review the examples in the Rules chapter
- Masteries: Add missing Breakpoint for Berserker
- Werebeast: Add description for the werehare
- Advanced Combat: Review the firing mode; Burst and Full Automatic
- Faction: New faction "Coven". A group of ritualists with their jealous leader Tabitha Nox.
- Occupation: Added two new occupations. The Activist and the Botanist.
- Occupation: Fix the skills for the Investigator
- Ritualist: Add modifications to powers when multiple Ritualists execute the ritual together.
- Metamorphosis: Add the Werehare
- Werebeast: The beasts are now divided by Caste of Werebeast that is chosen when creating the character
- Weapons: Add Dismember to some weapons. It will make combat even more lethal. Some monsters will probably also have this feature.
- Weapons: Greatly reduce the price of the thrown weapons
- Antagonists: Spider Worker now has the Mount feature
- Arachnida: Rename Poisonous Bite to Venomous Bite
- Antagonists: Rename Poisonous Spider to Venomous Spider
- Crafting: Rework of the Crafting System. Probably more changes to come
- Faction: Add the Meat Packers who sell strange food and drugs
Version 0.5.3 Beta
- Survivor: Add Meteorologist as a new level 1 specialization
- Animalist: New power Smell of the Predator at level 1 to cause fear to beasts
- Animalist: New power Circle of Beast Warding at level 2 that prevents beasts from entering an area
- Psychometry: New power Rigidity at level 3 that allows you to make a flexible object become rigid
- Seer: New power See Beyond Appearances at level 3 that allows you to learn more about a person, object, or location
- Psychometry: Review of the power Psychometry powers
- Wounds: Rework wounds and add a wound to the Pelvis
- Protagonists: Fix the creation summary page
- Book: Add a few images that match the section
- Book: Add a few bookmarks and links to those bookmarks
- Faction: The Collectors, a group of people searching for supernatural objects
Version 0.5.2 Beta
- Belligerent: Add the Drunken Master at level 1
- Source: New Ritualist source with a new dedicated Major Mastery named Ritual
- Telekinesis: Rename power Scream to Telekinetic Scream to avoid confusion with other powers and the monter's feature
- Mastery: Add the new Minor Esoteric Mastery, Warmonger
- Werebeast: Change "Reduced Size" for "Squeeze"
- Combat Tactician: Add Defender as a power of level 2 that allows you to protect an attacked ally
- Healing: Review the First Aid and Surgery actions. Modification of the Nurse, Doctor of Medicine, and Field Surgeon masteries
- Survivor: Add Self-Healer power to remove the Disadvantage of... healing on self.
- Source: Source Black Widow renamed to Arachne
- Mastery: Arachnophilia renamed to Arachnida
- Mastery: Add the Silk Robe power to the Arachnida
- Rules: Review the difficulty of action. Most of them are now done without modification to test but can still be modified by Advantages and Disadvantages.
- Items: Item quality modified to remove the Advantage and Disadvantage. Superior object now costs 2x the normal price instead of 10x.
- Mastery: Add a quicksand effect to Control Over Earth
- Armours: Add the "Chemical Protection Coating" to Crusader Armours
- Mastery: Review of a few masteries
- Mastery: Fix XP cost for Toxin-Breather, Rage, and Flesh Crafter
- Weapons: Review a few weapons statistics
- Rules: Review XP system
- Weapons: Add a few weaker and cheaper weapons
- Berserker: Review the levels and reduce the effect on Health
- Toxin-Breather: Review Fog effects that modify the Health value
- Items: Review description of Less-lethal bullets
- Rules: Structure value works as Health for an object
- Seafolk: Remove references to Seafolk being a mutation
- Mastery: Change the Rating used for Masteries
- Antagonists: Review of some monsters’ features
- Antagonists: 3 new shadow monsters, the Ashen, the Ashen Minion, and the Ashen Beast
- Rules: Modification of the bleed condition and other small tweaks to wounds.
Version 0.5.1 Beta
- We have skipped this version.
Version 0.5.0 Beta
- Rework Experience System and cost of Powers from 5 to 4.
- Weapons: Review (mostly reduce) the price of almost all weapons
- Antagonists: Fix monster's protection and armor.
- Factions: Add The Tribe; a small military faction with all the members able to transform into half-man and half-beast.
- Antagonists: Rework of all monsters and stats blocks.
- Character Creation: Major Attributes change. Instead of having attributes with negative values with an average of 0, the attributes are now from 0 to 3 without negative values. Characters start the creation with 1 in all the attributes and can then modify them with descriptors as before. Only one attribute can be at 0 and only one at 3.
- Character Creation: Many changes to the statistics descriptor. No more +2 and no descriptor with 2 negative.
- Character Creation: Change the number of starting skill levels from 3,3,2,2,1,1 to 2,2,2,1,1,1.
- Character Creation: The Identity step is now done before the Quirks step during the creation process to let the player know what the default value for a character is.
- Character Creation: Protagonists are now illiterate by default like the majority of the population. An Edge is required to know how to read and write.
- Factions: Add the Artists faction; a group of Flesh Crafters
- Seafolk: Change the category from Mutation to Others to avoid having too many Siren
- Supernatural: Review the Glare section and add a new world; The Great Plains
- Game Master: Add more effects when a zone is tainted by the use of a power
- Belligerent: No Pain, no Gain do not cause a wound at the end of an encounter but trigger a Health test instead. The power should be better now.
- Survivor: Endurance renamed to Short Sleeper and only reduce the required sleep time by 2 hours
- Survivor: Endurant added at level 1 and allows to skip one night’s sleep before getting the Exhausted condition
- Magnate: Add Eavesdropper at level 1
- Protagonist: Remove the Health statistics as it was before. Replace it with a Health test.
- Rules: Add a Health Test when getting a Wound. It uses a Rating of 5 for all humans with a difficulty of 1 but 1 Disadvantage per Wound.
- Rules: New wound Vital Organ Wound that does what Chest wound was doing.
- Factions: Add a leader for all factions
- Antagonist: Colossal (Major) monsters are immune to Melee Finesse Fighting
- Combat Tactician: Add Breath Control at level 2
- Psychometry: Add Invisible Object at level 3
- Psychometry: Add Teleport Object at level 4
- Flesh Crafter: Review monster creation cost
- Protagonist and Antagonist: Change the Attributes related to some skills
- Long Arms: Change from CON + PER to AGI + PER
- Acrobatics: AGI + CON to CON + REF
- Athletics: CON + STR to AGI + CON
- Brutal Fighting: AGI + STR to CON + STR
- Finesse Fighting: AGI + REF to AGI + STR
- Actions: Jumping and Climbing now use Acrobatics instead of Athletics. It helps for balancing the protagonists but also to have smaller-weaker monsters be able to climb.
- Antagonists: Remove the Muscular skill
- Protagonist: Remove the Drive (replaced by Knowledge), Medicine (replaced by Knowledge), and Muscular (replaced by Athletics) skills
- Rules: Specify which healthy limbs are required for the actions
- Rules: Remove Carrying Capacity and Weight Lift. Now an Effort test can be required from time to time, and failing the test causes the Exhausted condition, fall on the floor, and the protagonist is considered as slowed. Those tests are modified by the weight carried.
- Items: Armors protection values reduced and price raised
- Rules: Difficulty of many actions reduced.
- Game Master: XP given for a Game Session reduced from an average of 4 to an average of 2
- Protagonist: Raising an attribute only requires 4 XP instead of 5
- Rules: Exceptional or Critical effect when 5 dice are rolled
- Rules: +1 die for every 1 point between the rating and the difficulty. Instead of 1 die for a difference of 5
- Protagonist: Change the weight system for the protagonist
- Character Creation: Change the value of some descriptors
- Faction: Jailers, a faction of ex-guards and ex-prisoners
- Faction: Add the Zon Society, a group of cultist spies
- Exclusion Zone: Add Food System
- Faction: Add more details for the Inquest
- Faction: Add more details for the Carpenters
- Storm Chaser: Changed from a Drain to a Stain price
- Trailblazing: Changed from a Drain to a Stain price
- Torn: Changed from a Drain to a Stain price
- Smoke and Mirrors: Changed from a Drain to a Stain price
- Seafolk: Changed from a Drain to a Stain price
- Wendigo: Changed from a Stain to a Drain price
- Berserker: Changed from a Stain to a Drain price
- Thanatology: Changed from a Stain to a Drain price
- Mastery: The Blood price for using a power causes the Bleeding condition first, then a wound if the condition is already checked
- Rules: The Exhausted condition is automatically removed after 1 hour of rest. Changed from 4 hours rest.
- Tattooing: Gathering of Spirit renamed to Spirit Projection and tweaker a little bit
- Psychometry: Add weirder power at level 5 that gives legs and wings to objects
- Psychometry: Hide the Stain move down to level 4 from 5
- Magnate: Remove Miss Direction since it was not very useful
- Lure: Removed I heard a rumour (level 5)
- Elementalist: Removed Control Over Tectonic Plates (level 5)
- Elementalist: Add Master Over Elements at level 5
- Cleansing: Untouchable blocks powers targeting the Unstained
- Exclusion Zone: Update of general information and fix of the alphabet order
Version 0.4.2 Beta
- Weapons: Reduce the rating of almost all weapons
- Lure: Kiss of Death rework to avoid being used in combat
- Elementalist: Control Over Electricity moved from level 3 to level 2
- Cleansing: Cleaning now repels supernatural beings and objects. It also allows you to get out of the Glare
- Vampirism: Hypnosis now makes the victim forget what happened during the encounter
- Cleansing: Remove breakpoint for Purification. Permanently removing a stain is just a game breaker
- Unfold: Renamed for Trailblazing
- Gloom: Change name for Glare. A lot of search and replace, maybe we missed a few.
- Berserker: Rework the powers and stop at level 3 instead of 5
- Telekinesis: Remote Action and Levitate down to level 3
- Seer: See the Future moved to level 3 from 4
- Storm Chaser: Removed Electric Storm and Tornado
- Storm Chaser: Rework Storm and Strong Wind
- Toxin-Breather: Now limited to 3 levels. Powers have been redistributed so every level has more impact
- Thorn: Rename Poison Ivy for Poisonous Fruit
- Thanatology: Removed Black Plague because it doesn't really fit the theme
- Elementalist: Removed Control over Body because it doesn’t really fit the theme
- Arachnophile: Spider Worker moved down to level 4
- Arachnophile: Vorpal Spider moved up to level 5
- Arachnophile: Vorpal Spiders can bring the Arachnophile into the Gloom
- The creature Spider Worker has been reworked.
- The creature Vorpal Spider can now Gloom Shift and has new abilities.
- Monster features: Banish that allow temporary banishment of opponents to the Gloom.
- Razor-Sharp Web as a rating of 5 instead of 7. The power of the same name from Arachnophile has been moved down to level 4 from 5.
- Metamorphose: Weretortoise moved from level 2 to 1.
- Metamorphose: Werecoyote moved from level 1 to 2.
- Metamorphose: Werefox moved from level 1 to 2.
- Metamorphose: Werebadger moved from level 2 to 3.
- Metamorphose: Werebear moved from level 4 to 3.
- Metamorphose: Werehyena moved from level 2 to 3.
- Metamorphose: Werereptile moved from level 5 to 3.
- Metamorphose: Werewhale moved from level 5 to 3.
- Metamorphose: Werecat moved from level 2 to 4.
- Metamorphose: Wereshark moved from level 3 to 4.
- Metamorphose: Werejaguar moved from level 3 to 5.
- Metamorphose: Weretiger moved from level 3 to 5.
- Combat Tactician: Firearm Expert down to level 1 from 2.
- Combat Tactician: Projectile Expert down to level 1 from 2.
- Combat Tactician: Weapon Expert down to level 1 from 2.
- Belligerent: Desperate Measure now suffers a Disadvantage.
- Belligerent: Charge up to level 2.
- Belligerent: Lock and Choke up to level 2.
- Belligerent: Pin Down up to level 2.
- Belligerent: Sweep Attack up to level 2.
- Belligerent: Throw Opponent up to level 2
- Belligerent: Will to Survive up to level 2
- Combat Tactician: Quick Reload up to level 2
- Arachnophilia: Minor changes to many powers
- Animalism: Minor changes to many powers
- Animalism: Add the power Companion Guide (level 3) that allows to go to the Gloom
- Animalism: Add the power Companion for Life (level 3) that allows to heal
- Animalism: Minor changes to many powers
- Scoundrel: Add Attack of Opportunity (level 2)
- Rules: Hitting a grappled opponent does not provide an advantage anymore but grappling a opponent does not cause Disadvantage to resist being attacked
- Rules: Only one Combat Advantage or Combat Disadvantage is possible but there are many ways to get one
- Monsters: Add No Blood feature for creatures that have no blood and cannot bleed
- Monsters: Add Unbreakable (Major) feature for creatures that need to be cut to be harmed
- Weapon feature "Grapple" renamed to "Immobilize" since it's not the same as the "Grapple" action
- Survivor: Trapper is more about improvised traps
- Psychometry: Feel the Other Side down to level 2
- Animalism: Bind with Beast is now True Companion and has been reworked
- Antagonists: Add Eagle as a beast
- Wendigo: Resistance to cold also procures 1 Armor
- Unfold: The Whisperer in the Gloom down to level 2
- Lure: Curse merged with Witch's Curse
- Seer: Alter Aura was merged with Aura Reading
- Lure: Transfer Emotion changed to Emotion Catalyst and merged with Sadness
- Small review of all the powers. It's part of a first phase to do major reviews of all the powers
- Toxin-Breather: Changed the other effect of the Fog
- Animalism: Speak with Creatures renamed to Speak with Beasts since it only works on beasts
- Vampirism: Blood Healing (level 2) is now limited to one wound per day since it's very strong and should not become an easy way to heal. It makes Disgusting Healing at level 5 better since the number of uses is unlimited
- Add subsonic ammunition for firearms. It reduces the rating of the firearm by 2 but does a lot less noise
- Exclusion Zone: New faction; Sanctuary. A group of survivors from slavery
- Style update to better handle the export to low-resolution PDF
- Exclusion Zone: New faction; Red Lotus. Guild of assassins
- Exclusion Zone: New faction; Crows. Spy masters and information brokers
- Exclusion Zone: Add The Great Wall of Montreal as a landmark
- Exclusion Zone: Add a section for Criminal Organizations
- Minor changes to the Hideout section. It still needs a lot of work
- Dismantling Item now requires an object of a value of 2 Slugs or more
- Rework the healing process and the number of First Aid Kit or Surgery Kit required
- Review First Aid Kit and Surgery Kit prices
- Rework Holding Breath and Asphyxia
- Magnate: Rename Traveller to Scout.
- Cleansing: Purification (level 3); Add effects on supernatural vegetation.
- Monster Powers: New powers "Hears Protection" and "Eyes Protection". Also rephrase the Scream power.
- Traceur: Add Cat Fall power at level 2.
- Combat Tactician: Clarification for Flanking.
- Combat Tactician: Moved Weapon Parry from level 2 to 3. Still looks too powerful and can give a very big bonus to a character with a good weapon.
- Combat Tactician: Artillery Officer changed to Heavy Gunner. It also includes guns and cannons mounted on vehicles.
- Weapon's Prices review (first one, more to come)
- New Trap section in the Weapon's section. Removed the Military section.
- New rules to force open a door; Picking the lock (Sleight of Hand), Force the door with a tool and Technicals, Bashing the door (Destroying Structure mechanics).
- Traceur: Added Water Movement at level 1
- Review the Shove and Knockdown descriptors for weapons
- Bleeding now causes privatization (instead of Dying) at the end of the scene
- Chest wound allows to move with a Quick Move (but not a power move).
- Replace the complicated Stabilization action by a single action to push the Dying condition to the next day
- Weapon Feature's Pin Down renamed Pinning Shot to avoid confusion with the Belligerent power of the same name
- Howl now specifies the use of a Quick Action
- When power boost jumping, it now says that it's based on the normal jump value, so it cannot be multiplied multiple times
- All the weapon features are now triggered with an Exceptional Effect
- A character getting the Dying condition must check the Unconscious condition as well
- Dying characters can now do any action if not restricted by other wounds
- Add a clear note about the character’s death if getting a wound with the Dying condition. The Dying condition is now stressful
- Chest wounds cause the Unconscious condition instead of a wound if the character fights or does a Power Move.
- Call Shot to critical wounds are now new specializations; Precise Strike, Precise Shot. Precise Hit and cause 2 Disadvantages
- Wendigo: Added Night Vision power at level 3
- Removed Learning from a skill used. It was complicated and we constantly forgot about it.
- Vampirism: Blood Sucking is now called Blood Healing to avoid confusion with the mechanic of drinking blood. It moved to level 2 from level 1.
- Vampirism: Enhanced Leap is now level 1
Character Sheet
Version 5.4
- Add Armor boxes for Clothing
Version 5.3
- Change how the attributes are shown and adjust the sheet for rules 5.2
Version 5.2
- Add the Burn status
Version 5.1
- Modifications to the bleed condition
Version 5.0
- Modifications to support rules 5.0
Version 3.32
- Moved Combat statistics to the bottom of page 2
- Moved Weapons under the other items
- Added a Status section
- Rewrote the information about the wounds
Version 3.31
- Added a clear note about the character’s death when getting a wound with the Dying condition
- Separated the Unconscious and Dying conditions from the others
- Removed Leaning from a skill used. Removed all the boxes next to the skill (it was still useful when creating a character). It made the sheet clearer.
Cheat Sheet
Version 5.0
- Modifications to support rules 5.0
Version 4.4
- All the weapon features are now triggered with an Exceptional Effect
- Updated information about all conditions
Crew Sheet
Version 5.0
- Added Camp Activities Assignee
Combat Sheet
Version 5.0
- New info to support rules 5.0
Version 1.4
- More info on how to cause a wound
- All the weapon features are now triggered with an Exceptional Effect
Dice Roller
Version 5.2 Beta
- Rebuilt for rules 5.2.
- Added automatic separator after X seconds to separate group roll. Controlled by the Game Master.
Version 5.1 Beta
- Allows to cancel a roll with right-click (subject to change)
Version 5.0 Beta
- New version to support rules 5.0
- Use difficulty and rating instead of the number of dice
- Change the log format to make it easier to see if the roll succeeded or failed
Version 1.1 Beta
- Minor changes to UI
- Quick buttons to post text for the Game Master
- Require a name to roll in a channel
- Add 6th and 7th dice
- Add the possibility to send messages. Will probably separate the chat to another section of the Diceroller
Online Character Sheet
Version 1.5 Beta
- Add Armor value for Clothing
- Calculate Armor value at the bottom of the sheet.
Version 1.4 Beta
- Update with new Character Sheet design
- Change how the attributes are shown
Version 1.3 Beta
- Update with new Character Sheet design (5.2)
- Add Source, occupation, and mastery images in the right panel
Version 1.2 Beta
- Update with new Character Sheet design (3.32)
Version 1.1 Beta
- Update with new Character Sheet design (3.31)
Online Character Vault
Version 1.3 Beta
- Made the Vault compatible with version 5.2
Version 1.2 Beta
- Made the Vault compatible with multiple versions of rules.
- Add the version of the rules used to create the character.
Version 1.1 Beta
- Add factions column
Website Antagonistsrpg.com
Version 1.2
- Add Next Version section
Version 1.1
- Update online PDF Reader version
- Add Source of Power section