Antagonists Change Log

Rulebook

Verson 0.5.0 Beta

  1. Weapons: Review (mostly reduce) the price of almost all weapons
  2. Antagonists: Fix monster's protection and armor.
  3. Factions: Add The Tribe; a small military faction with all the members able to transform in half-man and half-beast.
  4. Antagonists: Rework of all monsters and stats blocks.
  5. Character Creation: Major Attributes change. Instead of having attributes with negative with an average of 0, the attributes are now from 0 to 3 without negative value. Character start the creation with 1 in all the attributes and can then modified them with descriptiors as before. Only one attribute can be at 0 and only one at 3.
  6. Character Creation: Many changes to the statistics descriptor. No more +2 and no descriptor with 2 negative.
  7. Character Creation: Change the number of starting skill level from 3,3,2,2,1,1 to 2,2,2,1,1,1.
  8. Character Creation: The Identity step is now done before the Quirks step during the creation process to let the player know what are the default value for a character
  9. Character Creation: Protagonists are now illiterate by default like the majority of the population. A Edge is required to know how to read and write.
  10. Factions: Add the Artists faction; a group of Flesh Crafter
  11. Seafolk: Change the category from Mutation to Others to avoid having too many Siren
  12. Supernatural: Review the Glare section and added a new world; The Great Plains
  13. Game Master: Add more effects when a zone is tainted by the use of a power
  14. 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.
  15. Survivor: Endurance renamed to Short Sleeper and only reduce the required sleep time by 2 hours
  16. Survivor: Endurant added at level 1 and allows to skip one night sleep before getting the Exhausted condition
  17. Magnate: Add Eavesdropper at level 1
  18. Protagonist: Remove the Health statistics as it was before. Replace it with a Health test.
  19. Rules: Add a Health Test when getting a Wound. It use a Ratng of 5 for all human with a difficulty of 1 but 1 Disadvantage per Wound.
  20. Rules: New wound Vital Organ Wound that do what Chest wound was doing.
  21. Factions: Add a leader for all factions
  22. Antagonist: Colossal (Major) monster are immune to Melee Finesse Fighting
  23. Combat Tactician: Add Breath Control at level 2
  24. Psychometry: Add Invisible Object at level 3
  25. Psychometry: Add Teleport Object at level 4
  26. Flesh Crafter: Review monster creation cost
  27. Protagonist and Antagonist: Change the Attributes related to some skills
  28. Actions: Jumping and Climbing now use Acrobatics instead of Athletics. It help for balancing the protagonsits but also to have smaller-weaker monsters be able to climb.
  29. Antagonists: Remove the Muscular skill
  30. Protagonist: Remove the Drive (replaced by Knowledge), Medicine (replaced by Knowledge) and Muscular (replaced by Athletics) skills
  31. Rules: Specify which healty limbs are required for the actions
  32. Rules: Remove Carrying Capacity and Weight Lift. Now an Effort test can be requried from time to time and failing the test cause the Exhausted condition, fall on the floor, and the protagonist is considered as slowed. Those tests are modified by the weight carried.
  33. Items: Armors protection values reduced and price raised
  34. Rules: Difficulty of many actions reduced.
  35. Game Master: XP given for a Game Session reduced from an average of 4 to an average of 2
  36. Protagonist: Raising an attribute only require 4 XP instead of 5
  37. Rules: Exceptional or Critical effect when 5 dice are rolled
  38. Rules: +1 die for every 1 point between the rating and the difficulty. Instead of 1 die for a difference of 5
  39. Protagonist: Change the weight system for the protagonist
  40. Character Creation: Change the value of some descriptors
  41. Faction: Jailers, a faction of ex-guards and ex-prisoners
  42. Faction: Add the Zon Society, a group of cultist spies
  43. Exclusion Zone: Add Food System
  44. Faction: Add more details for the Inquest
  45. Faction: Add more details for the Carpenters
  46. Storm Chaser: Changed from a Drain to a Stain price
  47. Trailblazing: Changed from a Drain to a Stain price
  48. Torn: Changed from a Drain to a Stain price
  49. Smoke and Mirrors: Changed from a Drain to a Stain price
  50. Seafolk: Changed from a Drain to a Stain price
  51. Wendigo: Changed from a Stain to a Drain price
  52. Berserker: Changed from a Stain to a Drain price
  53. Thanatology: Changed from a Stain to a Drain price
  54. Mastery: The Blood price for using a power cause the Bleeding condition first, then a wound if the condition is already checked
  55. Rules: The Exhausted condition is automatically removed after 1 hour of rest. Changed from 4 hours rest.
  56. Tattooing: Gathering of Spirit renamed to Spirit Projection and tweaker a little bit
  57. Psychometry: Add weirder power at level 5 that give legs and wings to objects
  58. Psychometry: Hide the Stain move down to level 4 from 5
  59. Magnate: Remove Miss Direction since it was not very useful
  60. Lure: Removed I heard a rumour (level 5)
  61. Elementalist: Removed Control Over Tectonic Plates (level 5)
  62. Elementalist: Add Master Over Elements at level 5
  63. Cleansing: Untouchable blocks powers targeting the Unstained
  64. Exclusion Zone: Update of general information and fix of the alphabet order

Verson 0.4.2 Beta

  1. Weapons: Reduce the rating of almost all weapons
  2. Lure: Kiss of Death rework to avoid being used in combat
  3. Elementalist: Control Over Electicity moved from level 3 to level 2
  4. Cleansing: Cleaning now repulse supernatural beings and objects. It also allows to get out of the Glare
  5. Vampirism: Hypnosis now make the victim forget what happened during the encounter
  6. Cleansing: Remove breakpoint for Purification. Permanently removing a stain is just a game breaker
  7. Unfold: Renamed for Trailblazing
  8. Gloom: Change name for Glare. A lot of search and replace, maybe we miss a few.
  9. Berserker: Rework the powers and stop at level 3 instead of 5
  10. Telekinesis: Remote Action and Levitate down to level 3
  11. Seer: See the Future moved to level 3 from 4
  12. Storm Chaser: Removed Electric Storm and Tornado
  13. Storm Chaser: Rework Storm and Strong Wind
  14. Toxin-Breather: Now limited to 3 levels. Powers has be redistributed so every levels has more impact
  15. Thorn: Rename Poison Ivy for Poisonous Fruit
  16. Thanatology: Removed Black Plague because it doesn't really fit the theme
  17. Elementalist: Removed Control over Body because it don't really fit the theme
  18. Arachnophile: Spider Worker moved down to level 4
  19. Arachnophile: Vorpal Spider moved up to level 5
  20. Arachnophile: Vorpal Spiders can bring the Arachnophile into the Gloom
  21. The creature Spider Worker has been reworked
  22. The creature Vorpal Spider can now Gloom Shift and got new abilities
  23. Monster features: Banish that allow to temporary banish opponent to the Gloom
  24. 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
  25. Metamorphose: Weretortoise moved from level 2 to 1
  26. Metamorphose: Werecoyote moved from level 1 to 2
  27. Metamorphose: Werefox moved from level 1 to 2
  28. Metamorphose: Werebadger moved from level 2 to 3
  29. Metamorphose: Werebear moved from level 4 to 3
  30. Metamorphose: Werehyena moved from level 2 to 3
  31. Metamorphose: Werereptile moved from level 5 to 3
  32. Metamorphose: Werewhale moved from level 5 to 3
  33. Metamorphose: Werecat moved from level 2 to 4
  34. Metamorphose: Wereshark moved from level 3 to 4
  35. Metamorphose: Werejaguar moved from level 3 to 5
  36. Metamorphose: Weretiger moved from level 3 to 5
  37. Combat Tactician: Firearm Expert down to level 1 from 2
  38. Combat Tactician: Projectile Expert down to level 1 from 2
  39. Combat Tactician: Weapon Expert down to level 1 from 2
  40. Belligerent: Desperate Measure now suffer a Disadvantage
  41. Belligerent: Charge up to level 2
  42. Belligerent: Lock and Choke up to level 2
  43. Belligerent: Pin Down up to level 2
  44. Belligerent: Sweep Attack up to level 2
  45. Belligerent: Trhow Opponent up to level 2
  46. Belligerent: Will to Survive up to level 2
  47. Combat Tactician: Quick Reload up to level 2
  48. Arachnophilia: Minor changes to many powers
  49. Animalism: Minor changes to many powers
  50. Animalism: Add the power Companion Guide (level 3) that allow to go to the Gloom
  51. Animalism: Add the power Companion for Life (level 3) that allow to heal
  52. Animalism: Minor changes to many powers
  53. Scoundrel: Add Attack of Opportunity (level 2)
  54. Rules: Hiting a grappled opponant do not provide an advantage anymore but grappling a opponant do not cause Disadvantage to resist beging attacked
  55. Rules: Only one Combat Advantage or Combat Disadvantage are possible but there are many ways to get one
  56. Monsters: Add No Blood feature for creature that have no blood and cannot bleed
  57. Monsters: Add Unbreakable (Major) feature for creature that need to be cut to be harm
  58. Weapon feature "Grapple" renamed to "Immobilize" since it's not the same as the "Grapple" action
  59. Survivor: Trapper is more about improvised traps
  60. Psychometry: Feel the Other Side down to level 2
  61. Animalism: Bind with Beast is now True Companion and have been reworked
  62. Antagonists: Add Eagle as a beast
  63. Wendigo: Resistance to cold also procure 1 Armor
  64. Unfold: The Whisperer in the Gloom down to level 2
  65. Lure: Curse merged with Witch's Curse
  66. Seer: Alter Aura was merge with Aura Reading
  67. Lure: Transfer Emotion changed to Emotion Catalyst and merge with Sadness
  68. Small review of all the powers. It's part of a first phase to do major reviews of all the powers
  69. Toxin-Breather: Change the other of the effect of the Fog
  70. Animalism: Speak with Creatures renamed to Speak with Beasts since it only works on beasts
  71. 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 make Disgusting Healing at level 5 better since the number of use is unlimited
  72. Add subsonic ammunition for firearms. It reduce the rating of the firearm by 2 but do a lot less noise
  73. Exclusion Zone: New faction; Sanctuary. A group of survivors from slavery
  74. Style update to better handle the export to low resolution PDF
  75. Exclusion Zone: New faction; Red Lotus. Guild of assassins
  76. Exclusion Zone: New faction; Crows. Spy masters and information brokers
  77. Exclusion Zone: Add The Great Wall of Montreal as a landmark
  78. Exclusion Zone: Add a section for Criminal Organizations
  79. Minor changes to the Hideout section. It still need a lot of works
  80. Dismantling Item now require an object of a value of 2 Slugs or more
  81. Rework the healing process and the number of First Aid Kit or Surgery Kit required
  82. Review First Aid Kit and Surgery Kit price
  83. Rework Holding Breath and Asphyxia
  84. Magnate: Rename Traveller to Scout.
  85. Cleansing: Purification (level 3); Add effects on supernatural vegetation.
  86. Monster Powers: New powers "Hears Protection" and "Eyes Protection". Also rephrase the Scream power
  87. Traceur: Add Cat Fall power at level 2.
  88. Combat Tactician: Clarification for Flanking.
  89. Combat Tactician: Moved Weapon Parry from level 2 to 3. Still look too powerful and can give a very big bonus to a character with a good weapon.
  90. Combat Tactician: Artillery Officer changed to Heavy Gunner. It also includes guns and cannons mounted on vehicules.
  91. Weapon's Prices review (first one, more to come)
  92. New Trap section in the Weapon's section. Removed the Military section.
  93. 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).
  94. Traceur: Added Water Movement at level 1
  95. Review the Shove and Knockdown descriptors for weapons
  96. Bleeding now cause privatiton (instead of Dying) at the end of the scene
  97. Chest wound allow to move with a Quick Move (but not a power move).
  98. Replace the complicated Stabilization action by a single action to push the Dying condition to the next day
  99. Weapon Feature's Pin Down renamed Pinning Shot to avoid confusion with the Belligerent power of the same name
  100. Howl now specify the use of a Quick Action
  101. When power boost jumping it now say that it's base on the normal jump value so it cannot be multiplied multiple time
  102. All the weapon features are now triggered with an Exceptional Effect
  103. A character getting the Dying condition must check the Unconcious condition as well
  104. Dying character can now do any action if not restricted by other wounds
  105. Add a clear note about the character death if getting a wound with the Dying condition. The Dying condition is now stressful
  106. Chest wound cause the Unconcious condition instead of a wound if the character fight or do a Power Move.
  107. Call Shot to critical wounds are now new specializations; Precise Strkie, Precise Shot. Precise Hit and cause 2 Disadvantages
  108. Wendigo: Added Night Vision power at level 3
  109. Removed Learning from a skill used. It was complicated and we constently forgot about it.
  110. 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.
  111. Vampirism: Enhanced Leap is now level 1

Character Sheet

Verson 5.0

  1. Modifications to support rules 5.0

Verson 3.32

  1. Moved Combat statistics at the bottom of page 2
  2. Moved Weapons under the other items
  3. Add a Status section
  4. Rewrite the information about the wounds

Verson 3.31

  1. Add a clear note about the character death when getting a wound with the Dying condition
  2. Separate the Unconcious and Dying conditions from the others
  3. Removed Leaning from a skill used. Removing all the boxes next to the skill (it was still useful when creating a character). It make the sheet clearer.

Cheat Sheet

Verson 5.0

  1. Modification to support rules 5.0

Verson 4.4

  1. All the weapon features are now triggered with an Exceptional Effect
  2. Update information about all conditions

Crew Sheet

Verson 5.0

  1. Add Camp Activities Assignee

Combat Sheet

Verson 5.0

  1. New info to support rules 5.0

Verson 1.4

  1. More info on how to cause a wound
  2. All the weapon features are now triggered with an Exceptional Effect

Dice Roller

Verson 5.1 Beta

  1. Allows to cancel a roll with right-click (subject to change)

Verson 5.0 Beta

  1. New version to support rules 5.0
  2. Use difficulty and rating instead of the number of dice
  3. Change the log format to make it easier to see of the roll succeed or failed

Verson 1.1 Beta

  1. Minor changes to UI
  2. Quick buttons to post text for the Game Master
  3. Require a name to roll in a channel
  4. Add 6th and 7th dice
  5. Add the possibility to send messages. Will probably separate the chat to another section of the Diceroller

Online Character Sheet

Verson 1.2 Beta

  1. Update with new Character Sheet design (3.32)

Verson 1.1 Beta

  1. Update with new Character Sheet design (3.31)

Online Character Vault

Verson 1.2 Beta

  1. Made the Vault compatible with multiple versions of rules.
  2. Add the version of the rules used to create the character.

Verson 1.1 Beta

  1. Add factions column

Website Antagonistsrpg.com

Verson 1.2

  1. Add Next Version section

Verson 1.1

  1. Update online PDF Reader version
  2. Add Source of Power section