The third edition (I guess I'm calling it that now) PDF is ready to go! Huge thanks to everyone who has provided feedback, proofreading, etc while I've been working on this overhaul, it's been very helpful!
I would encourage people to download the PDF, as it is fully bookmarked and has toggle-able layers to facilitate easier printing. Those features don't work in Google Drive's document view.
- LINK -
Unfortunately I haven't kept an exhaustive change log for this one, but I plan to keep more detailed errata for future updates to this. But here's a broad strokes overview of changes made;
General
- Whole book updated to a new, full colour format, aping the design of FFG's Dark Heresy Second Edition books.
- Flavour text, player/GM advice and content in general has been expanded throughout. A lot more time is spent trying to contextualise things and explain mechanics, which hopefully makes it all a nicer read.
Chapter I - Creating an Acolyte
- The steps of character creation are given a lot more attention; mechanically these haven't changed, but they are explained better now.
- Careers have been renamed and mostly redesigned. I've gone with much more generic names, primarily lifted from DH2e with some tweaks. They all have a set of suggested talents and gear now, like in Shadow of the Beanstalk.
- Two new careers added; the Fanatic and the Ace.
- Step 1 - Determine Background has been added, with some useful questions to consider when making a new Acolyte.
Chapter IV - Elite Advances
- Wyrd have been removed. Unfortunately couldn't find a way to make it mechanically meaningful enough to keep. Wyrds can be represented pretty well by just dropping only one rank into a psychic discipline and role-playing accordingly.
- Added Gland Warriors.
- Added a set of basic talents for Untouchables to expand their character options.
Chapter V - Armoury
- A new Haywire weapon quality is added, functioning similarly to Sunder but specifically for electronics.
- Low-tech weapons expanded - added Bolas, Bow, Flintlock Pistol, Musket and Sling.
- Plasma caliver and arc weapons added.
- Various other gear added throughout the chapter - I unfortunately did not keep a list of what I was adding during development, but there's a lot of cool stuff now that wasn't in previous editions.
Chapter VI - Narrative Tools
- Downtime Encounters have been renamed to Interludes. Some tweaks to the Interludes rules.
Chapter VII - Psychic Powers.
- This chapter has been entirely rewritten to be standalone - you shouldn't need to reference the Genesys Magic rules when using this chapter, as I found that this was a huge chore in play, flipping between the two books.
- Some powers have been tweaked, with some options added.
- Perils of the Warp is now more deadly; extra despairs add +10 to the roll, not +5.
Chapter VIII - Corruption
- Corruption checks have been changed to be something that occurs at the end of an encounter, not during.
Chapter X - Allies and Adversaries
- Each adversary entry is given its own page now, with a lot more room allowed for flavour text and game-play advice.
- New section for servitor NPCs so they can all be found in one handy place, along with some slightly tweaked rules for handling servitors.
- Suggested psychic powers are detailed on every psychic NPC's profile.
- Some general balance/design tweaks to a lot of the profiles. The first and second editions had an embarrassing amount of typos and rules issues, a lot of that is fixed now.
Edited by Tom Cruise