| November 2008: One change should be obvious. This page has a new look. | |
| Firretayl has kindly drawn a picture of one of the sample characters for me. Please take a look at the picture of Shaper. Thanks, Firretayl! | |
| I corrected some more typoes in the Basic Psi Atom Sciences and Basic Psi Energy Sciences. | |
| October 2008: An online friend of mine known as Firretayl has allowed me to create a sample character based on one of the characters this person has created Please take a look at Rascal's character sheet and sciences. | |
| I fixed some typoes in the Basic Psi Atom Sciences and Basic Psi Energy Sciences pages. | |
| I'd really like some feedback from those who read this website. Please head over to the forum and make a post or two. | |
| September 2008: Finally, an update. I apologize for my long absence. | |
| I changed the rules so that you no longer gain ranks in skill groups as you level up, but you now gain a bonus to all skill checks equal to your level. This should make splitting your primary skill ranks among 2 or more primary skill groups a much more valid strategy. Moreover, when combined with the rules that let players use misc checks as defensive skill checks, it should greatly help with the problem of players having almost no defense against offensive actions that use skill groups the player has no ranks in. | |
| I changed the difficulties of many sciences. The ones from before were much too high, resulting in successful use of sciences being much too rare. | |
| I acknowledge that these changes don't completely solve the major problems with the game. The rules still need a major overhaul. However, I hope this will do for now. | |
| May 2008: The Sample Science Descriptions page now has a new sample description for Defensive Combat Style. | |
| April 2008: I corrected some typoes in the Basic Combat Sciences section. I had accidentally referred to Combat Styles as Combat Techniques in one part of the page, but I corrected this. | |
| I made another change to the Basic Combat Sciences. I changed the rules so that players can now use a combat style during the same round that they use a psionic force. This is part of my ongoing effort to correct the problem of players having almost no defense against skill groups they do not have any ranks in. | |
| I added a new sample science description for Multi Blast I. | |
| I made a major change to the Character Creation Rules. Characters now get 2 extra points to spend on primary skill group ranks, but these 2 points can not be spent on the primary group the character has the most ranks in. I really hope that this makes for more detailed characters. | |
| The rules for Leveling Up have a new addition. At level 5, 10, 15 etc., a character gains 2 points to spend on primary skill group ranks, but which can not be spent on the primary skill group the character has the most ranks in. I really hope that this makes for more detailed characters. | |
| I made some changes to the Sample Characters. They are now updated to reflect the new character creation rule, among other things. | |
| There is now a Psi Morphs forum at Aceboards. Thanks, Aceboards! | |
| December 2007: I made a small change to the Gameplay Rules, Characters who take enough to damage to fall unconscious then are healed enough to regain consciousness are now unable to take any action during the round they recover and the following round. I hope that this makes the battles more exciting and challenging. | |
| Please feel free to email me with your opinions on changes to the rules and other aspects of the game. | |
| November 2007: I added a Psi Morphs theme song. | |
| Made another small change to the backstory. | |
| October 2007: Updated the Gameplay Rules page with a new section for Miscellaneous Damage. | |
| Made a small change to the backstory. | |
| Made some minor corrections to the Species Types. | |
| September 2007: I would really like to add cool pictures to this website, and make other improvements. However, it costs money to commission artists and do some of the other things I'd like to do. I'd also really like some spending money to help me with paying bills, paying for college, and having fun. So, I have added a Paypal donation button. If you have enjoyed Psi Morphs, then please consider donating some money to help me with my life, help me improve the Psi Morphs website, and help me be less bored. | |
| The Sample Characters page has been updated. Now, each character sheet has a corresponding page with information on the character's sciences. I hope this makes the sample characters easier to use. I also made some changes to several of the sample characters. | |
| Made some additions to the alternate backstories. | |
| I also did more of the usual, such as adding new sciences and changing some old ones. | |
| August 2007:I put together a new sheet to help players and GMs keep track of things during gameplay. I hope that the Number Tracking Sheet proves to be a valuable supplement to the Character Sheet and Robot Sheet. | |
| Brickhead has joined the Sample Characters lineup. | |
| GMs now have two more Sample Robots to work with. I hope that the Earthworm Bot and Mantis Bot both inspire ideas for cool missions to send your players on. | |
| One of the biggest problems with the Psi Morphs RPG is that players have almost no defense against offensive actions relating to skill groups in which the player does not have any ranks. A player with no ranks in Combat has almost no defense against normal attacks, a player with no ranks in Psi Atom has almost no defense against psi atom forces, etc. In an effort to correct this problem, I have fulled incorporated defensive Misc skill checks into the Gameplay Rules. Players can use Misc Physical and Misc Mental checks in place of defensive Combat, Psi Atom, and Psi Energy skill checks. This rule used to only be an optional rule, but is now fuly integrated into the rules. | |
| There is a new optional rule for Special Sciences. | |
| July 2007: One change should be obvious. I have tried to make this main page of the Core Rules section more organized. | |
| GMs now have a robot sheet to use when designing robots for the players to battle against. | |
| GMs also now have some Sample Robots to work with. The list is small right now, but I hope to expand it in the future. | |
| As usual, there are some new sciences, and some old ones have been changed. Please check out the new Basic Psi Atom Sciences of Bioarmor and Biodeflection, and with the new Basic Psi Energy Sciences of Kinetic Deflection, Kinetic Psi Atom Deflection, and Kinetic Psi Energy Deflection. | |
| June 2007: Added two new pages: Advice for Players, and Advice for GMs. | |
| Simplified the Character Creation Rules. The new rules involve less tricky math, and should be easier to understand and use. I also added an example demonstrating how to create a character. | |
| Updated the Sample Characters to reflect the new rules, and make them better balanced. | |
| Changed how attack damage works in the Gameplay Rules. Attacks now deal damage equal to 5 plus the attacker's strength stat. This method of calculating damage makes the attributes better balanced in relation to the new Character Creation Rules. | |
| For those who prefer the old methods of calculating HP, PA FP, PE FP, and attack damage, they are still around as optional rules. There are even still complete character creation rules using the old system, and sample characters using the old system. | |
| Intermediate sciences are once again available at level 5. Advanced sciences are once again available at level 10. The old rule which said that characters could gain intermediate and advanced sciences early based on their master ranks is no longer around, except as an optional rule. | |
| Alphabetized the optional rules. | |
| Added a new optional rule for Automatic Failure When Ones are Rolled. | |
| Added some new sciences, and changed some old ones. | |
| 5-12-2007: Fixed a typo or two, and made a small change or two. Nothing big. | |
| Although I already mentioned previously that it will be necessary to make frequent changes to the game (often very big changes) until it is no longer in it's beta stage, I think I've been going too far. If any of you are playing a Psi Morphs campaign, the constant changes might be driving you crazy. So, I've decided to just make one major batch of updates a month. I'll try to make the batch of updated within the first three days of the month whenever I can. Well, I hope you'll check back for more updates next month. | |
| 5-7-2007: There are now three new sample science descriptions. Please check out the new sample description for Kinetic Flow I, sample description for Multi Blast I, and sample description for Telekinesis. | |
| 4-27-2007: Ack! I realized that the links in the Sample Characters page were all broken. I've fixed them. You should be able to check out the sample characters now. Sorry about that! | |
| 4-14-2007: Another big round of updates. I corrected some typos in the backstory section, and made a small change to the story. I have changed the power levels of many sciences to make them better balanced. I made a chance to the gameplay rules so that skill checks now get a bonus equal to half of the relevant attribute (playtesting has shown me that getting a bonus equal to the relevant attribute made high attributes too powerful.) I moved Style Combining from being a basic combat science to being an intermeidate combat science. A playtest session showed me that Style Combining is too powerful (and too complicated) for a level 1 character. The sample characters who had Style Combining no longer do. | |
| I do apolgize for making so many changes so often. However, until this game is completed and no longer in it's beta stage, it will probably be necessary to make lots of changes as I find probelms with the game. | |
| Speaking of which, if any of you find any probelms with the game that need to be fixed, please email me and let me know. | |
| 4-11-2007: I corrected and changed the sciences of Applied Knowledge in Combat, Applied Knowledge in Negotiating, Applied Knowledge in Psi Atom, and Applied Knowledge in Psi Energy. | |
| On a side note, these four sciences exist for several reasons. Among them are: to ensure that all player characters will gain some combat skill and ability to resist psionics once they level up a few times, and to make characters who use more than one primary skill group more viable. | |
| 4-9-2007: I placed a note at the beginning of the Body_Types section, and a note at the beginning of the Species Types section. These notes are part of my ongoing effort to make Psi Morphs an RPG that encourages creativity among players. | |
| 4-4-2007: I added a new basic negotiating science: General Good Speaker. The intermediate negotiating science which used to have this name has been renamed Improved General Good Speaker, and has been changed slightly. | |
| 3-31-2007: I have recently made another large batch of updates. So much has changed, I have decided that the game is now in beta version 2. | |
| 3-23-2007: I have made a huge number of updates to the site (including the addition of a 'Recent Updates' box.) There are too many updates to list here, so please take some time to look around. |