Hiya guys, Digi here.

It’s been a while, I know. Waaaay too long, in fact. My last update was an eternity ago, and an ask brought me back to reality (thanks for that, by the way). The system has been on my mind this whole time, and I’ve been making progress here and there, but I hadn’t sat down and seriously worked on it for an extended period of time until about a month ago (insert generic excuses here), if we’re being generous. As I type this I’m inexplicably angry with myself for not being on top of this. I was just reminded that people actually cared and I feel I’ve let y’all down to some extent and all of this spotlights what I hate the most about myself, but enough talking about my personal issues and let’s discuss what really matters here, the system.

A lot has changed in the system in these months, and work always seems to be cropping up in the form of new ideas that I’d like to implement. So in no particular order, this is what has changed or is in progress on the system.

1: I have completely overhauled the dice present in the system. What used to be a d6 shadowrun clone is now a unique system that ascends the character by accumulating higher polyhedral dice. I wanted to answer the question “What do I do with all of these weird dice?” since as a DnD player, it always bugged me that I had this set and only used like 3 of them. At high levels, you will be rolling all of these dice. The system will also have avenues to manipulate the dice to improve a character’s consistency on the battlefield and whatnot. I wanted very badly to make a unique system, doing otherwise just didn’t sit right with me.

2: As a result of Item 1, the modular magic is a little numerically broken, so I need to rebalance it somehow and I’m bouncing ideas off of people to help speed the process.

3: I’ve made a pseudo class system that will (when finished) help a character feel like they have progression and experience in a combat style, so they shouldn’t feel like they’re a pile of numbers.

4: One of the other very large tasks before me is a subsystem I’m building, Techniques. Like the dust casting I made, a character will have a pool of Techniques and Technique points that let them accomplish awesome combat stunts when they need to pull out all the stops. This part goes hand-in-hand with Item 3, as some of the content tied with 3 will use Technique points to do smaller scale, yet significant stunts that are more tied to a character’s class.

5: Weapons. This part will probably come last and in a later update. It will be a nightmare and I’m not looking forward to it, not gonna lie.

So in short, thank you, whoever you are (eamonn has already viewed the message and I suck at tumblr) for spurring me to inform you all of my progress however much or little it seems. All I can ask for is your patience, and an occasional ask/message or something to help keep me real with everyone.

-Digi