Version 0.2.2, Frame Rework is Here, Fleet Action Progress, and Other Projects


     Time really slipped by on me here. I meant to make a few more posts since July but I also wanted to have a release connected with said posts, not just empty updates with no real meaning for my players. So here we are with a new post and Vertigo 0.2.2 finally coming out.

     The frame rework is finally here. Took longer than expected because I got sidetracked with other Vertigo related stuff which I'll talk about later in this blog. The main take away here is that mounts have been significantly simplified to make more sense and be more versatile. Frames have also been brought more in line with my vision for them as heavy infantry. I'm quite happy with how they sit in the current meta, at least in my testing. They'll probably see one more pass related to their costs when Vertigo: Ground War makes more progress, but otherwise they're in a good state.

     Now for my other projects and reason I've been quieter here than I would have liked. I've been hard at work on Vertigo: Fleet Action, fleshing out the different navies and improving the ruleset. The next update of that will more than double the size of the book. Version 0.1.1 of Fleet Action is 29 pages, 0.1.2 is over 140 as it currently stands but it still needs cleanup and formatting before the general public gets to see it. Inspiration has also hit in a big way and the list of Vertigo supplements (and other settings use the same systems) has expanded. Below is a list of what I've been working on and a description of what it is.

     Vertigo: Fleet Action - Already in beta. This is the rules for space ships.

     Vertigo: Ground War - The mass ground combat expansion for Vertigo. This is currently going through internal testing and should be available for open beta soon. Scheduling is the biggest bottleneck with this project currently.

     Vertigo: Heat Death - This is a story expansion for Vertigo that pushes the timeline to the end of the galaxy, when stars are dying out and the last vestiges of life cling to space stations orbiting blackholes. Everything in this expansion will be balanced to be compatible with all other expansions. New species will be added that can be used as rare encounters and tech can be used as exotic rewards in the core setting while the core setting can be used as the history, remnants, and salvage of the galaxy. That is if you want to stay lore friendly, otherwise just go nuts and use what you want.

     Vertigo: Unnamed Civilian Expansion - Adds rules for living spaces and other things that flesh out the civilian life of all the nations and species.

     Ultraviolet - A different kind of apocalypse. The sun has shifted its radiation profile, making its light deadly. People live in underground cities and travel at night. Number stations are a mystery to be solved as well a new anomalies happening across the surface of Earth. Mutated wildlife and bandits are major threats as everyone competes over limited resources and livable land.

     Glittering Etherium - Age of sail in space. Space pirates riding the solar winds and hunting for rich ships laden with priceless gems and gold. Think Treasure Planet with a heavy addition of mysticism and some Lovecraftian horror thrown in.

     Desert Skies - A diesel punk world set around a desert with a new take on the various fantasy species people have come to expect and a flair for politics and subterfuge that Vertigo is known for. This system includes a magic and alchemy ruleset on top of the standard Vertigo combat system.

     If you want to leave feedback on what I should prioritize, I've made a poll here for people to vote on. Poll Its all going to get done eventually, but if people really want one thing over another, I can put more effort towards that goal.

Files

Vertigo 0.2.2.pdf 17 MB
Dec 17, 2022

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