Strife:Version Archive

Also see legacy website pages here!

Version 33
27/12/2022, V32 Rules PDF in browser view, release notes:

Howdy :) A first update for Blast Radius! This one has been a long time coming, and has TAKEN me a long time itself. Alongside a complete overhaul of the character sheet, it has the following changes: Theres a couple things I need to update on also, while I'm here. The thing at the forefront is the GM sheets. I have been working on them! They're proving harder than I thought, as with testing they are not enough. I'm planning on coding a program like the Battlespire encounter builder to help GMs instead as the current sheet would take way too long to build encounters, though you'd still need to use it for non-generic enemies. I'm hoping to release it soon, but I've a lot on my plate right now so is a slower process than when I was in university and had long periods of nothing in-between those periods of crazy [UPDATE (30/12/2022 - 18:23): The GM sheet is now available for download, but an encounter building program is still needed for generic entities]. Other than that is Strife: version 34 is going to be a big one, not content wise its just going to take a long time to work on. My Microsoft office university license expired a few weeks ago, so I had to make the Blast Radius sheets on google sheets which I am getting used to, but this also means I can't use Microsoft word anymore for the Strife PDF. I'm going to need to retype it all on LaTeX, which is what I use for everything else be that a public PDF or not. I'm mainly worried about the images, which will be way harder to sort out than typing the entire PDFs word contents I'm sure. Taking a more creative spin is Twin Lamps and Ten Wanted Men; they're coming along, that's really all I can say. I've been on and off creatively recently which is why I've come back to Blast Radius but they are getting worked on rest assured. Long update done! Thanks for reading, and yeah, I hope you enjoy the new changes, especially the character sheet which hopefully WON'T break in the first 10 minutes like the last 2 Strife ones have. LOVE YOU THANKS AGAIN <3
 * Moved all in-game items, perks, and traits from the sheet to the website; homebrew is now available to be made!
 * Reworked the V.A.T.S equation to be actually worth using.
 * Helmet/headgear now copies body armour type, to wear power armour helmets you need to be wearing power armour.
 * Items (excl. bobby pins) break on half durability, starting to decrease in max damage and DT, not affecting attachments.
 * Energy heavy weapons success rates drop the higher range the shooting is.
 * Quality of life: Levelling rework for simplicity and game accuracy, introducing TAG! skills. Partial cover and shooting body part changes for simplicity during play. Explosive damage equation change.

--Connorjwat (talk) 21:45, 27 December 2022 (UTC)

Version 32
21/09/2022, V32 Rules PDF in browser view, release notes:

CONGRATS STRIFE ON ITS 2ND ANNIVERSARY!!!!

Its been rough working on it since I have the Corprus right now, but I really hope it's enjoyed; it took hundreds of hours of work. Big changes:
 * New Races: Gee-Rusleel, Half-Giant, Pestilent Seed, Scamp, and Tsaesci.
 * New Spell Effects: Confusion, Mind Damage, Sentience, and Telepathy.
 * Buffs: Argonian (Base), Bosmer, Cathay, Orsimer, Naga-Kur, and Reachfolk Bloodforged.
 * Changes: Frostwood Atmoran, Khajiit Morphology starting attributes, Men-of-mitiri, Ohmes, Wasseek-Haleel.
 * Clarifications: Blood Vampire.
 * The martial rework! A bunch of new content changing every single martial skill and their criticals! Durability is completely changed, and C/S/T now actually MEANS something!
 * Resting, wilderness, and weather reworks. Retouched general mechanics as a whole.
 * Enchant rework. Changed the enchant equation values, gold values, XP rates, and enchantment swapping/modifiying near completely.
 * Security rework. Everything is reliant on success chance now rather than gatekeeping lock levels with tool qualities. Skeleton key changes. Benefits to 100 security level.
 * Mercantile and Armourer full rework, completely changed. Further, skill training has been reworked.
 * Social interactions changes, including that it is now GM discretion at how attempting to enter someone's home plays out, and that disposition persists upon leaving town.
 * Magical effect changes full revise, including but not limited to:
 * Soultrap changes, can now soultrap all entities, and soultrap targets will be panicked upon learning they’ve been afflicted with soul trap.
 * Spell Absorption is completely changed, now is the same as in the Morrowind game.
 * Teleport spell changes, now teleports allies and touching affected users will teleport you also.
 * Paralysis nerfs; well deserved too. NPCs now gain (level) points of resist paralysis until combat ends per paralysis hit on them.

Smaller changes: So it's a big one, plus a bunch of things I abbreviated to just "this rework" or "that rework" that goes unmentioned, because SO damn much of it changed. The only thing I couldn't figure out is that for some reason the final pages weren't embedding the hyperlinks, I don't know though. For legal reasons please read here if needed. But yeah, that's it. Thank you for coming with me through this, Strife is really in an amazing place right now, and my fucking neck hurts. This is rolling to almost the 12th hour of working on it today. My eyes hurt, and I'm going to bed. Thank you, everyone, for real. It's been my pleasure and I really love what I do. Love you all, Connor. <3
 * Stalhrim and potion coated weapons now count as non-normal.
 * Small Alchemy tweaks, more to do with wording than much of anything. Changed wording of difficulty levels from hardest to realistic, intermediate to milestone, and easiest to basic. Changed realistic difficulty XP rates.
 * Piercing damage can no longer be resisted.
 * NPC Sneak decreases now give blindness instead of a strange form of chameleon.
 * NPC Agility decreases now (M/4)% instead of M% chance to be knocked prone.
 * NPC increased attack +M/20 HP damage changed to +M/10.
 * Open cant resist going prone, now open on <10 FP.
 * Warrior class changes, paralyse reduced to 5s. Pilgrim class changes, double gold instead of unlimited. New class: Warlock.
 * Two 100 conjuration skill level entities can telepathically communicate.
 * On a death you are now sent to an imperial shrine instead of a tribunal temple.
 * Skipped turn time no longer passes.

--Connorjwat (talk) 00:34, 21 September 2022 (UTC)

Version 31.5
11/03/2022, V31.5 Rules PDF in browser view, release notes:

Made some mistakes yesterday so released V31.5 to address a couple fixes: Either way, see the 10/03/2022 updates for the main bulk of content added! Love y'all, Connor <3 :)
 * Over-encumbrance reverted and fixed equation.
 * Forgotten Mane, Men-of-Mitiri, Osh Ornim fixes and adjustments
 * Now a clear guide for enchanting scrolls
 * Negative magnitude spell gold cost revert and changed negative magnitude spell effects to add appeal to couple of spells that previously weren't worth making

--Connorjwat (talk) 11:40, 11 March 2022 (UTC)

Version 31
10/03/2022, V31 Rules PDF in browser view, release notes:

Hi :)

I could not hold off any longer, the ALLURE of making this has got to me... and, I had a bit of free time since I finished a batch of university work, BUT that ends now! Here's the playable race updates: and the general system updates: And there it is! Version 31. We are over 70k words now approaching 75k, so it's growing! As always, I hope the new updates are well received, and thanks, love y'all, Connor <3 :)
 * New Races: Blood Vampire, Doppelganger, Osh Ornim, Werewolves
 * Buffs: Auroran, (Base) Argonian, Dremora, Dro-m'Athra, Keptu, Knight of the Nine, Sedor, Senche and Senche-raht, Veeskhleel-Tzel
 * Adjustments: Alfiq and Alfiq-raht, Men-of-Mitiri, Perena
 * Nerfs: Men-of-Kreath, Rontha, Yespest
 * The homebrew races section now looks nice, notably the general foreword, and forewords for Daedra, Mer, Khajiit, and Addon races
 * Clarifications to: On reaction vs no time actions,
 * Added a guide to armour repair costs
 * Added a guide to making makeshift tools
 * Piercing damage now ignores SV
 * Buffs to the Armourer skill
 * Calm, Charm, Demoralise, Frenzy, and Rally interaction changes
 * Death and Unconsciousness changes
 * Jail changes
 * Dispel changes
 * Club free hand bonus changes
 * Encumbrance changes
 * Spells with a negative (m + M) value now are double the spell making gold fee
 * NPC behaviour changes, most notably FP = HP + 100 now instead of being 2 times HP + 100
 * Party reputation full rework
 * Weight and Height rework
 * Hand-to-hand rework

--Connorjwat (talk) 19:31, 10 March 2022 (UTC)

Version 30
28/12/21, V30 Rules PDF in browser view, release notes:

Say goodbye to these consistant updates, because I am disappearing into the void for another 5 months after this I promise. Don't let me do anymore versions or my university degree will be worse for it!

VERY small update word count size, but this version has changed the way the game is played. Here are the updates: Thanks for reading, this is a great place to stop for a while, as there isn't much on my table now apart from starting a bunch more projects. I really hope y'all like it, and can adjust to the way the game is played. As always, let me know if any links are broken, love you all <3
 * The main, huge thing of this update: NPC chance to hit, enemies can now miss attacks depending on how your game is configured. This also comes with an overhaul of the Controlling NPCs section.
 * Knights of the Nine miscellaneous race; apart from the addition of one page, this is a very small update, too small. I had to add a little something I've been thinking over for the last couple days. :)
 * Combat is added into obstructed movement.
 * Changed Galeni Mimic power to line of sight, instead of the vague "near".
 * Cliff Racer nerfs.
 * Slight hand-to-hand buffs; all hand-to-hand attacks will now ignore SV.
 * Fixed a bunch of mistakes (spelling, grammar, etc.) I noticed post-V29 release.
 * --Connorjwat (talk) 17:21, 28 December 2021 (UTC)Connorjwat

Version 29
10/12/2021, V29 Rules PDF in browser view, release notes:

Good Evening :))

Not much of a large update, most work, preparation, and testing is going towards version 30, which mainly adds enemy "to-hit" chances based on level difference between that NPC and the party. Here are the version 29 updates: The next update won't be in a while, I have a lot of work to do at university, with a masters thesis on the way. There are also a lot of new equations to look at on the PDF, and these things are updated in the character and GM's sheets. The spell making, alchemy, enchant, speed, and endurance calculators are all be added to the character sheet, with the GMs sheet getting a fall damage calculator too. Either way, thanks <3, let me know if there are any broken links, love you all, Connor
 * Clarifications: Ohmes, Skaafin, Duraki, resisting pure magicka, Prone, Unconsciousness, Obstructed Movement, Disintegrate effect on NPCs
 * Adjustments: Alfiq, Alfiq-raht, Nocturnal Shrike, Spiderkith, Sneak attacks, Attack magical effect (no longer effects skill levels and give post-100 skill level benefits), Potion coated weapons, Fortify effects, Open effect, Fall Damage, Silence effect, Cliff Racers, Enchant, Blindness Ability, Hearing Dependent Ability, Water combat mechanics
 * Buffs: Dro-m'Athra, Altmer
 * Nerfs: Men-of-Kreath and Wood Orc damage modifiers, Naga-Kur, Yespest, post-100 skill level buffing
 * New Races: Reachfolk Bloodforged, Betrayed Falmer
 * New website content: Protect effect, Bleed Damage, Brenda's, A Dull and Wet Amulet, Ogrim's Amulet of the Bloody Oath, Berserker Helmet, Justiciar Faceguard
 * Full Endurance and Speed reworks (on effective endurance the "S" in the equation should be "E" instead)
 * Shivering Isles Resident can no longer infinitely level
 * Thrown Marksman Weapons can have their ammunition retrieved if it's a successful hit
 * You get disadvantage turn order rolls if you go into combat asleep
 * Language section
 * Undead Duraki and Duraki in one party can no longer re-revive dead bodies
 * Above 100 Speed Level Fleeing
 * Travelling rework
 * Being diseased now affects your personality level
 * Scout pre-made class replaced abilities
 * Keeping track of your loaded crossbow bolt

Version 28
29/09/2021, V28 Rules PDF in browser view, release notes:

Hello! Version 28 of Strife is out now, along with the website! This has been a long time coming with a lot of work on the website; the rules PDF even reached 75 thousand words before I added most to the website, reducing it by 10 thousand words. Either way, here are the additions: Today is the 1 year anniversary of the very first session of Strife too, it was just fitting the biggest update ever would be released today. Thanks for being here, as always love you all <3 -Connor
 * Blindness full rework.
 * Men-of-Mitiri (support musical race. Diff 3), Forelgrim Atmoran (all rounder power driven flexible race. Diff 1), and Frostwood Atmoran (crowd control melee hunter/fighter race. Diff 2) new races.
 * Drunkedness changes, now good for warriors to be blackout drunk when fighting!
 * Rontha, Bosmer, and Pahmar buffs.
 * Wasseek-Haleel, Moss-Skin, and Horwalli adjustments.
 * Dagi nerfs.
 * Fully removed the homebrew Muffle effect, now merged with Silence.
 * Spears expansion (on website).
 * Stalhrim Shortswords.
 * New player and GM guides, and damage effectiveness guide.
 * Enemies can now advance player willpower death rolls failures.
 * Changed NPC resisting pure magicka to be similar to players mechanics.
 * Spellmaking adjustments, mainly Touch and Target spells are more expensive (7X > 10X).
 * Added RP descriptions to attributes.
 * Legal section on the PDF and online.
 * Moved credits to online, linked to the front page.
 * Bracer Plates
 * Ehlnofey and Orma, previously unreleased races now on the website in-case anyone wants to check them out.

Version 27
24/07/2021, now 65k words, added:
 * Ka Po' Tun, Ayleid, Dwemer, Namira's Chosen, Galeni, Keptu, Reachfolk, Reachfolk Briarheart, Sedor, and Wood Orc
 * Augments (specifically Hellfire Circulator, Spiral and Thoracic Hydraulic Enhancer, Ashbane Respirator, Jaws of the Viper, and all the items used in making them)
 * Kothrigi and Men-of-Kreath reworks to make them less overloaded and more synergised with the rest of their own kit respectively
 * Extra crossbows and hand crossbows
 * Dwemer Steam Rifles
 * Enchanting marksman ammunition and recharging weapons with soul gems
 * Areas of limited visibility complete rework
 * Interruption mechanics changes
 * Character sheets similar to those used today, 23 days after this version

Version 26
13/06/2021, added:
 * Shivering Isles Resident, Al-Gemha, Al-Hared, Men-of-Ge, Men-of-Kreath, Perena, Rontha, Horwalli, Kothrigi, Duraki, and Yespest
 * One-use Reversal Ticket, Lantern Shields, Lightened Axe of Fury
 * Water-walking changes (it can now launch you into the air when casted underwater, instead of just a failed cast)
 * Mazken race power changes (used to not sap turn time with Abyssal Whip, just gave an extra turn for the user)
 * Weather mechanics
 * Equipment synergy bonuses (specifically the "Free Movement Bonus")
 * Pre-defined class buffs (giving them abilities)
 * 100 Armourer and Sneak level benefits
 * Resting and Waiting caps
 * High Speed level Hand-to-Hand buffs
 * Regeneration of MP and FP now rounds down

Version 25
15/05/2021, added:
 * Argonian tribes
 * Coating an item in potions
 * Khajiit morphology changes (used to have modifiers on willpower and personality)
 * New staff mechanics, changed dagger mechanics
 * Sanctuary effect nerfs (changed from base game to what it is now)
 * Redone the XP section (more detail)
 * Images to a lot of homebrew items
 * Cursed Daedric Face of God, Blunt Chitin Halberd of Battlerage, and Staff of Critical War
 * Hyperlinks, so all the contents texts link to pages

Version 24
04/05/2021, now 35k words, added:
 * Khajiit morphologies
 * Recovery Charm
 * Attack and CC effects on NPCs are changed
 * Removed nerf on above 100 attributes (talked about below)
 * Formal definition of normal weapons
 * Reworked base races pages

Version 23
23/04/2021, added:
 * Enemy stat changes (spell effects now may effect them differently)
 * Daedra, the very first homebrew races!

Version 22
17/03/2021, added:
 * NPCs may not have their powers
 * Drunkedness now lasts according to real time, not in-game time (lasted for a potential multiple sessions for one play-tester)
 * Time passage, 1:1 with real world time
 * Blocking XP gain rework (used to not rely on XP, and level up when your worn armour levels up if the GM thinks you've used a shield enough, dumb mechanic finally removed!)
 * Players can now resist prone
 * Resisting pure magicka changes (used to have the choice between using your magicka resistance or willpower, dumb mechanic finally removed!)
 * Restore potion changes
 * The Skeleton Gauntlet and the Ghostblade buffs (modified to what it is today, it used to cycle between 0-5 charges resetting to 0 after expending the fifth charge)

Version 21
20/02/2021, added:
 * 4th hand-to-hand rework at this point (some have gone unmentioned in previous versions)
 * Fall damage equation is less of a harsh curve due to heavy play-tester complaints (not dealing an insane amount of damage)
 * Some skills now don't un-naturally cap at 100
 * FP and MP recharge rate clarifications
 * Short Blade and Dagger buffs
 * Below 30 speed actions take half time
 * The Skeleton Gauntlet and the Ghostblade buffs, no longer needs balancing like other Short Blades

Version 20
25/01/2021, added:
 * Embedded links into text instead of having them pasted onto the document
 * Spellmaking, Enchant, and Alchemy simplifications to make more accessible and fun
 * Revive Scrolls
 * Drunkedness and Scroll of Dumb-ass (used to be called "Scroll of 'my friends are dumbasses'" back then, changed as of version 28)
 * The Skeleton Gauntlet and the Ghostblade

Version 19
30/12/2020, added:
 * Telekinesis mechanics changes
 * Armourers tools changes
 * Morag Tong helmets changes
 * Hand-to-hand (attacks on ghosts no longer hits without enchanted armour for the body part that hits the ghost)
 * Enemy fleeing (used to be enemies under 10HP instead of enemies under 10% HP)
 * Multiple players distracting and or multiple targets
 * Gauntlets of Pranking
 * Grog

Version 18
15/12/2020, added:
 * Critical hit rework
 * Silver weapons, halberds, and crossbow changes
 * Distractions in the crime system
 * Vivec City Arena, betting, and duelling encounters

Version 17
22/11/2020, now about 20k words, added:
 * Crime system rework (added witnesses, investigations, and interruptions)
 * Speed sneak attacks
 * Searching areas for quests
 * Heavy attack FP reduced to 30FP cost (used to be 50FP)
 * Enemies can now get up from unconsciousness
 * Muffle spell (later merged with Silence as a base game/homebrew mix)

Version 16
16/11/2020, added:
 * Hand-to-hand fixes for the prior rework
 * Swimming and water walking changes
 * Melee and marksman rework (included clarification for thrown weapons, and made special attacks)

Version 15
10/11/2020, now about 15k words, added:
 * Hand-to-hand rework (its first of many)
 * Short blade buffs
 * Critical successes and failures
 * Getting people up from dying changes

Version 14
01/11/2020, added:
 * Dodging nerfs (talked about before)
 * Sound effects on multiple people
 * Time you have to spare whilst falling
 * Shield spell effects nerf
 * Free beginner spells added to PDF
 * Changed FP for enemies to be 5 times HP, then changed it to 2 times HP plus 100 as it still seemed to high.
 * Skill trainers
 * Gauntlets of Forceful Dispel
 * A day later I also reworked spell merchant prices which is still used now

Version 13
29/10/2020, added:
 * Two days prior unarmored graphs on excel were added, a quick guide is now part of the character sheet. I also updated the character sheet that is now no longer used
 * Spell effects completely redone
 * Obstructed and unobstructed movement

Version 12
23/10/2020, only just surpassed 10k words, added:
 * General scaling for party size (not recommended to use anymore)
 * Changed outside of combat rolls so they're limited (later removed mostly)
 * Fleeing mechanics
 * "Unable to pay the toll" party deaths
 * Punching with shields
 * Helping your team get up from being down
 * Capping attributes (used to have decreased effectiveness over 100 of an attribute, later removed)
 * Shield nerfs (used to give double the AR), unarmored nerfs, and SV was changed to PAR/8 instead of PAR/10 (buff)
 * Mithril armour

Version 11
01/10/2020, added:
 * Enemy Stats (enemies used to have 10 times their HP in FP, this was a god awful experience for hand-to-hand users so eventually changed)
 * Rounding rules changed, now rounds up (used to round down)
 * How to tell if an enemy is lying

Version 10.5
28/09/2020, last update added Arial and a "beige" background to make it dyslexia friendly. There are quotes around beige because it didn't export as beige, instead white, and I didn't realise. At this point after the 10 rerelease I thought I was finished and or near to finishing the whole game, boy was I wrong, I caught the bug.

Version 10
28/09/2020, changed the entire document, didn't add much, but moved over to a more dyslexia friendly format, and made it so instead of adding new things onto the end I had a contents page at the start (it used to be at the end of the document) and I had sectioned separate pages to make it easy to format and add new things. Same format I still use today; the old document was a white background and the American Typewriter font, for some reason.

Version 9
27/09/2020, joke version, deleted everything before the next version, because 10 was the largest change to ever come so far.

Version 8
25/09/2020, added:
 * Suggested reading list, now very outdated
 * Gear durability
 * Shields
 * The entire concept of time
 * Discerning Enemy HP with intelligence and new minor combat mechanics
 * Levelling your character

Version 7
24/09/2020, added:
 * General rounding rules
 * Social effects of crime
 * Social interaction
 * More travelling information
 * Rest interruption
 * Speed, Athletics, and Acrobatics buff (Dodging basically, was originally made where on 100 Athletics/Acrobatics you can dodge anything, was later made to be just a Sanctuary effect and scaling less with Athletics or Acrobatics)

Version 6
23/09/2020, added:
 * Nakedness
 * Visuals (players can request images of things from the game)
 * Houses
 * Factions
 * Reputation (party reputation specifically)
 * Player homes
 * Equipment slots (explained better)

Version 5
22/09/2020, added:
 * Enemy stats
 * Racial and birth-sign differences (to the base game)

Version 4
22/09/2020, added:
 * Separate resource that was a quick character creation guide, which is now VERY outdated.
 * Starting equipment

Version 3
21/09/2020, added:
 * Bounties and jail time

Version 2
21/09/2020, added:
 * Resting
 * Backstories
 * Containers and looting
 * Merchants
 * Death

Version 1
21/09/2020 It's release! Originally had:
 * Character Creation including Race choice (only base game races)
 * Attribute and skill explanations
 * Combat notes, explaining sneak attacks, armour, weapons and magic, and turn time.
 * Travelling, explaining Silt Striders only