The Growing Conflict V0.7 is live!


It's been a long time since I last released an update to this product as I've been working on CalazCon (my Beam Saber mega game actual play series) primarily for the last 3 years. The last update here is actually about 1 month before I started working on the show. However, I didn't stop working on this entirely. I've been poking away at it, getting good feedback on playbooks from the show's cast, and getting cover art, maps, and fiction commissioned!


Below is the changelog for this updated and it's a big one!

  • Added new cover art by TANblaque and Rowan A.
  • Corrected some headings in The Hunted squad playbook.
  • Corrected the description of the Toughs Cohort that The Hunted squad playbook starts with.
  • Fixed some minor typos
  • Added a map for CalazCon! By Annie Johnston-Glick
  • Added the CalazCon! intro story, An Uncanny Resemblance by Malaika Kirkwood
  • Clarified that Dismounted Cohorts do not get vehicles.
  • Added an incentive for using Forewarned Omens to take die results less than a 6.
  • Clarified that the Forewarned’s Always Ready discards any remaining dice in the prediction pool and then rolls a new set of prediction dice.
  • Added the Steel Meadows map by Cory “Hadrian” McDaniel
  • Added the Steel Meadows intro story, The Phantom Squid by Bryan Young
  • Gave The Captain the "Assisted repair system [load 1]: Spend a Materiel point to take the Fix downtime activity while on a mission." and made the Hanger Bay [Load 0]. This change is due to the nature of the vehicle already implying that it has a hanger.
  • Replaced The Rookie ability Pineapple Salad with the new ability “Death Flag: When you Cut Loose, you may choose to take a Collateral Die with a specific benefit and consequence. The benefit is that you may add up to 3 ticks to your Connection with the other Pilot instead of the normal 1 tick. The consequence is that they spend the entire next Mission in a Desperate Position (Assists and Abilities that modify Position still affect them).”
  • Changed The Wielder’s ability All In so that it provides a Connection Clock with The Weapon.
  • Changed The Wielder’s ability Hook to “Hook: Spend your Spark to make an obstacle or foe vulnerable with the same benefits as a successful Set Up action. You can spend a Quirk to refresh your Spark.”
  • Removed The Proxy’s Living Lightning ability and moved its information to a Note about the playbook.
  • Gave the Proxy the new ability “Monologue Bait: When you suffer Harm and don’t resist it nor use Armor, you may ask the GM a question about its source that they must answer truthfully.” to give the playbook some noir vibes.
  • Modified the Proxy ability Malware Bytes to the following: “Malware Bites: You may spend your Spark to reveal how a Consequence you just suffered plays right into your master plan (this does not negate or resist the Consequence) or to push yourself when trying to break into encrypted information.”
  • Modified the Proxy ability In The Machine to the following: “In The Machine: If you have a machine’s access codes, you may wrest control of it away from its operator with a successful Interface roll. If you or the machine are hurt, you will need to re-establish your control.”
  • Modified the Hive ability Many Hands to the following: “Many Hands: You may spend your Spark to have one of your bodies appear in an unexpected place, or to take an additional downtime activity.”
  • Modified the Hero ability Heart of Gold, Fists of Steel to the following: “Heart of Gold, Fists of Steel: You may spend your Spark to have an unexpected temporary ally join your efforts, or push yourself when inciting fervor.”
  • Added Veteran to all Playbooks (including the Rookie under a different name) for clarity purposes.
  • Added rules for a Pilot to take over as their squad’s Direct Superior.
  • Added microfic journal entries by Cassandra Connors
  • Changed the CalazCon! squad “The Hive” to “The Hornets” to minimize confusion with the Pilot playbook called “The Hive”.

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