This is a nuts-and-bolts update, i.e. a basic list of where everything stands.
Game Design: 100% complete
Character Sheets: template complete, 8/9 still require final layout
Team Sheets: template complete, 18/24 require final layout
Rulebook: 4/7 main rule sections still need to be typed up/edited
It's a relief to have all of the design work done. In terms of character/team sheets, I have the templates and all of the character designs, so now it's a matter of copying and pasting from the text file into the Indesign file.
I design best by hand, so I have all of the rules written down now in my notebook; a little over half still need to be typed. Basically, I'm at the stage where everything is semi-mindless but still takes a significant chunk of time.
Below are two example character templates. Characters have an archetype (cyber, magic, mortal) along with a starting class (e.g. occultist, wise one, mystic). Your starting class determines your first of two specialties (e.g. the occultist has elementalist, enchantment, and force specialties). When you get a playbook advancement you can continue to select special abilities in your first specialty, or pick your second specialty. Your second specialty can come from any class within your archetype (e.g. an occultist could pick another occultist specialty, or a different magic specialty from the wise one or mystic classes).
The goal is to balance flexibility with some niche-protection, and also to balance some freedom of choice without overwhelming you with choice. Importantly, this specialization only applies to special abilities: any character can use any action, so a Mystic could still Engineer and Hack as much as they want.
Like Blades, you can get veteran abilities, and those can come from literally any playbook, even ones outside your archetype. So if you really want to be a Mystic Hacker, you could level up your Hack action and grab two special abilities from the Hacker class.
The attached examples include one occultist who chose only occultist specialties, and one occultist who chose a mystic specialty.
The character sheets hint at some of the mechanical changes.
The bottom left corner of the character sheet shows the professional skills that go along with the magic archetypes and can be unlocked once you invest in them. (Each archetype has a different set of 3 professional skills). Even though I said I would wait on the crafting system, I went ahead and finished it. The magic professional skills are pretty straightforward; I probably had the most fun with the mortal professional skills, which include the ability to raise a paranormal critter as a sidekick and make poisons from paranormal plants.
There are also three veteran professions, which you can learn with the "veteran" special ability. So if you find you like crafting, or want one of the specific veteran professions, you can get that instead of a special ability with the veteran advancement.
Contacts are integral to the game, and you can see that your relationship with a contact can range from -3 to +3; the more intense the relationship, the more it will affect the game.
The Relevance rating will have a huge impact on the game. Essentially, your social status will affect your effect level in almost every interaction.
Finally, vice is replaced with rebellion (how your character rages against the established order); ideals are important beliefs that grant you XP; and "trauma" is replaced with jaded conditions, which represent the ways the stress of the outcast lifestyle has worn away at you, and caused you to become more like the very establishment you are fighting.