Level 1+
GAME RULES EARLY PREVIEW

PEGASUS ENGINE v3

Welcome Traveller.

You are standing at the frontier of the next evolution of Pegasus Engine.

This hub is your central command point for everything related to Pegasus Engine RPG v3 development — including preview recordings, design insights, playtesting opportunities, and community feedback.

Pegasus Engine v3 is not just being built for the community…

It is being built with the community.

Explore the sections below to watch, learn, test, and help shape the future of the system.
Keep scrolling for more...

Rules Preview

— Watch the Rules Previews

All new rule previews are being recorded. 

Recording Progress
Show Case All New Rules 5%

Preview Presentation:

— Slides

Flick through the full preview presentation and explore the proposed rules at your own pace.
Includes system structure, design reasoning, and development direction.

PEGASUS ENGINE v3:

— Key Design Goals

Pegasus Engine v3 is built around four guiding principles:

Every rule change serves these goals.

Progress

— Development Roadmap

Pegasus Engine v3 follows a transparent development path:
Preview
Show Case All New Rules 2%
Community Playtests
Test All New Rules 68%
System Refinement
Obtain Feedback 33%
Official Release
Design Rules & Book Layout 1%
Every stage is shaped by real player experience and community input.

This Is Your Hub

Bookmark this page.
Return for updates.
Join playtests.
Cast votes.
Follow development.
This is where Pegasus Engine v3 evolves.
And where Travellers help forge what comes next.
 
— GMD Online
Powered by Pegasus Engine | Forged by You

What We Learned

— From The Preview

The preview session brought together players, GMs, returning members, and new visitors — all contributing valuable insight.
Key takeaways:
The clearest message from the community:
Playtesting is the next essential step.
And that is exactly where we are heading.
 

Pegasus Engine v3 Proposal

— Clarifications & FAQ

During the webinar we received a number of excellent questions. Below are the clarifications and proposed rulings based on the current v3 playtest direction.
Important:
This session was not a Pegasus Engine tutorial. It was aimed at existing Pegasus Engine players and GMs familiar with the core rules. If you are new to the system, please review pages 16+ of the core rules first, as they outline the engine fundamentals.
Q: Wouldn’t this make the Agitator much worse? (Rule of 3)

A: No. The Agitator applies 1 Hindrance to 1 Target, and it is a single-use Hindrance that is discarded after use. This keeps it tactical and meaningful without overwhelming the scene.

Q: Can you get a critical success (+2 movement) on the Universal Scene Tracker?

A: No. A critical success is a Degree of Success (DoS) 10+, which grants 1 Momentum, not +2 movement.
Moving 2 spaces would reduce tension and make scenes too easy. If a scene is not meant to be dramatic, you would not use a Scene Tracker.

Q: Can I choose between Tokens or the Tracker depending on the scene?

A: As a GM, you may use what feels right at your table.
However, officially in Pegasus Engine v3, if we use a Tracker, all scenes use the Universal Scene Tracker for consistency and system clarity.

Q: How does the Onslaught Perk affect Action Economy?

A: Perks are being rewritten under the new system.
Currently in playtest, Onslaught allows an additional NRG spend for an extra attack, potentially allowing three attacks in one round at the cost of 2 NRG.
Final form depends on playtesting results.

Q: What if a character’s PHY has been amended in-game?

A: That will affect NRG. You’ll want to recover that as soon as possible.

Q: Wouldn’t it be simpler to combine everything into one large dice pool per turn?

A: That is not how Pegasus Engine functions.
There is only one Dice Pool system — dice are added based on situation and modifiers.
Please review pages 16–17 of the core rules to understand the engine foundation.
This webinar focused on proposed updates, not core system instruction.

Q: Would we still regain 1 NRG per round?

A: No.
NRG is regained:

  • At the start of a non-quick scene

  • 1 per hour

This reinforces pacing and resource pressure.

Q: Can you use Momentum while Hindered?

A: Yes.
There has never been a restriction on using Momentum while Hindered.
Only Stun prevents Momentum use — and that rule remains.

Q: Does Momentum from the new Tactician have to be used immediately?

A: Yes.
Tactician Momentum must be used when acquired.

Q: Will Tactician abilities change?

A: All Roles will be rehashed.
Tacticians will still grant 1 Momentum to 1 Target per turn, and will now be able to grant it to themselves if no visible allies are present.

Q: Does Momentum movement ignore Follow-Up?

A: No.
Momentum movement does not ignore Follow-Up.
Only defensive movement from a successful Defence roll, or where a Perk or Power explicitly states otherwise, bypasses Follow-Up.

Q: Do PCs and NPCs still have a Stun Threshold?

A: No.
Stun Threshold has been removed to reduce micro-management and streamline play.

Q: How do you increase Power Slots?

A: Power Slots increase by raising your FOC Level:

  • During Character Creation

  • Via CDP during development

Q: What about rest/camping to recharge faster?

A: That is entirely story-dependent.
If pacing allows it, you may rest.
However, camping in hostile territory carries risk — and sometimes you may not have a choice.

Q: Aren’t there too many trackers and pools?

A: No.
There is only one core Dice Pool engine.
The system is designed to unify scenes, not multiply subsystems.
If confusion exists, reviewing the foundational engine pages will resolve it.

Q: Does Distract still have a Threat Zone?

A: Yes.
Distract Specialisation retains its Threat Zone unless another rule overrides it.

Q: Do encounters become more dangerous the longer they last? (Pressure States)

A: Yes.
As enemies grow desperate, their Pressure State increases.
If they begin winning, their state drops back down.
This creates dynamic tension instead of static difficulty.

Q: Can certain villains reduce Pressure State?

A: Potentially yes.
This may become part of Battle Lore as a sub-ability, or possibly a new Leadership Specialisation. This is currently under consideration.

Continue…

— Exploring Further

Return later to progress the rewards, Traveller.
For now, choose where to navigate to next:

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