All new rule previews are being recorded.
Pegasus Engine v3 is built around four guiding principles:
Rules support flow, momentum, and dramatic pacing at the table.
Systems are aligned and simplified to create clarity and consistency.
Less tracking. Less friction. More play.
Game Masters focus on drama, stakes, and pressure — not administration.
Every rule change serves these goals.
This Is Your Hub
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.
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.
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.
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.
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.
A: That will affect NRG. You’ll want to recover that as soon as possible.
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.
A: No.
NRG is regained:
At the start of a non-quick scene
1 per hour
This reinforces pacing and resource pressure.
A: Yes.
There has never been a restriction on using Momentum while Hindered.
Only Stun prevents Momentum use — and that rule remains.
A: Yes.
Tactician Momentum must be used when acquired.
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.
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.
A: No.
Stun Threshold has been removed to reduce micro-management and streamline play.
A: Power Slots increase by raising your FOC Level:
During Character Creation
Via CDP during development
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.
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.
A: Yes.
Distract Specialisation retains its Threat Zone unless another rule overrides it.
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.
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.
Return later to progress the rewards, Traveller.
For now, choose where to navigate to next: