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July 2021 devblog

Hi Sabre fans, we're got some news on an upcoming release, and of course some fixes and balances to the system for you!

High Level Campaign

In spite of some covid-lockdown challenges now and then, I'm currently running one of the longest campaigns I've ever attempted, in order to see how the system works at the top end. The last update addressed some of the issues with spellcasters being a bit too squishy, and this time we've uncovered some other mechanics that need addressing. Overall it's working pretty well though, with the players in my group assuming they were going to be destroyed instantly at the start of a fight, only to find their abilities kept them alive and allowed them to prevail in a pretty well-balanced combat.

I think part of this comes from damage increasing a lot as skill levels rise, but Hit Points don't follow suit, but that'swhere armour, skill and magic come into it to keep them alive. 

Legends

Another reason for doing a high level campaign is because I'm putting together a new manual called Legends, which covers new talents, unique magic items and new crazy powerful monsters to take on!

I know what you're thinking: "Hey what about that Atlas which still isn't done yet!" Well, with the power of my group's characters increasing every session, I needed to start developing this before they started to outgrow the challenges I was throwing at them, so it became a priority. The atlas will follow afterwards, as I want to get these two manuals done before working on another novel. I'm not far from completing this thing actually, with just the monsters and a few tweaks here and there to finish off, so maybe in a few weeks it'll be ready. A few monsters have been moved from the Bestiary to appear in the Legends manual, such as the Titan and Sa'quaarin, where they can be better used. I never had a party try to take on a Titan before, but I suspect they would have had little chance of defeating it without the new legendary abilities! Now, onto this update!

Hunters

The biggest fix for this update is the Hunter profession. It was supposed to be the premier ranged weapon profession, the one you'd take to focus on archery, guns etc. But the talents for it predate the current profession system, and were just kind of crammed in there. Well I've finally gotten around to fixing this one, with a revised profession and new talents to fit the current progression theme. They're the best ranged fighters, the best with traps, and their talents allow them to train bigger, meaner beasts to use in battle. This accompanies an improvement to bows, which can get up to 2d8 (or 1d16 if you prefer) for their base damage, allowing them to punch through armour better. Beasts and Dire Beasts in the Bestary have been revised to work better with Hunters, so you've got a good selection of creatures to work with. Oh and the Animal Training professional skill is simplified and revised, allowing anyone to have their own armoured cat to hurl into battle :D

Armour Fix

After witnessing a high TL paladin with masterwork vythir plate and kite shield tank like a beast, we determined that it's not armour that's the problem as such, but the Partial Block talent. The math is like this: 23 AP for that shiny armour, +14 on a successful block, but still gains +7 on a failed block, so that's AP 30 guarenteed, and 37 on a real block. We have no issue with a shield absorbing all that damage on a success, but if you fail to block, at least a little damage should be possible. So the Partial Block talent is being adjusted (nerfed!) to provide a flat +2 AP bonus when you first get it, rising to +4 AP at 99% skill. So that kite shield above would provide +4 instead of +7 on a fail, and that 3 points does make a difference, especially against two handed weapons. Two knights clanging away at each other with sword and board could still be at it all day though! 

You see, the high AP in the system was fine while destroying AP with acid or Impact weapons was far more common. By substantially reducing those effects, it's just so hard to get around that AP, forcing fights to rely on collision, electrical or shadow damage to take down armoured characters. This change opens up regular damage to be more useful, and prevents ubertanking all day long. The damage from Body Slam and Piledriver manoeuvres has been reduced too, as they were a bit overpowered on creatures with high Damage Modifiers. 

Finally, Cavalry plate has been removed. It was too heavy to really use properly, requiring a warhorse to carry the warrior around (intentionally so), but mounts are of limited use in games that go underground or indoors, so cavalry plate just isn't useful enough to invest in. Also, the extra AP really breaks the system! 

Blades and Cooking

The other notable changes in this update are for blades, which simply couldn't defeat armour at high level, and cooking. Blades can now ignore half AP on a crit when the Duellist talent is taken at 99%, and their critical range buff has been improved slightly too. The Fencer talent was only useful for single-handed weapons, pointless for duel wielding or any other style, so it was quite niche. It's now been improved to provide a modest bonus for all blades, which is doubled if you do a single-blade fencing style. 

Finally, cooking is more interesting and useful now, with two talents, and the ability to boost not just Hit Points, but Spirit Points as well. Raw Ingredients are properly listed, along with cooking herbs, so it's easier keep track of an aspiring chef's larder. 

So that's about all for this month, keep an eye out for the Legends manual in the near future. Oh! Almost forgot, I'm going to take a crack at a print version of it (finally) as a test run to see if I can get the other manuals done too. Obviously, the continuing updates and fixes precludes it for the near future, but if I feel the system is finally settling down, I'll make those print editions and then do no updates for like, a year :D Take care, and stay safe everyone.

 

SabreRPG 2e Fantasy Premium v1.12

* Hunter profession revision.

 - Hunter talents are no longer shared with Druid (Beastmaster).

 - Hunter gains Endurance Resistance skill, but can only wear light armour.

 - Special options are now Marksman, Trapper and Trainer.

 - Removed old talents, replaced with 4 new condensed abilities based on a chosen ranged weapon skill, suitable for solo or hunter+pet combo.

* Revised the Animal Training skill, removing any TL limits from it and simplifying its use. Anyone can now teach talents and pet manoeuvres to their pet with Accolades, and there is no INT limit on what can be learned.

Armour Fix

* 'Partial Block' talent now helps absorb a fixed amount of +2 AP, increasing with skill.

* 'Bastion' shield manoeuvre now requires 90% skill. 

* Removed Cavalry plate from the system.

* 'Body Slam' manoeuvre now deals half DM as collision damage.

* 'Piledriver' manoeuvre now deals just DM as collision damage.

* Added Brigandine Gauntlets.

* Added Leather Banadana as an armour head item. All other head armour receives +1 AP.

* Added 'Armour of Resistance' and 'Armour of Regeneration' artificer spells.

Cooking skill Revision

* Added 'Home Cooking' talent.

* 'Chef' talent is now 90% requirement.

* Revised the Craft: Cooking skill.

* Added Raw Ingredients and Cooking Herbs to the food and drink table, along with ENC scores for each item. Raw Ingredients are also used by Animal Training to tame and feed pets.

* Failing a herbalism check to gather herbs now yields 1d20 cooking herbs.

Other Fixes

* Second Profession talent now specifies that Background Events are taken from the primary profession.

* Removed the 'Unlucky' and 'Weak' negative background events, replaced with 'Results' and 'Shielded'.

* 'Strong Draw' bow talent now increases dice size a third time at 99%.

* 'Archery Master' talent now gives +5 damage vs a target that has already been damaged this round.

* Exotic Mounts talent now requires 99% skill.

* Added 'Flared Muzzle' and 'Rifled Barrel' firearm mods.

* Forward Stance manoeuvre now only provides +2 damage.

* Balanced Stance manoeuvre now only proides +4% result bonus.

* Added Back Stance manoeuvre that grants +3 Critical Range.

* Zen Master manoeuvre only makes the 1st manouevre in a round free.

* The 'Exotic Mount' talent now lets you teach the Mount talent to your mount (if it doesn't have it).

* Added 'Caltrops' trap.

* Corrected the cost of buying new artificer blueprints.

* The Lance is no longer listed as a polearm-type weapon under the skills section.

* Revised 'Imbue Divinity' spell.

* 'Enduring Weaponry' spell now also applies to armour spells.

* 'Armoured Beast' druid talent now only provides your worn AP if it's higher than the form they are taking (no longer stacks).

* 'Shifted Caster' druid talent lets you cast your own spells, but at x2 the normal Spirit Point cost.

* Improved the damage of the Force Bolt and Wand of Force Bolt spells, and it can now combine the bolts into a single high-damage shot.

* 'Critical Mastery' blade talent has been improved.

* The Prone condition now allows for 2 squares of movement.

* Sorcery 'Enlarge' spell now specifies a creature as its target.

* Sorcery 'Time Stop' spell now specifies that it doesn't allow things to be taken from creature's hands.

* 'Duellist' blade talent has been revised. It now ignores half armour points on a target when you get a critical hit.

* 'Fencer' blade talent now provides a bonus for all blades, which is doubled for using a single bladed weapon.

* At 99% skill, the 'Spellbreaker' talent's damage is no longer halved.

* Ammunition made of Cold Iron ignores 1/2 Energy AP.

* Ironwood and Auldheart now correctly list their HP is not halved instead of AP. 

* Bloodwood, Ironwood and Auldheart now grant AP bonuses for shields.

* Ammunition for black powder weapons is now listed as 'Black powder & Bullet (1 shot)'.

 

Scifi Core Rulebook 2e v1.12

* Hunter profession revision.

 - Hunter talents are no longer shared with Druid (Beastmaster).

 - Hunter gains Endurance Resistance skill, but can only wear light armour.

 - Special options are now Marksman, Trapper and Trainer.

 - Removed old talents, replaced with 4 new condensed abilities based on a chosen ranged weapon skill, suitable for solo or hunter+pet combo.

* Revised the Animal Training skill, removing any TL limits from it and simplifying its use. Anyone can now teach talents and pet manoeuvres to their pet with Accolades, and there is no INT limit on what can be learned.

Armour Fix

* 'Partial Block' talent now helps absorb a fixed amount of +2 AP, increasing with skill.

* 'Bastion' shield manoeuvre now requires 90% skill. 

* Removed Cavalry plate from the system.

* 'Body Slam' manoeuvre now deals half DM as collision damage.

* 'Piledriver' manoeuvre now deals just DM as collision damage.

* Added Brigandine Gauntlets.

* Added Leather Banadana as an armour head item. All other head armour receives +1 AP.

Cooking skill Revision

* Added 'Home Cooking' talent.

* 'Chef' talent is now 90% requirement.

* Revised the Craft: Cooking skill.

* Added Raw Ingredients and Cooking Herbs to the food and drink table, along with ENC scores for each item. Raw Ingredients are also used by Animal Training to tame and feed pets.

* Failing a herbalism check to gather herbs now yields 1d20 cooking herbs.

Other Fixes

* Second Profession talent now specifies that Background Events are taken from the primary profession.

* Removed the 'Unlucky' and 'Weak' negative background events, replaced with 'Results' and 'Shielded'.

* 'Strong Draw' bow talent now increases dice size a third time at 99%.

* 'Archery Master' talent now gives +5 damage vs a target that has already been damaged this round.

* Exotic Mounts talent now requires 99% skill.

* Added 'Flared Muzzle' and 'Rifled Barrel' firearm mods.

* Forward Stance manoeuvre now only provides +2 damage.

* Balanced Stance manoeuvre now only proides +4% result bonus.

* Added Back Stance manoeuvre that grants +3 Critical Range.

* Zen Master manoeuvre only makes the 1st manouevre in a round free.

* The 'Exotic Mount' talent now lets you teach the Mount talent to your mount (if it doesn't have it).

* Added 'Caltrops' trap.

* The Lance is no longer listed as a polearm-type weapon under the skills section.

* 'Critical Mastery' blade talent has been improved.

* The Prone condition now allows for 2 squares of movement.

* 'Duellist' blade talent has been revised. It now ignores half armour points on a target when you get a critical hit.

* 'Fencer' blade talent now provides a bonus for all blades, which is doubled for using a single bladed weapon.

* At 99% skill, the 'Spellbreaker' talent's damage is no longer halved.

* Ammunition for black powder weapons is now listed as 'Black powder & Bullet (1 shot)'.

 

SabreRPG 2e Fantasy Basic Edition 1.12

* Hunter profession revision.

 - Hunter talents are no longer shared with Druid (Beastmaster).

 - Hunter gains Endurance Resistance skill, but can only wear light armour.

 - Special options are now Marksman, Trapper and Trainer.

 - Removed old talents, replaced with 4 new condensed abilities based on a chosen ranged weapon skill, suitable for solo or hunter+pet combo.

Armour Fix

* 'Partial Block' talent now helps absorb a fixed amount of +2 AP, increasing with skill.

* 'Bastion' shield manoeuvre now requires 90% skill. 

* Removed Cavalry plate from the system.

* 'Body Slam' manoeuvre now deals half DM as collision damage.

* 'Piledriver' manoeuvre now deals just DM as collision damage.

* Added Brigandine Gauntlets.

* Added Leather Banadana as an armour head item. All other head armour receives +1 AP.

Cooking skill Revision

* Revised the Craft: Cooking skill usage.

* Added Raw Ingredients and Cooking Herbs to the food and drink table, along with ENC scores for each item. Raw Ingredients are also used by Animal Training to tame and feed pets.

* Failing a herbalism check to gather herbs now yields 1d20 cooking herbs.

Other Fixes

* Second Profession talent now specifies that Background Events are taken from the primary profession.

* Removed the 'Unlucky' and 'Weak' negative background events, replaced with 'Results' and 'Shielded'.

* 'Strong Draw' bow talent now increases dice size a third time at 99%.

* 'Archery Master' talent now gives +5 damage vs a target that has already been damaged this round.

* Forward Stance manoeuvre now only provides +2 damage.

* Balanced Stance manoeuvre now only proides +4% result bonus.

* Zen Master manoeuvre only makes the 1st manouevre in a round free.

* The Lance is no longer listed as a polearm-type weapon under the skills section.

* Revised 'Imbue Divinity' spell.

* Improved the damage of the Force Bolt and Wand of Force Bolt spells, and it can now combine the bolts into a single high-damage shot.

* 'Critical Mastery' blade talent has been improved.

* The Prone condition now allows for 2 squares of movement.

* 'Duellist' blade talent has been revised. It now ignores half armour points on a target when you get a critical hit.

* 'Fencer' blade talent now provides a bonus for all blades, which is doubled for using a single bladed weapon.

* At 99% skill, the 'Spellbreaker' talent's damage is no longer halved.

May 2021 Sabre RPG devblog

It's been a busy month of development for Sabre, and I'm really hoping to leave it sit for six months after this! I had hoped to be working on the Atlas during this time, but Sabre is a demanding beast :) Let's get straight in to this update!

Reverted the Skill Rank system

This was an attempt to make the advancement system more palatable to newer players, who get to see difinitive ranks instead of a wall of skill numbers, but it turns out that it had the opposite effect! So I was able to revert it back to the previous system (pretty sure I got all instances, but there might be a missed item here and there). So, a worthwhile experiment that definitely didn't work :)

Second Profession

I've had people asking for the ability to take more than one profession within the system, and we tried a few variations that were sort of broken, but a couple of weeks ago I finally figured out how to do it, and I'm happy to implement this powerful mechanic into Sabre. You basically choose a 2nd profession during character creation, gain most of that profession's abilities, but your advancement costs are 50% higher. This hasn't been tested yet, but the theory in sound - what could go wrong? :D

Profession overhaul

A number of professions were identified as being either weak or unbalanced, so they've had another pass to improve them:

 - Paladin is now a warrior profession with some priest ability, instead of the other way around. 

 - Dreadnought is much more powerful, able to duel wield two-handed weapons with the full damage bonus you'd get from holding a big weapon with two hands. 

 - City Watch/Police Officer. I had originally based this one on the Shields skill, because they were about defence in general, but it doesn't work the way I wanted it to. Basically, this is an Investigation oriented profession now, with Streetwise as it's primary skill. I'm really happy with its new abilities!

Dwarf and Escardi improvement

Both of these races were a bit weak, but with the new Hit Point system allowing higher numbers, I've increased this for both races, so they'll have a nice extra chunk of durability in any fight.

Revised 'Impact' trait

There was just too much AP damage in the system, where shields and armour would be shredded within a few rounds of battle. Impact has now been reduced to only happen on a critical hit, greatly reducing the problem and allowing protective devices to last a lot longer in a campaign.

Martial Arts revised

Unarmed combat hasn't been in a good place for a while, with Martial Arts and 'Unarmed' type attacks being a bit murky. Additionally, the damage output hasn't been worth the loss of decent armour, so while it might have been useful for stealth characters, you couldn't play a proper martial arts warrior - until now! The system has been overhauled completely, with more options, less confusion and more power to make up for the lack of armour.

Paid Training Time

It now takes 10 days (80 hours) to learn a new skill, talent, spell or manoeuvre, because it was just too easy to take a couple of weeks downtime in a game and train up like mad, greatly accelerating character levelling beyond what any reasonable GM would agree to. So the time is more than triple before, still allowing the use of money for advancement, but in a more gradual way. The GM can still control this by how much free time is allocated, but it's far easier to grant a couple of weeks between events without the party levelling up so much.

Magic Defence Increase

One of the things we're doing in my campaign is high-level adventure, and it's become obvious that pure spellcasters are weak on defence compared to armour wearing warriors. I've made some adjustments to the defensive spells to improve survivability, especially at higher Threat Levels. They also get access to the 'Iron Will' talent, which works like 'Grit' to allow spellcasters to keep hurling magic when they're below 1 Hit Point and should be unconscious on the ground. Speaking of high level...

Legends

I lament that the Atlas is going to take a lot longer to get done than I'd hoped, not just because I've been overhauling the system, but because our high level campaign is close to capping out the party. Enter the Legends manual! This is going to be a collection of high tier talents, spells, monsters and magic items suitable for truly legendary campaigns. I'm just trying to stay one step ahead of the party, adding new abilities and options before they're ready for them! It won't be a huge manual when it's done, probably just a couple dozen pages (and won't cost much either), but it'll really help cap off the end of any long campaign for Sabre. I've no idea when it'll be ready for release, but it'll be before the Atlas apparently ;)  

I still need to update the Encounters manual with templates put onto the new split AP character sheet, but that'll be an ongoing process. It makes it easier to keep track of AP when you've got either Kevlar or plate armour, vs guns or melee.

That's about all for now, I'm going to take a nap for about a week!

 

v1.10 Premium Fantasy Rulebook

* Reverted the Skill Rank system.

* Adjusted the rarity and quantities on the prospecting table.

* Lowered the damage on Shadow Warrior spell to 1d4, and corrected the language on how it is ordered around (once per turn).

* Items subject to destruction while holding charges from Imbue Divinity no longer explode.

* The Inheritor profession's combat servant adds its damage, AP and HP to the Inheritor's own TL.

* Added spell scrolls to the Magic Services table.

* Fixed the options for the paladin's special ability.

* Revised the 'Duel' talent.

* The paladin loses access to their profession talent abilities if they fall from grace (change philosophy).

* Paladins 'Divine Heritage' talent grants them access to one Divinity Devotion's talents, plus Eclectic.

* Paladin's 'Holy Zeal' talent is now 'Holy Light'.

* Improved the 'Hardy' dwarf trait.

* Improved the 'Massive' and 'Mighty' escardi traits.

* 'Iron Heart' dreadnought talent is now at Artisan rank, also grants immunity to being terrified.

* Replaced 'Indomitable' dreadnought talent with 'Colossus' talent.

* Added the 'Second Profession' talent and removed the Magical Prodigy profession.

* Added 'Iron Will' talent (grit for spellcasters).

* 'Smite' spell can now be cast as a Reaction on your turn.

* 'Planar Guardian' spell now has a duration of Concentration or 1 Hour.

* 'Divine Might' spell correctly lists its duration as 1 minute.

* Escardi 'Massive' trait now grants 2x STR Attribute bonus as extra hit points.

* Undead is now the same value as Grit on the Threat Level table, clarified wording.

* Prospecting for gold now yields a smaller rock worth 100sp instead of 1000sp.

* Revised 'Impact' trait to only work on a critical success.

* Axe 'Cleave Armour' talent is now 'Cleave Shields', deals extra 1d4 AP damage to shields on a critical hit.

* Added a calculation for buying permanently enchanted magical items from stores.

* Changed the Warhorse Command talent to remove the reference to Charge actions (which are no longer a thing).

* The 'Charge' manoevure now says that it can be used while riding a mount.

* The Animal Training skill can now be used to teach a war mount manoeuvres. Revised TL maximums for the skill. 

* Animals taught abilities that require Accolades return those Accolades to the trainer when the pet dies.

* Mounts now have a listed Threat Level.

* Removed the 'Trample' warhorse talent.

* Paladin profession revised:

  - It is now a warrior profession, with full access to warrior talents. 

  - It gains Resolve as a resistance skill and loses the ability to choose a free common skill.

  - It loses the Divinity skill, but gains the Leadership skill.

  - It gains profession talents which grant limited spell ability among other things.

* City Watch profession revised:

  - Removed Shields skill from skill list, added Investigation and Navigation (Urban).

  - Special abilities have been changed to Enforcer, Beat Cop and Hard-Boiled, with revised bonuses.

  - All City Watch talents have been revised, now based on Streetwise skill. 

  - 'Reciprocating Strike' is now a general shield talent.

* 'Iron Wall' shield talent now requires Expert rank instead of Master.

* Martial Arts revised:

  - 'Brawler' talent is now 'Lethal Weapons', increases damage dice for all martial arts weapon types.

  - Added two 'stance' manoeuvres: Forward Stance and Balanced Stance.

  - Added 'Blookstrike' martial arts manoeuvre.

  - Removed 'Martial Warrior' talent.

  - Martial Style talent now has 3 options: Dragon Style (weapons), Tiger Style (unarmed), Crane Style (crit range), each granting a specific type of bonus.

  - Added 'Flurry' talent.

* Unarmed manoeuvres removed, with 'Flying Tackle' moved to Brawn.

* Duel Wielding talent is no longer restricted by armour type.

* It now takes 10 days (80 hours) to learn a new skill, talent, spell or manoeuvre.

* The 'Renowned Musician' talent is now 'Renowned Performer', allows you to choose the style of performance you gain money from.

* Removed 'Duel' divinity spell (just use taunt!)

* 'Taunt' manouevre can now apply its effect to multiple targets at higher skill rank.

* Magic Defence Increase

  - Increased the benefit from magic armour spells such as Spectral Armour.

  - Shamanic Spectral Armour spell now correctly lists its duration as 1 hour.

  - Shield spells such as Force Barrier now begin at +5 AP, and increase to +20 AP at Master Rank.

* 'Danger Sense' talent now only grants a free Move action.

* 'Backstab' manoueuvre can also be used with the Martial Arts skill.

* The 'Armour Breaker' talent's AP damage is reduced to 2 points.

* The 'Sunder' manoeuvre can now be applied to shields, revised damage output.

* Exotic swords are now correctly listed as having either S or P damage types.

* The Tanto is now a concealed weapon.

* Doubled the bonus from the 'Transcendent' talent.

* Cover from smoke and fog now gives anyone into (or attacking/looking into) the cloud the Blind condition.

* 'Arc Lightning' spell now stipulates at Master rank that tagets cannot be hit more than once.

* Summoning spells now mention that if used more than once in a day, they summon the same creature as previously which has not had a chance to rest.

* Improved the 'Force Bolt' and 'Wand of Force Bolt' spells.

* 'Bone Cruncher' clubs talent has been replaced by 'Forceful Impact'.

* 'Joint Lock' Martial Arts manoevure has been modified.

* Added 'Solid Stance' Brawn manoeuvre.

 

v1.10 Basic Fantasy Rulebook

* Reverted the Skill Rank system.

* Improved the 'Hardy' dwarf trait.

* Added the 'Second Profession' talent.

* Items subject to destruction while holding charges from Imbue Divinity no longer explode.

* 'Smite' spell can now be cast as a Reaction on your turn.

* 'Planar Guardian' spell now has a duration of Concentration or 1 Hour.

* 'Divine Might' spell correctly lists its duration as 1 minute.

* Undead is now the same value as Grit on the Threat Level table, clarified wording.

* Revised 'Impact' trait to only work on a critical success.

* Axe 'Cleave Armour' talent is now 'Cleave Shields', deals extra 1d4 AP damage to shields on a critical hit.

* Removed mounted warfare talents, as they have been updated to use the Animal Training skill (not present in the basic system).

* The 'Charge' manoevure now says that it can be used while riding a mount.

* Mounts now have a listed Threat Level.

* City Watch profession revised:

  - Removed Shields skill from skill list, added Investigation and Navigation (Urban).

  - Special abilities have been changed to Enforcer, Beat Cop and Hard-Boiled, with revised bonuses.

  - All City Watch talents have been revised, now based on Streetwise skill. 

  - 'Reciprocating Strike' is now a general shield talent.

* 'Iron Wall' shield talent now requires Expert rank instead of Master.

* Martial Arts revised:

  - 'Brawler' talent is now 'Lethal Weapons', increases damage dice for all martial arts weapon types.

  - Added two 'stance' manoeuvres: Forward Stance and Balanced Stance.

  - Removed 'Martial Warrior' talent, replaced with 'Martial Style'.

  - Martial Style talent has 3 options: Dragon Style (weapons), Tiger Style (unarmed), Crane Style (crit range), each granting a specific type of bonus.

  - Added 'Flurry' talent.

* Unarmed manoeuvres removed, with 'Flying Tackle' moved to Brawn.

* Duel Wielding talent is no longer restricted by armour type.

* It now takes 10 days (80 hours) to learn a new skill, talent, spell or manoeuvre.

* The 'Renowned Musician' talent is now 'Renowned Performer', allows you to choose the style of performance you gain money from.

* 'Taunt' manouevre can now apply its effect to multiple targets at higher skill rank.

* Magic Defence Increase

  - Increased the benefit from magic armour spells such as Arcane Armour.

  - Shield spells such as Holy Aegis now begin at +5 AP, and increase to +20 AP at Master Rank.

* 'Danger Sense' talent now only grants a free Move action.

* 'Backstab' manoueuvre can also be used with the Martial Arts skill.

* The 'Armour Breaker' talent's AP damage is reduced to 2 points.

* The 'Sunder' manoeuvre can now be applied to shields, revised damage output.

* The Tanto is now a concealed weapon.

* Doubled the bonus from the 'Transcendent' talent.

* Cover from smoke and fog now gives anyone into (or attacking/looking into) the cloud the Blind condition.

* Improved the 'Force Bolt' spell.

* 'Bone Cruncher' clubs talent has been replaced by 'Forceful Impact'.

* 'Joint Lock' Martial Arts manoevure has been modified.

* Added 'Solid Stance' Brawn manoeuvre.

 

v1.10 Scifi Core Rulebook 

* Increased the ENC of Large and Huge chemical explosives.

* Adjusted the rarity and quantities on the prospecting table.

* The Inheritor profession's combat servant adds its damage, AP and HP to the Inheritor's own TL.

* Added the 'Second Profession' talent and removed the Prodigy profession.

* Prospecting for gold now yields a smaller rock worth 100sp instead of 1000sp.

* Revised 'Impact' trait to only work on a critical success.

* Axe 'Cleave Armour' talent is now 'Cleave Shields', deals extra 1d4 AP damage to shields on a critical hit.

* Changed the Warhorse Command talent to remove the reference to Charge actions (which are no longer a thing).

* The 'Charge' manoevure now says that it can be used while riding a mount.

* The Animal Training skill can now be used to teach a war mount manoeuvres. Revised TL maximums for the skill. 

* Animals taught abilities that require Accolades return those Accolades to the trainer when the pet dies.

* Mounts now have a listed Threat Level.

* Removed the 'Trample' warhorse talent.

* Police Officer profession revised:

  - Removed Shields skill from skill list, added Investigation and Navigation (Urban).

  - Special abilities have been changed to Enforcer, Beat Cop and Hard-Boiled, with revised bonuses.

  - All City Watch talents have been revised, now based on Streetwise skill. 

  - 'Reciprocating Strike' is now a general shield talent.

* 'Iron Wall' shield talent now requires Expert rank instead of Master.

* Martial Arts revised:

  - 'Brawler' talent is now 'Lethal Weapons', increases damage dice for all martial arts weapon types.

  - Added two 'stance' manoeuvres: Forward Stance and Balanced Stance.

  - Added 'Blookstrike' martial arts manoeuvre.

  - Removed 'Martial Warrior' talent.

  - Martial Style talent now has 3 options: Dragon Style (weapons), Tiger Style (unarmed), Crane Style (crit range), each granting a specific type of bonus.

  - Removed Body Throw, it's just a copy of Body Slam from Brawn.

  - Added 'Flurry' talent.

* Unarmed manoeuvres removed, with 'Flying Tackle' moved to Brawn.

* Duel Wielding talent is no longer restricted by armour type.

* It now takes 10 days (80 hours) to learn a new skill, talent, spell or manoeuvre.

* The 'Renowned Musician' talent is now 'Renowned Performer', allows you to choose the style of performance you gain money from.

* 'Taunt' manouevre can now apply its effect to multiple targets at higher skill rank.

* 'Danger Sense' talent now only grants a free Move action.

* Exotic swords are now correctly listed as having either S or P damage types.

* The Tanto is now a concealed weapon.

* Doubled the bonus from the 'Transcendent' talent.

* 'Martial Style' talent loses its result bonus, but the damage is increased.

* Cover from smoke and fog now gives anyone into (or attacking/looking into) the cloud the Blind condition.

* 'Bone Cruncher' clubs talent has been replaced by 'Forceful Impact'.

* Added 'Combat Stance' Martial Arts manoevures.

* Added 'Martial Style' Martial Arts talent.

* 'Joint Lock' Martial Arts manoevure has been modified.

* Added 'Body Throw' Martial Arts manoevure.

* Added 'Solid Stance' Brawn manoeuvre.

April 2021 Sabre RPG devblog

Hi everyone, I hope you're all getting by okay in these challenging times. We've been lucky here in Australia to be able to get out and about with low covid numbers, so we've been able to keep playing our local games. It's been a while since I've written a devblog as I've mostly been writing a novel (which is almost done!), but we've been pecking away at improvements and refinements in the system and the changes have piled up more than expected, so there's a big list of improvements to go over! This is also one of the reasons why there hasn't been a print version yet - the system is still evolving and streamlining, and updating a PDF is much easier than trying to get everyone to buy a new print edition.

 

Skill Ranks

Sabre's mechanics are geared around important skill level milestones, namely 50%, 70%, 90% and 99%. But it's a little dry to talk about numbers all the time, so these milestone levels now have names. I call them Skill Ranks, and abilities are now listed under these names instead of the numbers. It's mostly for flavour, and players still need to keep track of their actual raw numbers, but it feels better to say you've reached Expert rank in Melee rather than 90%! There's a Skill Rank section under the Skills heading that lists all of the relevant info, but basically: 

1% to 49% skill is Apprentice Rank.

50% skill is Journeyman Rank.

70% skill is Artisan Rank.

90% skill is Expert Rank.

99% skill is Master Rank.

The skill section has been rearranged a little to put important information close to related info, too.

 

Cheaper Ability Costs

The amount of Accolades you get when defeating enemies feels about right under the new system, but the cost of buying new abilities seemed a little high, so new things cost 8 Accolades instead of 10, or 1000sp (or credits) to go to a teacher, instead of 2000. This is across the board for talents, manoeuvres, skills, spells etc. We've tested it for a few sessions and its much more in balance with Accolades acquired.

 

Thief/Vagabond update

These professions have felt a bit weak, especially when having to deal with incoming damage in light armour. So some of the profession talents for these two have been improved with some Streetwise-based abilities that should give them a better chance to stay alive.

 

Leadership Stuff

I've been playing an Inheritor in a campaign, a dedicated leadership character to give out bonuses to the team in a fight, and noticed there could be more tactical options in the form of manoeuvres. So I've added some (and not just so my own character has more to do!) You'll find the leader abilities to really give you some interesting new abilities to help your team take control of a fight. Oh, and Intimidate gained a couple of items too, with both skills now good at depleting Reactions from opponents much faster than before.

 

More Hit Points

This is something my players have been asking for, and while I've been reluctant to allow more HP into the system (out of fear the combats would take far longer to get through), I can see that at higher Threat Levels, the combats do become more brutal and shorter in duration. So, I've added a couple of talents to increase HP a bit, up to +15 with two skills at 99%. This can almost double HP for some characters, and gives more incentive to raise those skills to the top rank. 

 

Easier Magic Defence

In spite of many options for spellcasters to use magic to defend themselves against attack, the Spirit cost to fire off a couple of defensive spells every round is quite onerous, particularly in higher TL fights where every point of Spirit counts. So, I've introduced a new talent that makes the first Reaction spell in a turn free to cast, making it much more efficient to defend against attack using just magic. Shield users get to Block all day long without costing anything, so now magic users get a little taste of that too!

 

AP damage nerf

Acid and plasma damage rip through armour very effectively, and until recently, I didn't realise just how punishing it was. As one of the players in our group stated, 'armour is a scam!', referring to the steep repair costs and ease for enemies to destroy AP. So we've gone over those elements that reduce AP and hit them with the trusty nerf bat, nearly halving the amount of AP loss from acid and plasma damage, and reducing the cost to repair armour.

 

Scifi Armour Revision

So, further research on the topic of ancient vs modern armour reveals that plate and chain are really good against melee weapons, but aren't used anymore due to the effectiveness of modern firearms against them. A rifle will punch a hole right through plate, which is why modern composite armour such as Kevlar came along. 

This modern armour is very good against modern ranged weapons, but not so great against melee, especially piercing. This hasn't been well represented in Sabre, until now!

The change is: Ancient armour is only worth half its listed AP against modern ranged weapons, and modern armour is only worth half it's AP against melee weapons of any era. High-tech armour is unchanged, being effective against both, and any AP gained from the psychic skill or magic is also unchanged. This makes the choice of armour more strategic, since you can't change it out in the middle of a fight. Plus, it's a relatively simple way of adding a bit more realism to the system.

 

Threat Level Calc

We've detected a few elements of the system that are powerful enough to warrant an entry on the Threat Level calculator. This allows the GM to categorise just how nasty some NPC's are, and indeed, increases the TL of some players, too. Auric weapons, immunity to opportunity attacks, AoE damage or bypassing half AP all count now. It's made a noticable difference in combat balancing, with some challenging but doable high-end fights recently going very well indeed!

 

What's Next?

As I wrap up the writing of my current novel, I'm moving back over to developing the new edition of the Feydwiir Atlas. It's about 75% done at this point and while there's a lot of writing to be done, I'd lke to finally have it updated and online. It'll be a couple of months I think, but it's looking very nice and will give GM's the ability to run campaigns in Feydwiir with Sabre or most other systems too.

That's about all for now, I like doing bigger updates every few months, rather than cranking out smaller ones on a monthly basis, and I hope you enjoy the improvements too. So, until next time, stay safe, and have fun :)

_____________________________________

v1.09 Premium Fantasy Rulebook

New stuff!

* Added 'Avoidance' thief/vagabond talent.

* Added 'Tactical Strike' Leadership manoeuvre. 

* Added 'Overpower' Intimidate manoeuvre. 

* Added 'Reposition' Leadership manoeuvre.

* Added 'Disarm' melee manoeuvre.

* Added 'War Leader' Leadership manoeuvre.

* Added 'Pain Tolerance' talent general combat talent.

* Added 'Angel Walk' divinity spell.

* Added 'Combat Fitness' general combat talent.

* Introduced the concept of Skill Rank, titles for the important skill levels (50%, 70% etc). Notations that used to refer to % now have the skill rank listed. There is a skill rank entry on the contents page in the skills section.

* Added 'Defender' talent to allow the 1st reaction spell cast in a round to cost no spirit. 

* Added a masterwork ammunition option to the crafting section.

 

* Simplified and improved the Cleave Armour axe talent.

* Prowler profession gains Track in place of Streetwise.

* Clarified how the Blind condition works, altered it and how it interacts with the Deafened condition.

* The Summoner's creature summoning spells no longer cause the monster to attack the caster on a fumbled roll.

* Acid damage's default AP melting ability has been reduced to 1 point. Spells that deal acid damage have been modified to augment this base damage, instead of adding to it. 

* Limited wall spells to 2 corners maximum.

* All spirit costs for Source Arcana talent are doubled, not just casting costs.

* Revised the 'Familar' wizard spell.

* 'Contingency' spell now requires 1 minute to cast, and can only affect spells with casting time of 1 action or less.

* Slightly reduced electrical damage from Lightning Bolt, Arc Lightning, Lightning strike, Sceptre of Lightning spells.

* Added an entry on the Threat Level calculator for the ability to become immune to opportunity attacks.

* Noted that the 'Magnitude' talent now increases the *base* range of the spell.

* 'Order of Battle' leadership talent is now 'Duty of Care' talent, revised ability.

* Revised 'Finesse' melee manoeuvre.

* 'Shelter' talent is now in the general talent section.

* 'Cover' Shield manoeuvre has been renamed to 'Bastion'. Noted that it doesn't succeed automatically against critical hits. Specifies the bonus doesn't apply to anyone else through talents such as Bodyguard. It also correctly specifies that it lasts for 1 minute, not 1 round.

* 'Source Arcana' talent now allows the learning of any spell with the 'Auld Magick' talent.

* Adjusted the prices of livestock and mounts.

* Snap Shot talent is now improved at Master rank.

* All swords by default can now deal either slashing or piercing damage.

* 'Cavalry Bane' polearms talent is now effective against any larger target, not just cavalry.

* Slightly improved the 'Practiced Aim' longarms talent.

* Replaced 'The Pointy End' Sword talent with 'Precision Cuts' talent.

* 'Giant Slayer' sword talent has been replaced by 'Sword Prowess'.

* Added a Skill Rank key to the 2nd page of the character sheet.

* Removed Mechanisms bonus from the Thief profession, as that ability is included in the Vigilance talent (which has also been buffed).

* 'Danger Sense' thief talent now also grants additional Evade result bonus.

* The 'Deadly Surprise' talent has been improved.

* Lowered the cost of paying someone to repair weapons and armour.

* Added Aoe Damage, the Burst trait and bypass half AP to the TL calc.

* Improved the bonus from skill manuals and the Teach skill.

* Improved 'Thick Skin' talent.

* Hit Points granted by 'Divine Might', 'Vitality Potion, & 'Giant's Strength' spells are now lost first. 

* Shadowlife sorcery spell has its benefits increased. 

* Corrected references of Species to Race.

* Revised the 'Switch Body' Wizardry spell.

* Clarified the language on 'Ressurection' type spells for all fields of magic.

* Revised the Raptor profession talents.

* Improved the CON of Hunter, Charger and Draft horse so they can carry more.

* Moved the section on Opposed and Unopposed Rolls to just underneath the Using Skills paragraph (in the skills section) and clarfied that opposed checks also need to beat the incoming roll in order to succeed.

* Updated the TL limits on 'Exorcise' and 'Banish' spells.

* 'Contingency' wizardry spell now has a limit on the number active at once.

* Added Auric Weapon to the Threat Level calculator.

* Ancestral Legion spell now has a duration of Concentration or 1 hour.

* The shaman's Eidolon cannot move more than 20sq from the shaman.

* The cost of buying new abilities has been reduced to 8 Accolades (from 10), or 1000cr (from 2000cr).

* Improved the 'Sun Invocation' shaman spell.

* Replaced 'Duality' shaman totem talent with 'Totem Casting' talent.

 _____________________________________________________

v1.09 Basic Fantasy Rulebook

* Clarified how the Blind condition works, altered it and how it interacts with the Deafened condition.

* Acid damage's default AP melting ability has been reduced to 1 point. Spells that deal acid damage have been modified to augment this base damage instead of adding on top of it. 

* 'Contingency' spell now requires 1 minute to cast, and can only affect spells with casting time of 1 action or less.

* Slightly reduced electrical damage from Lightning Bolt spell.

* Added an entry on the Threat Level calculator for the ability to become immune to opportunity attacks.

* Revised 'Finesse' melee manoeuvre.

* Added 'Disarm' melee manoeuvre.

* 'Shelter' talent is now in the general talent section.

* Added 'Avoidance' thief/vagabond talent.

* 'Cover' Shield manoeuvre has been renamed to 'Bastion'. Noted that it doesn't succeed automatically against critical hits. Manoeuvre specifies the bonus doesn't apply to anyone else through talents such as Bodyguard. It also correctly specifies that it lasts for 1 minute, not 1 round.

* Adjusted the prices of livestock and mounts.

* Snap Shot talent is now improved at Master rank.

* 'Cavalry Bane' polearms talent is now effective against any larger target, not just cavalry.

* Slightly improved the 'Practiced Aim' longarms talent.

* Replaced 'The Pointy End' Sword talent with 'Precision Cuts' talent.

* 'Giant Slayer' sword talent has been replaced by 'Sword Prowess'.

* Added a Skill Rank key to the 2nd page of the character sheet.

* All swords by default can now deal either slashing or piercing damage.

* Removed Mechanisms bonus from the Thief profession, as that ability is included in the Vigilance talent (which has also been buffed).

* 'Danger Sense' thief talent now also grants additional Evade result bonus.

* The 'Deadly Surprise' talent has been improved.

* Lowered the cost of paying someone to repair weapons and armour.

* Added Aoe Damage, the Burst trait and bypass half AP to the TL calc.

* Improved the bonus from skill manuals and the Teach skill.

* Improved 'Thick Skin' talent.

* Introduced the concept of Skill Rank, titles for the important skill levels (50%, 70% etc). Notations that used to refer to % now have the skill rank listed. There is a skill rank entry on the contents page in the skills section.

* Hit Points granted by 'Divine Might', spells are now lost first. 

* Corrected references of Species to Race.

* Revised the 'Switch Body' Wizardry spell.

* Clarified the language on 'Ressurection' spells for all fields of magic.

* Added a new table to the skills section which gives important skill levels (50%, 70% etc) a rank title.

* Improved the CON of Hunter, Charger and Draft horse so they can carry more.

* Moved the section on Opposed and Unopposed Rolls to just underneath the Using Skills paragraph (in the skills section) and clarfied that opposed checks also need to beat the incoming roll in order to succeed.

* Updated the TL limits on 'Exorcise' spell.

* Contingency wizardry spell now has a limit on the number active at once.

* Added Auric Weapon to the Threat Level calculator.

* The cost of buying new abilities has been reduced to 8 Accolades (from 10), or 1000cr (from 2000cr).

* Limited wall spells to 2 corners maximum.

* Revised the 'Familar' wizard spell.

 

v1.09 Scifi Core Rulebook 

* Added an entry on the Threat Level calculator for the ability to become immune to opportunity attacks.

* 'Order of Battle' leadership talent is now 'Duty of Care' talent, revised ability.

* Revised 'Finesse' melee manoeuvre.

* Added 'Disarm' melee manoeuvre.

* Added 'War Leader' Leadership manoeuvre.

* Noted that the 'Magnitude' talent now increases the *base* range of the discipline.

* Added a masterwork ammunition option to the crafting section.

* Plasma damage's default AP melting ability has been reduced to 1 point.  

* Clarified how the Blind condition works, altered it and how it interacts with the Deafened condition.

* Simplified and improved the Cleave Armour axe talent.

* 'Shelter' talent is now in the general talent section.

* Added 'Avoidance' thief/vagabond talent. 

* Added 'Tactical Strike' Leadership manoeuvre. 

* Added 'Overpower' Intimidate manoeuvre. 

* Added 'Reposition' Leadership manoeuvre.

* Adjusted the prices of livestock and mounts.

* Snap Shot talent is now improved at Master rank.

* Introduced the concept of Skill Rank, titles for the important skill levels (50%, 70% etc). Notations that used to refer to % now have the skill rank listed. There is a skill rank entry on the contents page in the skills section.

* Improved the bonus from skill manuals and the Teach skill.

* Added 'Combat Fitness' general combat talent.

* Improved 'Thick Skin' talent.

* Slightly improved the Practiced Aim longarms talent.

* Replaced 'The Pointy End' Sword talent with 'Precision Cuts' talent.

* 'Giant Slayer' sword talent has been replaced by 'Sword Prowess'.

* 'Cavalry Bane' polearms talent is now effective against any larger target, not just cavalry.

* All swords by default can now deal either slashing or piercing damage.

* 'Cover' Shield manoeuvre has been renamed to 'Bastion'. Noted that it doesn't succeed automatically against critical hits.

* 'Bastion' shield manoeuvre specifies the bonus doesn't apply to anyone else through talents such as Bodyguard. It also correctly specifies that it lasts for 1 minute, not 1 round.

* Improved the CON of Hunter, Charger and Draft horse so they can carry more.

* Moved the section on Opposed and Unopposed Rolls to just underneath the Using Skills paragraph (in the skills section) and clarfied that opposed checks also need to beat the incoming roll in order to succeed.

* Removed Mechanisms bonus from the Thief profession, as that ability is included in the Vigilance talent (which has also been buffed).

* 'Danger Sense' thief talent now also grants additional Evade result bonus.

* The 'Deadly Surprise' talent has been improved.

* Added Lassiter concealable laser pistol.

* Lowered the cost of paying someone to repair weapons and armour.

* Changed the way Ancient Armour works vs modern ranged weapons, now getting half its AP value instead of the extra damage.

* Modern armour is only worth half its listed AP vs melee damage.

* High-tech armour has its normal bonus vs ranged and melee weapons.

* Improved the bonus from skill manuals and the Teach skill.

* Added a Universal Translator cybernetics implant.

* Added rental prices for vehicles.

* High-tech armour can now be repaired.

* Noted that ancient armour made from modern steel doesn't change its performance against modern or high tech ranged weaponry.

* The cost of buying new abilities has been reduced to 8 Accolades (from 10), or 1000cr (from 2000cr).

* Rubbish bin lids and Riot shields are listed as non-repairable due to their plastic/composite nature.

December 2020 2nd Edition devblog

After a 4+ month hiatus, I'm back to working on the Sabre RPG :)  I burned out pretty hard after getting the second edition finished, and should have taken some time off then before tackling the revised Feydwiir Atlas. That's how it goes for a solo developer ;) Anyway, our local games have started up again thanks to zero covid cases for the past couple of months (until yesterday at least) so I've done a pass on the entire system with a number of additions and fixes, with the biggest change the revision of the Threat Level calculator. 

Before, you'd probably need a calculator and spend a minute or two going oer a character to find out what your TL is. Watching a couple of people in our group grappling with the math inspired me to find a more streamlined way to get it done. There's some needless calculation in there, so I pared it back to directly calulating the TL instead of doing a sort of weighted system, then converting it. 

The result is the calcution takes about 15 seconds! It's proven very popular with our group, and I think you'll find it makes a big difference. The downside is I had to go through the entire system and recalculate all of the npc templates. Many things came out the same as before, others went down, some went up (a lot). But it's a lot easier, and that's the important thing.

There's a new fantasy race, the Nymph, a high-fantasy concept with interesting mechanics put together by a friend of mine, with a little input from yours truly :) 

Part of what I was up to during the covid lockdown here in Victoria, Australia, was to start a new novel. I'm about half way through now, but on the side, I've decided my next sabre project is a Game Master's Guide. Some of the feedback I've had from those running Sabre games is that they don't feel they have a total grasp on what's needed to run a game. All the information is crammed into the core rulebook, and going through 400 pages to find what you need can be challenging. 

So I'm going to make a short manual to cover my process for making a module, and all the pertinent information a GM needs, to help people get a grip on what is a weighty system. So I'll peck away at that on the side before getting back on to finishing that Atlas. 

Anyway, that's all for now. I hope everyone has a safe happy new year, and that 2021 sucks less than the last 12 months :)

 

Sabre RPG 2e Fantasy Core Rulebook v1.07

* Priest 'Templar' ability is now 'Zen', granting +2 Spirit Points.

* Paladin profession loses its Resolve resistance skill, but gains the ability to ignore the effects of medium armour on casting cost, and heavy armour only costs 2x normal spirit.

* Paladin's 'Inspiring' ability loses the +2 spirit bonus, gains the Commander talent.

* Added sample names for all non half-cast races.

* Dwarven Craft critical range bonus now applies to all their craft skills.

* Added details of what Difficult Terrain is to the Movement section of Game Mechanics, and added an entry in the Glossary.

* Removed the Gambling skill from the system. Cheating while gambling can be achieved via the Sleight skill.

* The Inheritor profession loses the Gambling skill and gains Courtesy.

* Added Nymph race, talents and the Nature Warden profession.

* Revised the Threat Level calculator to remove unneeded mathematics and to better account for certain abilties within the system.

* Spirit Surge action now cannot be used if already under the effects of Spirit Surge.

* Noted that teleportation-type spells only gain the ability to let you mark 1 sigil at a time.

* Increased the ENC on tower shields, kite shields and heater shields to something closer to realistic figures. Corrected shield ENC figures between basic and premium editions.

* The Thief profession now gains a benefit to detecting traps, and the Looter option loses its Evade bonus, but can use its other bonuses in any armour type.

* The Veteran option for Inheritors also grants the servant access to Soldier profession talents.

* Increased the AP from breastplates, plate greaves, cavalry breastplates and cavalry greaves by +1.

* Snap Shot talent now has a range limit of 10 squares.

* Reduced the Small size Evade bonus and the Double Jointed bonus for Feylin to +5%. Raelani lose the +5% Evade bonus from the Elusive trait.

* Ranged attackers trying to hit a Prone target don't lose their Result Bonus if 3sq above the target.

* Removed mention of adding additional enchantments from the Permanency talent.

* Moved details of fumbled ranged attacks to the ranged attack section.

* Added that casting magic requires the ability to speak, and to have one hand free.

* Modified the Restrained condition to allow spellcasting.

* Vial of holy water now does 1d4 damage base.

* Shield Bash manoeuvre now mentions you can't Block unless shield has the Light trait.

* Added 'First Strike' melee manoeuvre.

* 'Shackle' and 'Hold Creature' spells now pins its targets the round after the target is successfuly restrained (at appropriate skill levels), and paralyses the round after restrained.

* 'Incite Passion' charms spell now pins its targets at 90% skill the round after the target is successfuly restrained.

 

Scifi Core Rulebook 2e v1.07

* Revised the Threat Level calculator to remove unneeded mathematics and to better account for certain abilties within the system.

* Spirit Surge action now cannot be used if already under the effects of Spirit Surge.

* Increased the ENC on tower shields, kite shields and heater shields to something closer to realistic figures. Corrected shield ENC figures between basic and premium editions.

* The Thief profession now gains a benefit to detecting traps, and the Looter option loses its Evade bonus, but can use its other bonuses in any armour type.

* The Veteran option for Inheritors also grants the servant access to Soldier profession talents.

* Increased the AP from breastplates, cavalry breastplates, plate greaves and cavalry greaves by +1.

* Updated the Inanimate Objects table with an AP column.

* 'Coalesce' veiran manoeuvre allows them to condense down to a smaller size.

* Reduced the Small size Evade bonus to +5%.

* Ranged attackers trying to hit a Prone target don't lose their Result Bonus if 3sq above the target.

* Added details of what Difficult Terrain is to the Movement section of Game Mechanics, and added an entry in the Glossary.

* Added 'First Strike' melee manoeuvre.

* Shield Bash manoeuvre now mentions you can't Block unless shield has the Light trait.

* Snap Shot talent now has a range limit of 10 squares.

* Removed the Gambling skill from the system. Cheating while gambling can be achieved via the Sleight skill.

July 2020 update and devblog

Hi everyone, I hope you're all keeping well in these difficult times. We here near Melbourne have had to lockdown again, and so I had to shut down our local games. While disappointing, the four games we ran gave me a chance to tweak some things in the system, which I'm updating today :) You can check the changelog notes at the bottom for more information there. There's nothing major, just some quality of life improvements, and an overhaul of the Raptor profession. I played one of these myself in a game a few weeks ago, and found that it's a) fun! b) a little broken in some ways. Acrobatics isn't especially useful if you can fly, so I've changed the skill attached to the profession abilities to make it more usable. 

I've mostly been working on the Feydwiir Atlas overhaul, which is something I've been wanting to get to for a long time. It's still a month or two away from completion, as filling in the remaining nations, revising the layout, and adding more detail to the current work is a demanding task, but it's the perfect time to get it done. 

Here's a couple of sample pages with the new layout and expanded military unit information.

That's all for now, and it might be the last update before the Atlas comes out, given that I'm not running any games for a while. No new bestiary art at the moment either, but I've enhanced the loot rolling tables to cover all of your random looting needs! Take care and stay safe!

 

v1.06 Premium Fantasy Rulebook

* Revised the special options for the Raptor profession.

* The Raptor profession talents are now based on the Evade skill instead of Acrobatics.

* Added 'Nerves of Steel' and 'Tumble' resistance manoeuvres.

* The Feylin minimum height is now 120cm to avoid certain... complications.

* Noted that Incorporeal creatures are visible at 5 squares range.

* Tweaked the language on the Monster Bond summoning talent to cover planar creatures.

* Corvid's unarmed attack is referred to as 'Beak & Talons' for flavour.

* Added a table for random herbalism checks.

* Altered 'Channel Power' magic talent.

* Reduced the damage bonus from 'Battle Mage' talent.

* Magic profession options that offer 2 spells and +1 Critical Range now grant only 1 extra spell.

* The damage dice size bonus for Crossbow Expert increases again at 90% skill.

* Added extra mercenary options to the hirelings table.

* Disintegrate's damage dice is now d8 instead of d12.

* Detailed the effects of a fumble on melee, ranged or spell casting.

* Reduced the time for putting on or taking off armour.

* Shields can now be used to block certain spells, mentioned under the spell's Resistance type. Spells are Sceptres of Fire and Lightning, Brilliant Lance, Brimstone, Hail of Thorns, Lightning Strike, Rust, Corrosion, Storm Totem, Arc Lightning, Disintegrate, Fireball, Dragon's Breath, Acid Blast, Lightning Bolt.

* Improved the high-end capabilities of 'Fortified Shield'.

* Expanded the list of commodities for the Commodities talent, and boosted the talent's bonus.

* The Heal Rate benefit of Superior Accommodation is now x2 Heal Rate instead of +2.

 

v1.06 Basic Edition Rulebook

* Noted that Incorporeal creatures are visible at 5 squares range.

* Added a table for random herbalism checks.

* Altered 'Channel Power' magic talent.

* Reduced the damage bonus from 'Battle Mage' talent.

* Magic profession options that offer 2 spells and +1 Critical Range now grant only 1 extra spell.

* The damage dice size bonus for Crossbow Expert increases again at 90% skill.

* Added extra mercenary options to the hirelings table.

* Detailed the effects of a fumble on melee, ranged or spell casting.

* Reduced the time for putting on or taking off armour.

* Shields can now be used to block certain spells, mentioned under the spell's Resistance type. Spells are Brilliant Lance, Brimstone, Acid Blast, Lightning Bolt.

* Expanded the list of commodities for the Commodities talent, and boosted the talent's bonus.

* The Heal Rate benefit of Superior Accommodation is now x2 Heal Rate instead of +2.

 

v1.03 Bestiary

* Increased the TL of Zombie, Zombie (Fast) and Zombie (Giant), and Skeleton.

* Added expanded loot rolling tables.

 

v1.06 Scifi Core Rulebook 

* Corvid's unarmed attack is referred to as 'Beak & Talons' for flavour.

* Added a table for random herbalism checks.

* The damage dice size bonus for Crossbow Expert increases again at 90% skill.

* Added extra mercenary options to the hirelings table.

* Detailed the effects of a fumble on melee, ranged or spell casting.

* Reduced the time for putting on or taking off armour.

* Boosted the the Commodities talent bonus.

* The Heal Rate benefit of Superior Accommodation is now x2 Heal Rate instead of +2.

June 2020 devblog and changelog notes

It's time for an update on some current tweaks and upcoming stuff! 

With the pandemic going on, we haven't had a chance to play a game until last week, when we managed to get a small group together (with all the precautions neccesary) to play some of the fantasy system. I had some concerns about the power of some spells, so I've done a little tweaking on the numbers, which you can see in the changelog notes below. But overall, the second edition game is running really well, and the easy to use character creation system is much better than before. 

While I do want to make a print-on-demand version at some point, I really like having this flexibility to iron out some of the kinks in a digital format, before committing to a papery version. Speaking of such...

 

Bestiary

I messed up the list for NPC's available, with a mix of the old version and the new in there, so I've fixed that up. I've also add a picture for the Vorax, which has been vexing me for quite some time. But I'm really happy with it, so it's all good! The remaining pictures will need to be done by me - I've enjoyed "cheating" with stock art images, but these last few are rather unique so I'll get them done eventually.

And now, for what's next:

Atlas

What started out as a reformatting and spellcheck has turned into a fully fledged overhaul. The old atlas weighed in at around 2mb, but the new version I'm working on is already up to 30, with a big, high-res map that you can zoom in on with a table, and new stock art pieces at the start of each country, to add some flavour. I've also completed some new cover art!

 

I'm redoing some of the information in a nicer (and familiar) style, and expanding detail of each city now that I'm alloting additional space. I'll also be adding two new regions, the democratic Free States of Lyden, and the quasi-steampunk Grand Duchy of Kurhain into the mix. Anyone familiar with my novels will know of these countries, and I'm excitied to finally add details of them to the atlas. I'll be releasing this as a new product for the usual $3.99, as it's a big facelift and second edition-izing of the old tiny book.

I've decided I'll be removing the magical relics section from it, as I want these to be more radily available to any setting, not just my campaign world. So, once the Atlas overhaul is done, next comes...

Legends

Getting to 99% skill in sabre is quite an accomplishment, but it feels like the end of the road too. So this book will cover new legendary talents, manoeuvres, spells and magical items for high-level adventures! It'll include the basic magic items from the old atlas, as well as the sa'quaarin "space magic" stuff too, but with a lot more. Each item will have a full page entry and some artwork, and like most sabre material, it should be quite compatible with other d100 systems too. 

There's lots to be done, so I'd better get back to it. Stay safe and healthy, everyone.

 

v1.05 Sabre 2e Premium Fantasy Core Rulebook

* Shields used as weapons can't be used to block on the same turn, except with the Shield Bash manoevure or Light shields.

* The Thief profession gains an extra background event, and has better special ability options.

* Armour of Faith, Arcane Armour, Amulet of Armour, Psychic Armour, Spectral Armour, Gargoyle's Skin spells are now an Action to cast, but provide better AP at higher skill levels. 

* Traps you set can be recovered if they haven't been set off.

* Spirit, Pain Relief and Energy tonics are now considered addictive due to their potent ingredients.

* Planar Guardian divinity spell now requires you to be adjacent to it to transfer wounds back and forth.

* The casting time for Empower, Vampiric and Vorpal Weapon, as well as Fortified Shield spells is now 1 Action.

* Vorpal Weapon spell now has a chance to kill the target outright when cast at 99% skill.

* Added 'Vengeance Aura' divinity spell.

* The result bonus for the Empower Weapon spell has been doubled.

* Disintegrate, Dragon's Breath and Fireball spells have had their damage reduced.

* The addiction chance is now 5% instead of 10%.

 

v1.05 Sabre RPG Basic Fantasy Core Rulebook

* Shields used as weapons can't be used to block on the same turn, except with the Shield Bash manoevure or Light shields.

* The Thief profession gains an extra background event, and has better special ability options.

* Armour of Faith, Arcane Armour spells are now an Action to cast, but provide better AP at higher skill levels. 

* Traps you set can be recovered if they haven't been set off.

* Spirit, Pain Relief and Energy tonics are now considered addictive due to their potent ingredients.

* Planar Guardian divinity spell now requires you to be adjacent to it to transfer wounds back and forth.

* The addiction chance is now 5% instead of 10%.

 

Scifi Core Rulebook 2e v1.05

* 'Fast Repair' manoevure now greatly reduces the repair time.

* Shields used as weapons can't be used to block on the same turn, except with the Shield Bash manoevure or Light shields.

* The Thief profession gains an extra background event, and has better special ability options.

* Traps you set can be recovered if they haven't been set off.

* Spirit, Pain Relief and Energy tonics are now considered addictive due to their potent ingredients.

* The addiction chance is now 5% instead of 10%.

May 2020 update and devblog

Hello everyone, I hope you're well and staying safe in this difficult time for the world. This is just a short blog to cover some of the updates for the scifi system, with the fantasy system only needing the slightest tweak at this stage. You can find the changelog notes below.

GM Tips

One thing I never really covered in Sabre was some tips to help Game Masters get rolling with their own sessions - until now! It's just a couple of pages, but the GM tips towards the back of the manual do cover what I believe to be the most important core aspects to know when running a game. It's tricky for me to know for certain, since I wrote most of the system and have been running it for years, so I might add to this in the future too. 

Encounters

This is the final manual in the core set, and it's getting close to completion as of writing this blog, with only 49 templates left to create (out of 175 total!) When running games, especially improvised on-the-spot sessions, I've found it super helpful to have pre-made bad guys to draw from, and this 2nd edition of the Encounters manual now covers each era for the scifi rules. This includes post-apocalytpic chainsaw-wielders, industrial era fencers and boxers, modern era combat troops and thugs, and high-tech powered armour-clad soldiers. And of course, there are vehicles for each era too, including (for the first time) steam cars, boats and dirigibles to challenge your Victorian era adventurers! I hope to have it released by the end of May.

Bestiary

The artwork has gone very well of late, and by that I mean I've found nice stock images suitable for a wide range of monsters :D  There's now only 10 left to do, but they're the sorts of monsters that are hard to find images for, so I'll have to do more work to make them happen. Still, the finishing line is in sight, at long last.

That's about all for this month. Once Encounters is out, I'll just finish up the artwork jobs next month and then take a long break. I don't intend to be making any modifications to the system for a while yet, so sink your teeth into tha manuals and get a handle on 2nd editions mechanics :)  Stay safe and peace out.

 

Scifi Core Rulebook 2e v1.03

* 'Cop Training' talent no longer requires the use of a shield. (also in fantasy system)

* Added some Game Master's tips to the reference sheet section. (also in fantasy system)

* Added 'Junk Armour' mechanical invention.

* 'Mechanised Armour' steam tech invention's Heavy Plating upgrade now makes the armour Heavy.

* Corrected the bonus from 'Imposing Aura'.

* 'Focus Fire' heavy weapons manoeuvre now has no minimum requirement, provides more damage at higher skill.

* Added the missing 'Close Shot' talent.

* Narcotics that increase result bonuses now have a listed duration.

* Improved some details on the steam exoskeleton invention.

* 'Junk Droid' profession is now available in Low-Tech era campaigns.

* 'Damage Control' manoevure can now be used on any weapon.

* Sentry Turrets now have listed Charges for use with manoeuvres etc. The builder's Intellect Attribute bonus applies to its skills.

* Sonic Blaster invention now correctly lists Firearms as it's skill.

* Added 'Tuned Emitter' upgrade for Sonic Blaster.

* Improved the Optical Pump industrial era invention.

* 'Improvised Gun' Invention now lists slot requirements for mounting on vehicles. .50cal and 20mm ammo options now double base range.

* The Industrial Era 'Steam Car' invention can now also be built into a boat. 

* 'Sideswipe' manoeuvre no longer deals collision damage, and applies the vehicle's ram damage to the target.

* 'Side Spikes' now boosts 'Sideswipe' damage by +5.

* Vehicle weapon ranges are now listed in 10 metre/yard squares for the vehicle grid.

* Blast Wave manoevure is pegged at +1 radius range for weapons, but gains additional effects as skill increases.

March 2020 devblog

The premium fantasy manual of Sabre 2e is out, and I think it's about time I updated everyone with a blog about what's happening with the other manuals! 

 

It's been somewhere around 6 months to get to this point, and the fantasy system is chugging along nicely. My local group wants to switch from scifi to fantasy, so my next campaign is going to be just that, though I might have to learn how to use Roll20 given the situation around the world at the moment! The core mechanics are much more alilgned between the scifi and fantasy systems, so they integrate even better than they used to.

What I'm working on next is the Bestiary, which I've really only just started on, but the good news is the job basically entails redoing all the template data, but keeping the format for the most part. I'll be getting a few more pieces of art done for it too, though I've spent my limited art budget on stock images to spruce up the core rulebook so there won't be a lot just yet. Still, that project is ongoing and one of these days, I'll have all of those images done!

We've had great success with the random looting table system I developed for the Scifi game, so I'll be making a version of that for the fantasy system too, so you can look forward to that as well. 

Then I'll be looking at making a new intro module for the fantasy system, to show off how the new mechanics work. They're not too difficult to be honest, and have actually been designed to be smoother and more refined than the old version, so they're not hard to learn. That was the whole point of this 2nd edition exercise, to streamline the playing of the game and help newer plays wrap their heads around it all. 

Scifi

Technically, the scifi core rulebook is ready to go, as that was the primary development system we've been using for the last four months. I just want to go over it a little more and check a few things before I release it, so that should be online next week. The Encounters manual needs the same treatment as the Bestiary though, so I've got plenty of template making in my future (that'll certainly keep me indoors!)

I'll be making a new intro module for Scifi too, and I think for both modules I want to make them longer and with a heavier story element. I had made those original ones to just demonstrate mechanics, but I think they're a bit dry and having a better story will make them more engrossing in general, so I'll put on my writer's hat when the time comes and make something interesting ;)

So, a timeline of releases: 

Scifi Core Rulebook: The week of the 24th of March.

Fantasy Bestiary: 2nd week of April.

Scifi Encounters manual: 1st week of May (possibly sooner, we'll see how it goes).

Fantasy Intro Module: 3rd week of May.

Scifi Intro Module: 1st week of June. 

All of these times are just estimates of course! Subject to change, and of course I like to avoid punishing deadlines to give myself creative freedom, so I sometimes get the work done much sooner than expected.

Oh, and we have a Discord server now too, in case anyone has questions about the system etc. :)

That's about it for now, I'll go back to posting a new blog every month around the 20th, as usual. Stay safe, stay well, and look upon this time as an opportunity for some gaming, even if it has to be done remotely! Peace.

October 2019 2nd Edition devblog

You've probably noticed there's no update this month, which I think is a first! Instead, I'm well into development on Sabre 2nd Edition, a series of sweeping changes to the core system to make it easier to learnand play. Let's go through some of the things I'll be introducing, but first:

 

Why?

About two weeks ago, as of the writing of this blog, I had an epiphany - I could see the whole system as a quilt, stitched together from all sorts of bits and pieces. It's whole, it works and we're familiar with it, but it's pretty rough when you get right down to it, and could be smoothed out a lot. 

Every now and then a system like this needs to be cut back and refined, and now is the time. This will actually be the 4th edition of sabre, as I've been here before, armed with a nerf bat and the delete key long before it was released to the public. For the purposes of the public release version it's the 2nd edition though, to prevent confusion :)

 

Uniform Rules

After using and developing the system for the last few years, I've got a good sense of what's working and what's not. At the moment, you've got to learn and deal with separate rules for different parts of the system. Just the Attributes and their bonuses are a hassle - Damage Modifier is +1 for every 3 Strength. Reactions come at 1 for every 5 Agility. Spirit Points equal half your Willpower Attribute and Luck Points are on a sliding scale.

Then your ability to learn new talents is on a compounding scale, but everything else is a flat scale that varies between skills, manoeuvres and psi/magic. It's a mess :(

I also don't like how detatched Attributes are to other aspect's of a character's abilities, so I want to tie them together in a better structural way. 

And while I like the freedom of the Background system, allowing you to be more fleixible with how your character is created, I feel there's too much crossover in skills which muddies the roles everyone is playing. So while I think Backgrounds are like 50% of a Class (referencing the class system of something like D&D), we're going to lean into it a bit more with 75% of a class :D 

Finally, the layout and style of the manuals is too harsh on the eye, with heavy, dark headings on all tables (meant to highlight important bits) contributing to a challenging read. 

 

Solutions

Firstly, I'm combining Willpower and Intelligence into 'Intellect', as Intelligence didn't have any impact on a character's combat abilities, and was mostly used for faster learning. Now it'll also be Spirit Points, and it's one less Attribute to keep track of, and one more that you'll need to consider for any character build.

Then I'm taking a leaf out of 3rd edition D&D's ruleset by having each Attribute have an Attribute Bonus, starting at 10 and advancing +1 for every 2 in the Attribute. So a score of 18 gives a +5 bonus. We'll be using this number as a bonus to skill results, as I really like how the Result Bonus works in the system so we'll be using that a lot more. This number will also dictate Damage, Reactions, Heal rate and Spirit Point bonuses, as well as Luck points. 

Instead of Backgrounds, we're going with Professions, each of which has more in the way of unique abilities, but more than that they present a character's capabilities in a modern context, speaking about what you can do now as opposed to what you learned growing up. It's a subtle distinction that makes a profound difference in how we think of characters, and now you'll be able to say what you're playing, as each profession has a title not unlike a character class. I doubt anybody ever took the Fisherman or Farmer backgrounds, and they were more thematic for roleplaying purposes than character ability. Now you'll have Hunter, Soldier, Gladiator, Thief, Doctor and so on. The total number of these professions is less than the backgrounds system, but there's still a huge variety.

Some skills have a companion tied to them as well, such as Leadership and Artifice/Robotics. I'm developing this further with professions that have a specific companion ability baked-in. The Inheritor profession gets a butler/bodyguard, Wizard gets a familiar, Hunter gets a pet (which can be a beast or dire beast once you're skilled enough), Roboticist gets a robot etc. For scifi, the ability to make a whole lot of robots is being removed. Sure, if you can build one you should be able to build a hundred and have them do the adventure for you, but that's bad gameplay, so restrictions are coming in. These companions will also not be counted as separate characters, requiring your own Accolades to advance, so a player's abilities are split over two characters, essentially, using the power of teamwork to achieve victory!

Now that talents, skills, manoeuvres and psi/magic are all going to cost the same to 'buy', manoevures are being revamped completely, bringing them up to the same value as the others with better abilities that advance automatically as the related skill increases. I should also mention that the Quick action is being removed too, with Reactions being used in its place for things that are 'quick'. This also means that you can use more than 1 manoevure in a round, but they're each being pegged to a particular action now. So your Action, Movement and Reaction(s) can each have a manovure attached to them, requiring only a Spirit Point with no other dice rolls required. It's a cleaner system with more freedom and will produce faster play :D

The current system to roll critical hits is easy to use and elegant, but the result is basically a 10% critical chance by default (10% of your skill level, no matter what it is), and 20% on an expanded critical. In our last game, the players (who are playing very experienced characters) rolled a LOT of criticals, more than 12 combined. It's just too many, and the system doesn't allow for any granular adjustments, it's either 10% or 20%. So I've come up with a new system which gives a 5% critical chance on all skills by default, and I can incrementally boost that with talents etc. It's the top 5 points from your skill score, basically. So if you've got a 55 skill, 51-55 is your base crit range. It should fix a LOT of issues, and of course the ability to use Luck Points to "de-crit" an enemy's roll will be removed. Mmm, balance!

Finally, the entire layout of all manuals is getting a facelift, with those heavy lines being removed and a lighter, fresher look to make it easier to follow. I'll do new cover art too, something that really captures the adventurous feel we're going for here. Wish me luck on that one!

One of the new manoevures:

A profession n the new layout:

And the race/species new layout, single page!

When will it be ready?

No idea! I'm making excellent progress on the scifi edition, as both of our local games are scifi and well, the squeaky wheel gets the grease! The next campaign I'll start will be Sabre 2e, and I'm wrapping up my current campaign before the end of the year so we can switch to the new system. That should give me enough time to get all of the manuals done and some of our experts can analyse my work. The good news is that most of the core system will simply copy over to the fantasy version, but there's still a lot of work updating all of the spell system too. Plus I have to do the bestiary and encounters guide as well, so there's a fair bit of work to do there. I need to run a few sessions to verify it'll all work on paper as well as I think it'll work in my head, and then I can get it out there. So, tenatively, I'm thinking the end of the year at the earliest, but more likely it'll be sometime early next year, depending on how well the cover design goes. Oh, and if all goes well, I'll make sure the new manuals are set up for print publishing, which is something people have been requesting for a while now! I never got around to it because I didn't like the look of the manual, but this new one is shaping up very well indeed. So, keep an eye out here for any further news :)

 

September 2019 update and devblog

Hi everyone, it's time for the monthly Sabre update and we've got some extensive core fixes to tell you about, thanks to playtesting done by my local groups. Let's get to it!

 

Advanced Characters

It's been tricky to find a nice balanced way of making an character from scratch that has some experience. Adding points to skills over the course of playing is more art than science, and replicating that is very difficult. So I've had another pass on this, both to bring more even results to start from, and to simplify the process. Adding dozens of Accolades to skills can be tedious at this level, so that's been made redundant for starters. I'm moderately confident this will be a big improvement!

 

Animal Training

At the request of one of our players, the Animal Training skill has been expanded to allow the teaching of Combat and General talents to beast and dire beast pets. This greatly enhances their utility and durability in combat.

 

Robotics Overhaul

This is a big one. The robotics system has been evolving over the last few years, with rules tweaked, rewritten and patched on until the whole thing was rather messy. We've gone over it carefully to refine the methods for making and operating robots, in a clear and concise manner that we believe is a big improvement!

 

Parry Overhaul

Let's face it, Parry as a defensive style has been pretty ordinary since the start. Especially compared to the other methods: 

* Evade is great, because if you succeed, you avoid all damage and it works against ranged and melee attacks. Restricted by light armour only.

* Blocking with a shield is great as it lets heavily armoured (i.e. non-agile) characters have a powerful defence against ranged and melee attacks.

* Parry was only really useful if you're using a very large weapon, and you were too heavily armour to take advantage of Evade bonuses. Smaller weapons were useless for Parry as the damage from larger weapons could still get through, and you can't parry Ranged attacks.

So there are a number of improvements here to make it much more viable. The size of the weapon no longer matters. A short sword can Parry a greatsword with no damage coming through. Think of it more as deflecting the attack rather than taking the brute force of the blow. Some small weapons, such as daggers and whips, specifically say they cannot be used to Parry. So while it still can't be used against ranged attacks, at least you can be assured that you can Parry larger weapons if you need to.

 

Weapon Balance Tweaks

Another thing that's been bothering me for years is weapon Armour Points. Using an attack that damages weapons was convoluted and not very useful, so I've taken the big step to change weapon durability to be represented by Hit Points, which also makes it work really well on vehicles and starships. This was a big step as it required fixing every single character sheet, as well as bestiary and NPC templates, a process that is still ongoing. The end result is that the tweaked 'Sunder Weapon' type manoevures now deal damage in an easy to understand way.

This has also allowed me to add wear and tear on weapons and equipment, where on a fumbled roll with that equipment it loses 1 HP. This way, you'll eventually have to do some maintenance to keep it in top condition.

One of our players (Hi Luke!) crunched some numbers on the difference between Longarms and Heavy Weapons, and while it was pretty well balanced, I felt that the roles of these weapon types should be a little more divergent. So, Longarms have lost a bit of damage (via talents) and gained more accuracy, while Heavy Weapons have dropped a talent or two and picked up some extra damage talents instead. I finally feel like all of the Heavy Weapon talents are useful and desireble, even if I do have to go through the NPC templates again to update everything :)

 

Bestiary and Encounters Updates

Yeah this is going to take a while. I've completed the Bestiary monsters (and added some more stock images to get rid of those awful placeholders), and I've done most of tne Bestiary's NPC templates, but the rest (spellcasters, mounted enemies and all the scifi templates) still need doing. It'll be a couple of weeks :)

 

Space Dragons

The Zacharial species has lost its space folding ability. It's a little disappointing, but the GM in charge of a campaign with these things flying around made a great case for it. Being on a starship keeps a party together, but if a Zacharial can just jump out of an airlock and fold to another star system on a whim, it makes the GM's job a lot harder. They can still focus on boarding actions in space combat and fly around for a while in a vacuum, but they need their own ships to fold to other star systems. In this regard, they've gained their own species starship designs too.

That's about all for this month, which should be plenty to digest for now! One of these days, the system really will settle down and the changes should be far fewer, but it's all worthwhile as it's slowly paring back the system into more readily understandable chunks. All good! Peace.

 

________________________________________________________

 

Sabre RPG Scifi Core Rulebook v1.16

 

General 

* Revised the Advanced Characters section for what I hope is more uniform numbers.

* The medical scanner now lists Surgery as one of the skills it can be used with, and has a bonus to first aid as well.

* 'Barrel Extension' weapon mod doesn't work on missiles.

* 'Coca Wine' narcotic duration is now correctly listed as 2 hours.

* Combat Talents & Manoeuvres can be taught to Beasts and Dire Beasts using the Animal Training skill.

* Squires cannot learn the Animal Training skill.

* Sentry Turrets now require a remote control to use, cannot use voice commands by default, and require an action to start them shooting at a target.

* Heal Rate is now calculated as Hit Points/6.

* 'Efficient Crafting' skill now increases the hours per day that you can use craft or tech skills such as Robotics to 12 hours instead of 8.

* Arborean species is no longer Vulnerable to fire damage.

* Xarani skin colour now varies according to their mood.

* EVA suits now provide +5 ap vs radiation damage.

* 'Leap' and 'Sprint' manoeuvres can only be used during your turn. Leap no longer ignores difficult terrain.

* Devices with the Worn-out condition now also have half the normal charges.

* Added 'Xen' medicine.

* Listed how long it takes to make medicines.

* Morphine now provides a -5% Evade penalty instead of losing a Reaction.

 

Robotics Changes

* Removed 'Massive Fists', 'Colossal Fists' and 'Mighty Fists' robot upgrades (buy a power fist!)

* Revised 'Battering Ram' upgrade.

* 'Saw Blades' robot upgrade now increases Damage Modifier bonus for each body size increase and damaged targets bleed, but it cannot be augmented with Unarmed weaponry.

* 'Transform' upgrade now notes that Armour Plating also lowers transformed Movement.

* Rewrote the sections on how to build robots, repair robots, and operate robots.

* Robots can be be programmed with skills and talents, no longer requiring the expenditure of Accolades.

* Reduced the Circuit cost for building robots.

* Added 'Robot Avatar' talent.

* Added 'Expanded Memory' robot upgrade.

* Robot Program devices now allow the robot or Automaton to take talents related to the skill learned. Talents and skill points are lost if the program is removed. The price of Robot Programs is now much higher.

* Positronic Brain upgrade now grants +10 INT.

* 'Broad Application' Robotics talent now also allows the roboticist to use Mechanic and Electronic manoeuvres on robots.

 

Parry Changes

* The effectiveness of parrying attacks is no longer limited by weapon SIZ.

* Many Tiny and Small weapons such as daggers cannot parry.

* The Parrying weapon trait now grants a +5% result bonus when Parrying.

* The 'Impact' trait now also mentions that Parrying weapons are affected.

* The Martial Arts skill no longer increases weapon SIZ, but allows you to Parry with empty-handed and Martial Arts weapons.

* Charge no longer increases weapon SIZ.

* 'Solid Defence' and 'Swift Parry' manoeuvres now grant +5% to Parry results.

* Removed 'Stronger Parry' melee manoeuvre.

* 'Fight Dirty' Unarmed manoeuvre now specifies it is a result penalty.

* 'Fencer' talent now grants its result bonus to the skill in general, not just for feint etc.

* 'Lightning Riposte' is now just called 'Riposte'. It now gives a free melee attack on a critical Parry.

* 'Reciprocating Strike' shield talent now gives a free attack on a critical Block.

* Added 'Iron Wall' shield talent.

* Removed 'Skewer' blade talent, replaced with 'Duellist' talent.

 

Weapon Stuff

* Modern melee weapons with the Perforate trait instead have the Bleed trait.

* Added upgrades for 'Powered Weapons' invention.

* 'Weapon' background event now provides a weapon of 500cr or less in value, but it has the Worn-out condition.

* Weapons and devices now all have Hit Points, including weapons which always had Armour Points in a convoluted kind of way. Hit Point numbers on weapons are much higher in some cases, and all devices also have Hit Points.

* When using equipment or weapons, a fumble reduces its Hit Points by 1.

* Improv Laser and Improv Gun inventions now list slots for installing on vehicles and starships. 

* Improvised Laser has less charges and uses modern batteries. High-Tech batteries double charges as usual.

* The Martial Arts skill now allows the use of all Martial Arts weapons by default.

* Removed the 'Martial Weapons' talent.

* Some high-tech weapon mods are now available in the modern era.

* Replaced 'Shrapnel' heavy weapons talent with 'Heavy Hitter' which grants damage, increases with skill level.

* 'Practiced Aim' longarm talent now gives +2% result bonus, increases with skill level. Skill requirement is 50%.

* 'Defensive Swing' heavy weapons talent is now at 70%.

* 'Low Profile' longarms talent is now at 90%, 'Braced Shot' is now at 70%.

* 'Haymaker' Unarmed manoeuvre now also grants Reach.

* 'Faultless Aim' Small Arms manoeuvre now grants EC only on single shot attacks.

* 'Improvised Laser' invention is now Modern era.

* Gatling trait for 'Improvised Gun' and 'Improvised Laser' can only be used on heavy weapon configurations. Accurate trait has been removed from Improv Gun.

* 'Blast Shield' invention is now Modern era.

* Added a note about cover gained from smoke and fog, noting that AoE effects work normally and night vision sees through it. Noted this difference in 'Low Profile' talent.

* 'Sniper' talent now only applies its bonus on single-shot longarm attacks.

* 'Hail of Arrows' talent now grants the Burst ability.

* 'Opportunist' sword talent now makes it so Swords don't reaquire Reactions to make opportunity attacks.

* Removed Particle Accelerator vehicle weapon, replaced with Hvy Plasma Cannon.

* Mass Driver vehicle weapon now has a clip size of 1, takes only 12 slots.

* Improv laser invention's electric damage option now halves the damage figure.

* Corrected the text for 'Powerful Throw' talent.

* Added 'Switch Bow' and 'Powered Crossbow' high tech weapons.

* Added 'Close Quarters Specialist' general combat talent. 

* Added 'Martial Finesse' talent. 

* Added 'Blade Finesse' talent, Removed 'Agile Defence' blade talent.

* Added 'Ammo Feed' upgrade for Hazard Suit invention.

 

Starship Manual v1.06

* Zacharial have gained a species starship design bonus, and lost their 'Fold Space' talent.

* Added 'Weapon Turret, Capital'.

* Zacharial's unarmed attack is a bite, not claws.

* Zacharial can take the 'Ravenous' talent.

* Added Heavy Plasma Cannon.

* Mass Driver now has a clip size of 1, takes only 12 slots.

* Cruise Missile takes 15 slots.

 

 

Sabre RPG Premium Fantasy Core Rulebook v1.16

 

General 

* Revised the Advanced Characters section for what I hope is more uniform numbers.

* Combat Talents & Manoeuvres can be taught to Beasts and Dire Beasts using the Animal Training skill.

* Squires cannot learn the Animal Training skill.

* Heal Rate is now calculated as Hit Points/6.

* 'Leap' and 'Sprint' manoeuvres can only be used during your turn. Leap no longer ignores difficult terrain.

 

Parry Changes

* The effectiveness of parrying attacks is no longer limited by weapon SIZ.

* Many Tiny and Small weapons such as daggers cannot parry.

* The Parrying weapon trait now grants a +5% result bonus when Parrying.

* The 'Impact' trait now also mentions that Parrying weapons are affected.

* The Martial Arts skill no longer increases weapon SIZ, but allows you to Parry with empty-handed and Martial Arts weapons.

* Charge no longer increases weapon SIZ.

* 'Solid Defence' and 'Swift Parry' manoeuvres now grant +5% to Parry results.

* Removed 'Stronger Parry' melee manoeuvre.

* 'Fight Dirty' Unarmed manoeuvre now specifies it is a result penalty.

* 'Fencer' talent now grants its result bonus to the skill in general, not just for feint etc.

* 'Lightning Riposte' is now just called 'Riposte'. It now gives a free melee attack on a critical Parry.

* 'Reciprocating Strike' shield talent now gives a free attack on a critical Block.

* Added 'Iron Wall' shield talent.

* Removed 'Skewer' blade talent, replaced with 'Duellist' talent.

 

Weapon Stuff

* 'Agile' weapon trait critical damage bonus increased to +3, no longer lowers weapon HP.

* Weapons now all have Hit Points instead of Armour Points. Hit Point numbers on weapons are much higher in some cases.

* When using equipment or weapons, a fumble reduces its Hit Points by 1.

* The Martial Arts skill now allows the use of all Martial Arts weapons by default.

* Removed the 'Martial Weapons' talent.

* 'Practiced Aim' longarm talent now gives +2% result bonus, increases with skill level. Skill requirement is 50%.

* 'Low Profile' longarms talent is now at 90%, 'Braced Shot' is now at 70%.

* 'Haymaker' Unarmed manoeuvre now also grants Reach.

* 'Faultless Aim' Firearms manoeuvre now grants EC only on single shot attacks.

* 'Hail of Arrows' talent now grants the Burst ability.

* 'Opportunist' sword talent now makes it so Swords don't reaquire Reactions to make opportunity attacks.

* Corrected the text for 'Powerful Throw' talent.

* Added 'Close Quarters Specialist' general combat talent. 

* Added 'Martial Finesse' talent. 

* Added 'Blade Finesse' talent, Removed 'Agile Defence' blade talent.

 

 

Sabre RPG Basic Fantasy Core Rulebook v1.16

 

General 

* Revised the Advanced Characters section for what I hope is more uniform numbers.

* Heal Rate is now calculated as Hit Points/6.

* 'Leap' and 'Sprint' manoeuvres can only be used during your turn. Leap no longer ignores difficult terrain.

 

Parry Changes

* The effectiveness of parrying attacks is no longer limited by weapon SIZ.

* Many Tiny and Small weapons such as daggers cannot parry.

* The Parrying weapon trait now grants a +5% result bonus when Parrying.

* The 'Impact' trait now also mentions that Parrying weapons are affected.

* The Martial Arts skill no longer increases weapon SIZ, but allows you to Parry with empty-handed and Martial Arts weapons.

* Charge no longer increases weapon SIZ.

* 'Solid Defence' and 'Swift Parry' manoeuvres now grant +5% to Parry results.

* Removed 'Stronger Parry' melee manoeuvre.

* 'Fight Dirty' Unarmed manoeuvre now specifies it is a result penalty.

* 'Lightning Riposte' is now just called 'Riposte'. It now gives a free melee attack on a critical Parry.

 

Weapon Stuff

* 'Agile' weapon trait critical damage bonus increased to +3, no longer lowers weapon HP.

* Weapons now all have Hit Points instead of Armour Points. Hit Point numbers on weapons are much higher in some cases.

* When using equipment or weapons, a fumble reduces its Hit Points by 1.

* The Martial Arts skill now allows the use of all Martial Arts weapons by default.

* Removed the 'Martial Weapons' talent.

* 'Practiced Aim' longarm talent now gives +2% result bonus, increases with skill level. Skill requirement is 50%.

* 'Low Profile' longarms talent is now at 90%, 'Braced Shot' is now at 70%.

* 'Haymaker' Unarmed manoeuvre now also grants Reach.

* 'Opportunist' sword talent now makes it so Swords don't reaquire Reactions to make opportunity attacks.

* Added 'Blade Finesse' talent, Removed 'Agile Defence' blade talent.