Posts

January 2019 update and devblog

Hello, and a belated happy new year! This month, we've got a huge amount of additions to the system, thanks to help from some clever people who did the heavy lifting on this stuff (thanks to Aidan, Ahria, Mark and Libbi!) 

Genetics Science

This has been on the backburner for a long time, but now it's done. It's another way of adding buffs to your characters, in a way that's balanced pretty well, but let's face it, it will increase a character's power, though not in a huge way. When you combine it with cybernetics and powered armour, you can get some serious late-game power! 

Ophidian Species

This one is something I had in the back of my mind for the past few months, but didn't really have time for. So I handed this off to my crack support team and we put together a water-friendly reptile species with some cool abilities. And I found some time to get the artwork done this week :) (Oh, and yes it was designed so that you can use Yuan-ti miniatures!)

Venator Species Modified

Another suggestion was to split the venator species into different types of animals, so now you can choose feline, canine or ursine 'uplifted' creatures to play. This doesn't affect the old feline venator, except they gained a little speed. I may or may not change the artwork at some point, as the current one does show the upright/all fours nature of the species, and I'm not going to fit 6 variations onto the picture anyway ;)

There's one more species I have in the pipeline, but it's pretty 'out-there' so I want to parse it over the next month and of course, find some time to get a picture done. Rest assured, it's pretty awesome :D

Aside from all this new content, there's plenty of fixes and tweaks here and there as we shake the hell out of the system. We're currently running a high-tech starship campaign, and an industrial era steampunk game, so both of these eras are getting a lot of attention. Anyway, check out the patch notes and I'll probably have more for you in the next update! Peace.

v1.08 Scifi Encounters Manual

* Updated Robot templates, and all manoevures have been checked and corrected.

v1.08 Scifi Manual

New Stuff!

* Added 'Ophidian' species and associated talents and manoeuvres.

* The Venator species now has three subspecies, feline, canine and ursine to choose from.

* Added starship hull variations for the new venator subspecies.

* Added Genetics science under its own section. 

* Added 'Expert Navigator' starship talent.

* Added 'Psibreaker' combat talent.

* Added 'Alien Lover' and 'Addictive' Xarani talents.

* Added 'Inventor' and 'Legend of Science' Mentari talents.

* Added 'Dimensional Shunt' psi discipline.

* Added exotic wood to the crafting section.

* Added 'Power Boots' mechanic invention.

* Added 'Arclight Armour' industrial era steam invention.

* Added 'Folding Shield' industrial era invention.

* Added 'The Art of Seduction' talent.

* Added cost for kevlar and silksteel bowstrings in the weapon modification section.

* Added 'Doctor's Orders' First Aid manoeuvre.

* Added 'Knee to the groin' Seduction manoeuvre.

* Added St. Mary's Thistle to the herb chart.

* Added 'Detoxification Tonic' to reduce addition and intoxication duration. 

* Added 'Cyber Warrior' and 'Computers Expert' computer talents.

* Added 12mm Revolver industrial era weapon.

* Added Lever-Action Shotgun industrial era weapon.

* Added 'Weapon Mount' upgrade for vehicles to clarify installing weapons, removed earlier text.

* Added 'Drive Hard' manoeuvre.

Tweaks

* 'Psychic Healing' now has an option to extend the range.

* The Species Talents section now has its own heading.

* Removed 'Staunch Wound' from the list of uses for Luck Points (I thought that had been removed years ago!)

* Altered the language of 'Sleep' psi discipline to clarify that the target wakes up upon being attacked, and can defend themselves.

* 'Strong Back' talent now automatically updates to let you use heavier backpacks, so you don't need to take it multiple times anymore.

* 'Focused Fire', 'Powerful Shot', 'Forceful Strike', 'Martial Fury' manoeuvres have been altered to be more efficient with spirit point cost and extra damage gained.

* 'Compact Explosive' now has a 'gas grenade' upgrade option.

* Added some colour variation to the armour table headings to help legibility.

* 'Flexible' venator species talent is now 'Venator Expertise'.

* 'Night Owl' venator species talent is now 'Venator Power'.

* Adjusted the Drive manoevures to accomodate the new vehicle mechanics.

* The Compact Assault Weapon has regained the 'Gatling' trait, lowered its damage and increased its price and range.

* Corrected the height and weight range for xarani characters.

* 'Damage Control' manoeuvre now gives +1d4 Hit Points, clarifies what it can be used on.

* Removing a talent now gives back half the current cost of a talent.

* Only one spirit boosting remedy of any type can be taken in a 24 hour period.

* Limited the 'Enhanced Speed' nanomed to two actions per round.

* Revised 'Plasma Jet' robot upgrade, renamed to 'Plasma Jetpack'. Also revised Plasma Jetpack upgrade for powered armour.

* Advanced characters now gain a +% to secondary skills instead of setting the number to an amount.

* 'Inside Reach' talent now also applies to Unarmed skill.

* 'Blistering Assault' Martial Arts manoevure is now listed under Unarmed, can be used by both.

* 'Casanova' talent now requires 90% Seduction skill.

* Added 'Return' trait to the ranged weapon table.

* Increased damage of the Steam Cannon invention.

* Steam engines now only list their hourly operating cost, extra coal and water must be carried separately. 

* 'Gen Warrior' background now gains +1 to all Attributes.

* The human 'Ambitious' trait now also applies to manoevures.

* 'Universal Tonic' now also requires 2x St Mary's Thistle.

* Topical remedies such as antiseptic have limited effectiveness - using more than one topical remedy of any type, whether its herbal or medicinal within 24 hours has no additional effect.

* 'Second Skin' is now a topical remedy.

* 'Medic' talent now only applies to Healing skill results.

* 'Improvised Armour' invention is now Industrial Era, renamed to 'Mechanised Armour', altered stats.

* 'Acrobatic Dodge', 'Acrobatic Attack', 'Honed Reflexes' now start at 50% skill with a 4% bonus to bring them into line with other similar talents.

* 'Resuscitate' manoeuvre is now under First Aid skill. 

* 'Sawn-off' barrel modification now applies -1 damage to weapon.

* Altered Addicted condition to read "You must avoid failing another addiction check for this specific drug or nanomed for 14 days to remove this condition."

* Tweaked the language on the Martial Arts skill.

* 'Courage Under Fire' manoeuvre now also removes the frightened condition.

* Removed 'Resuscitate' medicine talent.

* Updated the 'Dirigible' and 'Difference Engine' invention details.

* Robot upgrades made from exotic materials don't get the benefits in the 'Other Benefits' column.

* 'Targeting Upgrades' now provide a +5% result bonus to ranged weapons instead of a damage bonus.

* Updated the text for vehicle combat to better explain how it all works. 

* Updated the Steam Car invention for the new system.

* 'Power Boots' invention now provides AP, but replaces other leg armour.

* Updated robot templates in the Encounters manual.

* 'Swerve' manoeuvre is now 'Defensive Driving', improved ability.

* Added a Move stat for Transformed robots, listed in the upgrade.

* Robot 'Plasma Engine' is now Plasma Jet, requires a plasma jet invention to install.

* 'Sealed Body' robot upgrade is now specifically only for operating underwater.

* Split 20th century firearms table into early and late era weapons.

* Micro Missiles and LAW rockets are now all correctly listed as 'Rocket' not 'Missile'.

* Corrected build prices for missiles under 'Improvised Ammo' invention.

* Clockwork Golem and Steam Golem inventions now also let you take the 'Expanded Chassis' talent.

* 'Crank Gun' Clockwork invention now offers more options in terms of size and skill.

* Molotov Cocktail and Dynamite are now industrial era weapons.

Starship Stuff

* 'Polarise Armour' and 'Boost Defence' starship manoeuvres are now 1 action to use, but Boost Defence lasts the entire turn now.

* 'Drone Slayer' talent now allows you to attack drones using Reactions either on your turn, or when drones approach or leave the range of your weapons. Only requires 50% skill to take.

* Added 'Overload Weapons', 'Overload Shields' and 'Overload Engines' engineering manoevures.

* 'Power Shunt' and 'Reduce Signature' engineering manoeuvres only use 1 Cap regardless of skill level.

* Drone swarms with the Forcefield upgrade can now provide shields for a ship. Also tweaked the language of the Forcefield upgrade. 

* 'Break Lock' action now prevents being re-locked for 1 round.

* Reduced system damage from engineering manoeuvres to 1d6 on a failure.

* A starships systems do not go down individually on reaching 0 HP on the hull. Pointed out that Damage Control manoevure can be used to get ship back into the fight.

* Updated the GM sheets for starship emergency repairs.

* Explained how to repair ship systems that have been destroyed.

* The Compact Assault Weapon is now available as a point defence system.

___________________________________________________________________________

v2.89 Premium Fantasy Manual

* 'Psychic Healing' psionic spell now has an option to extend the range.

* Removed 'Staunch Wound' from the list of uses for Luck Points (I thought that had been removed years ago!)

* Altered the language of 'Sleep' wizard spell, 'Somnolence' divine spell to clarify that the target wakes up upon being attacked, and can defend themselves.

* 'Strong Back' talent now automatically updates to let you use heavier backpacks, so you don't need to take it multiple times anymore.

* Removing a talent now gives back half the current cost of a talent.

* Added 'The Art of Seduction' talent.

* Seduction talents have been moved to their own sub category under General Talents.

* Advanced characters now gain a +% to secondary skills instead of setting the number to an amount.

* 'Inside Reach' talent now also applies to Unarmed skill, requires 50% skill.

* 'Blistering Assault' Martial Arts manoevure is now listed under Unarmed, can be used by both.

* 'Casanova' talent now requires 90% Seduction skill.

* The human 'Ambitious' trait now also applies to manoevures.

* 'Acrobatic Dodge', 'Acrobatic Attack', 'Honed Reflexes' now start at 50% skill with a 4% bonus to bring them into line with other similar talents.

* Added 'Knee to the groin' Seduction manoeuvre.

* Tweaked the language on the Martial Arts skill.

 

* Updated the Bestiary with corrected manoeuvres on the NPC templates.

___________________________________________________________________________

v1.73 Basic Fantasy Manual

* Removed 'Staunch Wound' from the list of uses for Luck Points (I thought that had been removed years ago!)

* Altered the language of 'Sleep' wizard spell, 'Somnolence' divine spell to clarify that the target wakes up upon being attacked, and can defend themselves.

* Removing a talent now gives back half the current cost of a talent.

* Advanced characters now gain a +% to secondary skills instead of setting the number to an amount.

* The human 'Ambitious' trait now also applies to manoevures.

* 'Acrobatic Dodge', 'Acrobatic Attack', 'Honed Reflexes' now start at 50% skill with a 4% bonus to bring them into line with other similar talents.

* Tweaked the language on the Martial Arts skill.

Quick update

Just a quick note that v1.07 of the scifi manual was put out yesterday, with an improved and simplified vehicle combat system. It now works a lot like being on foot or in a starship, with clear movement instructions. I wish this had occured to me earlier, but oh well! Basically, you use a 10 metre grid scale, and each Movement of a vehicle moves 1 10 metre square. A vehicle with 12 Movement is going around 72kph, (45mph) which is a decent clip of speed on an area style map. I intend to use z scale (1:220) vehicles in coming games, which I can't wait to try! Enjoy the holiday season everyone :)

December 2018 Devblog and system update

So we've got a pretty big update to finish off the year. I hadn't really planned to do this much, but here it is anyway! 

New Species!

First, let's have a look at a new species put together by some of my beta players. I tweaked a few things and signed off on it before adding, as I think it's a cool addition to the game. It also comes with my standard Adequate™ artwork :D

They're called the Arboreans, and they're big, slow, tough and also plants. They get bonuses to melee combat or their own unique ranged combat abilities, but need to keep an eye out for fire weapons (as you'd expect). It hasn't been play tested yet, but all the concepts it's built from have, so I'm pretty confident it's fine. What could go wrong?

Oh, and so far, it's just for the scifi system. Sure, it'll work just fine in a fantasy setting, but I didn't feel the Perforate and Gatling traits would fit well in the fantasy setting for now. Nothing stopping you from blending them together if that floats yer boat :)

Vehicle System Redesign

I wanted to put costs on all vehicles in the Encounters manual, so players could just buy one off the showroom floor, as it were, but in doing so, I broke my brain from all the math. It was then I realised the system, although mathemathcally accurate, was cumbersome to use, and that's putting it mildly. The actual playing of vehicles is fine, it's just building them that's a pain. 

So I've opted to rebuild the system with specific templates built-in to the core manual, with optional extras for specific vehicles, and then the usual upgrades you can put on yourself. It's much easier to use as the templates are all pre-calculated and costed, so you can indeed buy them from a shop, or build them yourself. 

This also allowed me to add tires, which was lacking as a separate item before. Tires! Also, for high-tech flying vehicles, grav plates. These cover all of the hovering/flying vehicle designs of the previous build, and the templates in the Encounters manual reflect this. They've even got some cool product names for a touch of class ;) 

Building Starships

While I was at it, I did the same treatment for starships. On at least two occasions over the last year, our beta group has built a starship from scratch, and it took a whole session each time. A little too arduous, I think, so now starships also have pre-made templates, like vehicles. And to build them and everything else, now we have...

The Foundry

This is an optional add-on for a starship with a docking bay, or a base (see below!) A roboticist makes a few tiny robots (up to 10) and slaves them to the foundry computer, and then you just dump in the components, set it going, and when the work hours are all gone, there's your ship or vehicle! 

Base Building

This was an idea from one of our testers, and adapts the starship system to make stand alone bases. It's still a work in progress, but it's quite useable and looks good so far. It uses the same slots system as starships, but there's indoor and outdoor slots for things like runways or garages. It can also be used in any era, though for the moment we've only got the Industrial and High-Tech eras available. Some point next year I'm going to run a modern era campaign and will probably flesh this out more then.

Manoevures

A smaller but important tweak is that Manoevures now list the Activation Time for each one, which in cludes 1 Action, and some have been converted to use a Reaction instead. This brings the use of manoevures into line with spells/psi powers.

Carapan & Minerals

Another idea from one of our beta players was for carapan to not only gain benefits from gems and jewels, but from minerals too. Now they can absorb a piece of a material such as coal or iron, and gain a bonus and penalty to alter how their character does things. It's a semi-permanent change for a character - they can remove the mineral at any time (it takes an hour), and can eventually have three mineral pieces provide their benefits. It covers abilities such as extra load carrying, influence and charm skills, damage resistance and movement. Nifty!

There's plenty more in the patch notes, but these are the major items. Lots of tweaks and fixes here and there! I'll leave you to check it out, and enjoy the festive season!

v1.06 Scifi Core Rulebook (and Encounters Manual) 

New Stuff!

* Added 'Arborean' species, along with 'Rain of Thorns', 'Spikes', 'Wild Growth', 'Starship Bond', 'Force of Nature' talents. 'Increase Mass', "Chameleon' and 'Thick Carapace' can be taken by Arboreans.

* Added 'Weapon turret, huge' for vehicles.

* Added 'Wheel Covers' vehicle upgrade.

* Added 'Plasma Jet' Nuclear Science invention.

* Added 'Grav Plate' Gravitic Science invention.

* Added 'Electric Motor' Electronic invention.

* Added 'Fusion Engine' Nuclear Science invention.

* Added 'Psi Bridge' starship upgrade, and a section under Psi Powers on how it works. Some Psi Powers have special effects when used with this system.

* Added 'Multi-Grenade Launcher', 'LAW Rocket' and 'AT Missile' to vehicle weapons. 

* Added 'Rocket' ranged weapon trait. Just like 'Missile', but unguided. Missile trait gains native +20% bonus to hit. Guidance System mod gives Missiles an additional +5% bonus.

* Added 'Enticement' Seduction manoeuvre.

* Added 'Broad Appeal' Seduction talent.

* Added 'Bedroom Eyes', 'Distracting Pose' and 'Raw Sexuality' Seduction manoeuvres.

* Added 'Disrupt Shields' ship defence manoevure.

* Added 'Radar' vehicle upgrade.

* Added 'AA Missile' modern era vehicle weapon.

* Added 'Skyflash Missile' High-Tech vehicle/starship weapon.

* Added new 'Automated Foundry' upgrade for ships and bases. Has it's own section under base building. 

* Added 'Tachyon Cannon' starship weapon.

* Added purchase costs for starship upgrades.

* Added 'Absorb Minerals' carapan species talent.

* Added 'Training Room' for bases and starships, for use with manuals.

* Added 'Stardrive Calibration' upgrade.

* Added 'Adaptive Defence' shifter manoeuvre.

* Added purchase costs for drone upgrades.

 

Starship Specific Tweaks and Fixes

* Explained under the Starship weapons section that primary ship weapons have -40% result penalty to attack moving targets smaller than a class 1 hull.

* Xarani ship hulls now also take half the time to repair.

* 'Overload sensors' manoeuvre can now deal additional damage. 

* Ship subsystems now have 5 HP per hull class.

* Breach pod robots can be remotely controlled by the Telemetry operator.

* Removed 'Sealed Body' and replaced with 'Life Support System' modern upgrade.

* Fire Suppression System is now simply a ship upgrade, works fast but requires recharge time.

* Reinforced Structure upgrade now uses 2 hull parts per ship class.

* Removed starship systems section, all those abilities are simply folded into a standard hull.

* Adjusted the power grid output of ship's reactor, and added a kw rating for some ship upgrades.

* Starship weapon upgrades only affect primary weapons (not PDS, drones etc) unless noted otherwise.

* Added numbers for the cost of exotic hull parts to the starship design section.

* 'Thruster Upgrade' for ships now use 2 slots per hull class.

* 'Ramming Prow', 'Hardened Subsystem', 'Fuel Scoop', 'Fortify Hull', 'Drone Bay', 'Docking Bay' upgrades use Hull Parts instead of smaller Parts.

* 'Emergency Evade' starship pilot manoeuvre is now 'Quick Evade', requires 90% skill.

* Barrage Cannons now also have Burst mode to give a +5% bonus.

* Barrage Cannon PDS can now fire in single-shot mode with no result bonus.

* Added further detail to what's required to build a ship in the Starship Design talent. 

* Corrected the components list and time required to make Hull Parts in an Industrial Fabricator.

* Hull Parts are now the only way to build or repair a starship hull. Regular parts do not work. Hull parts cost 5000cr each.

* Changed the amount a Hull Part repairs (10 HP standard, takes 1 hour just like regular parts). 

* 'Repair System' drone upgrade now requires circuits instead of parts.

* Stardrive slots, components, build time and price is based on hull class.

* Barrage Cannon shells are now 3cr each, with 30 in a clip.

* Removed the no longer needed 'Lock Bonus' entry from the pilot sheet. 

* Corrected prices for PDS weapons to comply with other entries for those weapons.

* Reduced the penalty for streamline hulls to 1 slot per hull class.

* Stardrive upgrades now take only 3 slots.

 

General Tweaks and Fixes

* Lowered addiction penalty to -10% per addiction.

* 'Efficient Formulas' talent now also applies to Medicine skill.

* Reduced the cost of 'Anaesthetic', 'Procaine' and 'Drift'.

* Increased the cost of 'Second Skin'.

* Removed 'Distracting Display' psi power (falls under seduction abilites now).

* Vehicle 'LAW Rocket pod' and 'AT Missile Pod' weapons have gained Burst trait.

* 'Interceptor' missile is now modern era, 1d8+30 damage.

* 'Battle Hardened' talent has been renamed 'Alluring Presence', now requires Seduction skill and CHA 15+.

* Updated the character sheet with a revised vehicle table.

* 'Increase Mass' talent now correctly mentions that a height increase is also gained.

* 'Improvised Ammunition' invention now allows for making missiles.

* Auldsteel parts are now 2000cr each instead of 5000cr.

* Weapon turrets now require 1 slot for themselves, in addition to the weapon.

* Altered 'Fortified Body' psi power's effects and duration. AP counts as Natural Armour.

* 'Psychic Shield' psi power now works against all damage types for +2 Energy AP.

* The 'Muzzleloader' talent now allows Slow Load pistols to load 2 shots as a Quick action.

* Upgrade and body materials for ships, vehicles, robots and powered armour no longer need to match.

* Fusion generators have had their output reduced, and the power requirements of devices has been reduced.

* Aluminium & Titanium now also have +5 AP vs electrical damage (it's not very conductive).

* Auldsteel also takes 1/2 damage vs collision (it's very dense!)

* 'Luxury Appointments' upgrades now also require 10,000cr of luxury furniture.

* 'Counterpunch', 'Dervish', 'Evasive Attack', 'Vanguard', 'Brace for Impact', 'Punishing Reprisal', 'Mind over Matter', 'Tower of Will' manoeuvres are now used as Reactions. 

* 'Library' base and starship upgrade now uses only 5 slots.

* Inventions that used Energy Drinks now use PowerAid or EnergyX.

* 'Crush' manoeuvre now does Damage Modifier as damage instead of 1d4. Must be used on a target your size or smaller.

* Reduced the material cost of medicines and narcotics.

* Clockwork robots now have half standard spirit points instead of a quarter.

* 'Active Suppresion' talent now gives missiles & shells the suppressed condition on targets they affect, and cleaned up the language for this talent.

* 20mm round for the improv gun (as well as 20mm cannons in general) now also gives the Shell trait, but lowered skill to 90%.

* 20mm Autocannon now uses 1 fewer slots.

* Added prices to vehicle and robot upgrades.

* High-tech vehicle upgrades now require circuits.

* Increased the speed from plasjets for transformed robots.

* Revised the benefits of exotic materials.

* Defibrillator is now used with the First Aid skill. Needs to be used within 2 minutes of character death.

* 'Replace Arm' robot upgrade now requires parts based on body size, can swap back to old arm in 1 minute.

* Fusion Generator inventions now have higher build requirements, and 500k value.

* Added Lead to the prospecting table.

* 'Reinforcement' and 'Weapon Brace' cybernetic upgrades now better accomodate heavy, burst and suppression weapons.

* 'Nuclear Powered' robot upgrade only takes 1 slot.

* Robot weapon mount upgrades now clearly state no clip change time, and no need to set up 'Setup' weapons.

* Corrected corvid species hull variant text.

* Corrected the price for steel hull parts for starships, vehicles, robot bodies and crafting.

* Androids, robots and automatons use extra Spirit Points when encumbered.

* Increased the number of slots robots get at each body size (usually by +1).

* Explained that automatons start with 2 slots already used by a pocket reactor and positronic brain.

* Modified saerid 'Chrysalis' talent to offer either wings, or +10 AP.

 

Encounters Manual

* Updated looting and invention loot tables.

* Removed the looting list sheet (too cumbersome to maintain).

__________________________________________________________________________________

v2.88 Premium Fantasy Core Rulebook

* Added 'Enticement' Seduction manoeuvre.

* Added 'Broad Appeal' Seduction talent.

* Added 'Bedroom Eyes', 'Distracting Pose' and 'Raw Sexuality' Seduction manoeuvres.

* 'Battle Hardened' talent has been renamed 'Alluring Presence', now requires Seduction skill and CHA 15+.

* 'Counterpunch', 'Dervish', 'Evasive Attack', 'Vanguard', 'Brace for Impact', 'Punishing Reprisal', 'Mind over Matter', 'Tower of Will' manoeuvres are now used as Reactions. 

* Modified saerid 'Chrysalis' talent to offer either wings, or +10 AP.

 

November 2018 update and devblog

Hi, it's been a little while since I've done an update, andso of course there's plenty of fixes and new stuff! 

One of the most important changes is the reduction of time used for learning new abilities. If you're paying for skills, talents, manoevures etc with Accolades, there's no time cost at all now. This helps reduce down time for characters and allows for faster paced campaigns.

Another improvement is that skill manuals now have expanded use, to speed and improve learning of related skills. 

For the scifi edition, there's an overhaul of the Telemetry station for starships, with expanded drone capabilties and damage control using repair bots, which helps spread the work around the ship more. Plus, there's the usual balancing of the system :)

I have been developing a base building system too, but it's not ready for release yet. It'll cover the ability to make bases of all kinds, in all eras, so that includes castles, warehouses, starports etc. It's been tested as I tweak things, so maybe it'll be ready to go for the holiday season! Anyway, that's all for now, peace out.

 

v1.05 Scifi Edition

Starship stuff

* Revamped starship hull species modifiers, and moved them to the starship design section for easier reference.

* Added 'Micro' sized drone.

* Drones now can only be made with Hull Parts, not regular Parts.

* Adjusted the cost of buying drones.

* Expanded details on how drones use fuel and capacitor.

* Added 'Stealth Mode' to drone actions.

* Added 'Stardrive' drone upgrade.

* Added 'Mag Clamps' drone upgrade.

* Added a separate weapons table for drones, including demolex and plasma grenades for suicide drones.

* Replaced 'Drone Slaving' upgrade with 'Drone Swarm' upgrade, and added a section on how drone swarms work.

* Removed 'Drone Swarm' talent, and put its abilities into the upgrade.

* Added electronic warfare and jamming/amplifying communications to the list of functions handled by the defence operator.

* Added 'Lock Target' as an action for defence operator.

* Removed 'Partial Shields' starship manoeuvre and replaced it with a talent.

* Added 'Jam Communications', 'Overload Sensors' and 'Amplify Sensors' defence systems manoeuvres.

* Removed 'Study' on starships, replaced with improved 'Library' upgrade.

* Updated the engineering and telemetry ship sheets.

* The console bonus for the Telemetry station has been changed to +2 movement for drones and repair bots.

* Added 'Precision Repair', 'Extensive Repair' and 'Transfer Power' Telemetry/DC manoeuvres.

* Added a 'Worn-Out' condition for starships.

* Altered 'Emergency Battery' ship upgrade to instantly provide 20 Capacitor Points.

* Altered 'Cloaking Device' to provide the ship with a +40% result bonus to a Stealth Mode action, and allows going stealth in plain sight of enemies. Requires 1 slot per ship hull size.

* Added clearer information to the ship combat section (defence and damage) about the order defensive actions should be taken.

* Emergency repairs to a ship now last 1d6 hours. 

* 'Remote Operations' talent is now listed under Telemetry systems.

* 'Targeting Expert' talent now called 'Fast Targeting', can also be taken by defence operator.

* Clarified that weapon linking cannot be applied to point defences.

 

Steampunk (Industrial Era tech)

* Added details to the individual invention sections on how Clockwork and Steam robots function.

* 'Neural programming' talent can now also be taken for Clockwork and Steam robots.

* Added 'Steam Golem' industrial era invention. 'Clockwork Golem' invention now only requires 50% skill to take.

* Added 'Clockwork Part' invention, necessary for making clockwork parts!

* Revised the components for making clockwork engines.

* Added 'Clockwork Engine, Medium' and 'Steam Engine, Medium' inventions.

* Reduced the cost of 'Science Goggles' invention.

* Mechanic and Scientific toolkits are now listed as being available in the Industrial era.

 

Age Category

* Modified the skill bonus to age categories.

* Veiran are now listed on the age table.

* Age categories and advanced character templates now also gain additional professional skills.

 

New Stuff!

* Added 'Inspiration' leadership manoevure.

* Added 'OmniTool', 'Sonic Ratchet', and 'Laser Scalpel' devices.

* Added 'Auto-defib' high-tech device.

* Added 'Crush' shifter species manoeuvre.

* Added quick links to the header of the weapons section.

* Added 'Battery Pack' modern era device.

* Added a table for robots showing the size of power source they need for each body type.

* Added 'Macro Link' robot upgrade.

* Added 'Repair Bot' robot upgrade, converting a robot to integrate with a starship's telemetry station.

* Added 'Lip Reading' to the skill list.

* Added an 'encyclopaedia' system for researching using the Knowledge skill.

 

Changes

* Stipulated that Antiseptic can only be used once per 24 hour period.

* 'Substitute' evade manoeuvre has been altered.

* Removed 'Energy Drink'.

* 'Coca Wine', 'Pinpoint' and 'Race' narcotics now remove all fatigue levels for their duration.

* 'Coffee', 'PowerAid' and 'EnergyX' now also remove some fatigue levels.

* Verified that 'Crouch' is in the list of special movements in the actions and reactions section (altered from 1/2 movement to 1 movement cost).

* Removed 'Reinforced Servos' robot upgrade, combined its ability into 'Heavy Suspension'.

* 'Tracked' upgrade now also increases ENC score by +10, reduced climb penalty to -20% and replaced loss of a Reaction with -10% to Evade results. Removed difficult terrain bonus.

* 'Quadruped' robot upgrade now ignores difficult terrain altogether.

* Adjusted prices on modern era heavy weapons to reflect actual costs (i.e. costs came down a lot).

* Altered the 'Worn Out' condition for weapons and equipment to make it less onerous.

* Energy AP now stacks with itself, but stipulated that only one forcefield can be active on a person, vehicle or ship at a time.

* 'Second Wind' and 'Adrenaline Surge' have no effect on robots/automatons.

* Modified 'Aimed Shot' longarm manoeuvre.

* Antiseptic now heals 1d4+2 instead of 1d6.

* Created a new subcategory of devices for high-tech toolkit devices. 

* Reduced battery life on medi-lab, nanobot lab and science lab devices.

* Added Mechanic to the list of possible Robot Programs.

* Revised Medi-labs and Science Labs to function just like toolkits but with a +10% skill bonus, and reduced their size to 2 ENC.

* Mini-drones and sentry turrets now also have a Hit Point figure.

* Robot 'Power Link' Upgrade is limited to 10 ammo per spirit point.

* Clarified that 'Automated Worker' robot upgrade can be used for repetitive tasks.

* Added Mounts to the Livestock section.

* The Manoeuvres section now includes a column denoting the activation time for each manoeuevre. 

* Added a note in the herb section that fully grown plants can be bought for 10x the listed value.

* Expanded upon the use of skill manuals, and adjusted their prices.

* Spending Accolades on a new skill, manoeuvre, psi discipline, invention etc doesn't take any time (you're applying learned experience). Revised all the tables related to this.

* Lowered the minimum Intelligence requirement for most Science talents.

* Cybernetic designs now use the same learning cost table as other systems.

* Improved the companion sheet layout.

* Space Cadet background has Astronavigation instead of Science, gains 'Space Pilot' talent for free but loses a Background Event. Has Academic contact instead of Nomadic.

 

v2.87 Fantasy Premium Edition

* Spending Accolades on a new skill, manoeuvre, spell etc. doesn't take any time (you're applying learned experience). Revised all the tables related to this. Spell costs have gone up, if learned from a teacher.

* Added a note in the herb section that fully grown plants can be bought for 10x the listed value.

* Expanded upon the use of skill manuals, and adjusted their prices.

* The Manoeuvres section now includes a column denoting the activation time for each manoeuevre. 

* Modified 'Aimed Shot' longarm manoeuvre.

* 'Substitute' evade manoeuvre has been altered.

* Added 'Inspiration' leadership manoevure.

* Added 'Lip Reading' to the skill list.

* Added an 'encyclopaedia' system for researching using the Knowledge skill. Manuals and Encyclopaedias are available under the tools section.

* Added a number of Drive skill manoeuvres.

 

v1.72 Fantasy Basic Edition

* Spending Accolades on a new skill, manoeuvre, spell etc. doesn't take any time (you're applying learned experience). Revised all the tables related to this. Spell costs have gone up, if learned from a teacher.

* Added a note in the herb section that fully grown plants can be bought for 10x the listed value.

* Expanded upon the use of skill manuals, and adjusted their prices.

* The Manoeuvres section now includes a column denoting the activation time for each manoeuevre. 

* Modified 'Aimed Shot' longarm manoeuvre.

* 'Substitute' evade manoeuvre has been altered.

September 2018 update and changelog notes

Hi everyone, I hope you're doing well! We've got a nice update for the scifi system, but nothing for the fantasy manuals for once! This will probably be the last update for the year as we had a game today and only a couple of things needed tweaking, so the scifi system is running really well and I don't see the need for any other major changes after today. Plus, I'm now officially working very hard on my novels so I don't really have the time for sabre anymore, at least for now. I'm pleased to leave it in a stable state for the future though, and I'll probably tweak it a little from time to time. We're still playing it every week though!

Here's a shot of the finale to my grand space epic. The long grey ship on the left is the players, the TNS Pegasus, and the grey ships on the right are the rest of their rag-tag fleet, coming to assist. All the funky purple ships are the high-advanced enemies. It was a spectacular finale and the party's ship and crew even survived! Clearly I wasn't brutal enough ;) The background grid is something I put together from space images and had printed out in time for the last fight, so they went out with a bang. Every square is 100km.

So, here's what's shakin' this time around:

Perforate

Representing armour-piercing weapons by halving all AP on the target sounded like a good idea at the time, but in practice it's too math intensive. The party's poor defence operator was having a meltdown trying to keep up, so I've changed Perforate to bypass all non-energy armour on a critical hit. This way is much easier to use, and if you get a crit with a gauss weapon or missile, the target certainly knows about it! This can result in one-hit kills, but you can use a Luck Point to remove the crtical effect so it balances out nicely. Works a lot like real armour-piercing rounds too, where most hits deflect or do superficial damage, but a spot on hit will penetrate armour and do a ton of damage. The new version is working really well.

Drone Improvements

Something we didn't use a lot during the big space campaign was drones, which we found were a bit weak and tricky to use, so they've had a big overhaul in this update. They pack more of a punch, able to mount railguns and plasma cannons, and they're more agile, but have lost some armour. The rules are clearer on how they operate outside of ship sensor range (where they go autonomous) and defence console operators can take a talent to specialise in having multiple attacks to take out drone swarms. It's a much more energetic battle now!

Worn Out

The first campaign I ran with scifi was a post-apocalyptic setting where a lot of the old technology they found was run-down or worn-out. The mechanics of it were a bit uneven so I eventually eliminated most of those, but I've put Worn-Out back in under specific conditions, as I missed having the option to get old junky gear and either use it til it breaks, or rebuild it into a new weapon. 

Starship Command Abilities

Since the starship system was put together, I kept thinking of new ways for a commander to have input on a space battle in a way that doesn't use the ship's capacitor. I've now come up with a series of cool actions a leader can take to boost one of the bridge crew's abilities for that round. We've used them in a couple of sessions now and they're fantastic, you have to make a real choice on who gets the bonus :)

Nanomeds

After the update to the new medicine/narcotic system (which is also working out really well), I felt nanotechnology as it's currently represented in Sabre really functions as advanced medicine, so I moved it over to the Medicine skill at 90%, the next step after mastering regular meds. Many of the treatments have been brought into line with medicines and narcotics, so it all fits together beautifully. 

And of course there's a bunch of other smaller fixes, additons and tweaks, so check out the changelog to see what's what. Thanks for playing, and although I'm not sure when the next update will be, I'll be keeping an eye out for improvements to make during each game and I'll make sure its a worthwhile update. It'll probably be in the new year unless something major needs doing. Fly safe (or dangerous, if you prefer!)

_____________________________________________________________

v1.04 Sabre Scifi manual

* Lasers blind only if the critical hit causes the target to lose any Hit Points.

* Drones now use the telemetry operator's Robotics skill for all checks when within ship sensor range, and their own skills outside of sensor range.

* Robots and saerid with 4 arms can make a second action at a starship console if it uses the computers, heavy weapons or science skill.

* Added 'Neural Programming' robotics talent.

* Added 'Worn-Out' vehicle and item condition for extremely old or neglected items.

* Updated the Item Condition section with current mechanics. Removed the 'Run-Down' condition and modified 'Worn-Out', simplifying the system. This affects second-hand equipment too.

* Encounters manual now features a generic loot table free from game breaking loot finds. It has also been updated with correct data on templates, including the range of fusion vehicles.

* Divided robot upgrades into eras.

* Ship AI's computer skill (as part of Positronic Brain upgrade) starts at 50%.

* Mentioned under the Computers professional skill that large AI systems can operate turrets, robots and drones based on the level of Computers skill.

* 'Crystal Alchemy' effects now only take 1 action to use instead of 1 minute. Adjusted stats for Onyx, Zircon, White Pearl & Flawed Diamond to bring it in to line with medicine/narcotic system.

* Added a section in Ship Combat describing target locking and electronic warfare.

* Adjusted the starship hull tables to include Ram Damage.

* Updated the GM reference sheets with current herb/medicine info and salvage info.

* Corvids cannot use Powered Armour.

* Added 'Tiny Thrusters' mini-drone invention upgrade.

* 'Nanobot Gun' is now called 'Medical Gun', can shoot medicines, narcotics and nanomeds.

* Human species hull varient ships now gain +10 slots per hull class.

* 'Cutting Beam' laser modification now allows a starship to hit two subsystems instead of one.

* 'Drone Bay' is now 'Drone Control System', more compact and only contains electronics for controling a ship's drones. Drones contained in new version of 'Drone Bay' upgrade.

* Added 'Drone Slaving' drone upgrade.

* Ship-mounted gauss weaponry now use capacitor (Mass driver always did, others now comply).

* Flamethrowers now use a d12 as their base damage dice.

* Added a table for easier viewing of all modern & high-tech weapon mods. Altered skill requirements for some mods, mostly downward.

* Added 'Improvised Laser' electronics invention.

* 'Starship Control' robot upgrade now only requires 50% skill, and allows the robot to control multiple console functions during the same turn (dodge, block with shields, coax reactor etc). Robot doesn't gain console bonus, and cannot share a console's functions with a crew member during the same turn. Ship's AI (Positronic Brain upgrade) now shares this same functionality.

* 'Industrial Bot' background now grants the Sealed Body upgrade.

* 'Psi Amp' invention is now fitted to a silksteel helm which allows psychic abilities to be used. Its upgrade option now requires a Halo device.

* Graphene helm AP has gone from +3 to +4.

* Torpedoes and Recoilless Rifles have gained the 'Perforate' trait.

* Only high-tech weapons with the 'Impact' trait damage high-tech armour. 

* Nudged the damage numbers for gauss and plasma pistols and rifles a little higher.

* Modern ranged weapons can no longer damage high-tech armour on penetration.

* Silksteel vest AP has been increased from +4 to +5.

* Added prices for trap kits to the toolkits section.

* Subsystems on ships and vehicles now have Hit Points instead of Armour Points, to simplify the calculation. Also, on targeted hits, subsystem HP replaces hull/body HP so this works a lot more intuitively).

* Perforate weapons no longer halve armour. Too much math involved! Instead, they bypass non-energy AP on a critical hit. Thus, perforate missiles bypass all AP on a critical hit. 

* Adjusted damage numbers for perforate weapons. 

* Removed outdated 'fast' trait for shields.

* Removed the restriction on spending career skill points on species skills. 

* Masers now ignore Partial Block effects.

* Multitasking talent now strictly allows vehicle or starship drivers and pilots to fire forward-mounted weaponry without penalty.

* 'Gauss Specialist' gives ship gauss weapons expanded critical.

* Auldsteel no longer protects against effects that bypass half armour (such as old Perforate).

* Reduced baseline armour on drones.

* Added 'Weapon Mount, Compact' for drones.

* The Point Defence System defence result bonus now also applies when shooting at drones.

* Added 'Drone Slayer' defensive systems talent.

* Improved the description of 'Reckless Flying' starship pilot manoeuevre.

* 'Cloaking Expert' talent now allows a ship to move at full speed while cloaked.

* Renamed 'Ramming Speed' to 'Targeted Ram' to avoid confusion.

* When ship life support systems stop functioning, crew members requiring air will start to suffocate immediately, 1 fatigue level per round.

* Reduced the bonus from point defence systems a little.

* Added 'Empower PDS' defence manoeuvre.

* 'Empower Weapon' starship manoeuvre now grants weapon the Impact trait.

* Added 'AI Construct', 'Unknown Origin', 'War Machine' and 'Bionic Man/Woman' modern era backgrounds.

* Added 'Radioisotope Thermal Generator' nuclear science invention.

* Modified 'Analyse Tactics', 'Brace for Impact', 'Focus Fire'(now called 'Concentrate Fire) and 'Decisive Command' starship commander actions/reactions.

* Added 'Vigilant Defence', 'Emergency Power' and 'Flank Speed' starship commander actions.

* Added 'Cybernetic Hacking' computers talent.

* Clarified 'Impact' trait that each hit from a burst, gatling or suppression attack reduces AP by one each time.

* Fixed the definition of 'Impact' trait for ranged weapons.

* Added 'Alpha Strike' powered armour upgrade.

* High-tech shields are now made of steel by default, adjusted their stats accordingly. This makes it easier to craft them from exotic materials.

* Added 'Hardlight Shield' electronics invention.

* Nanomedicine is now under the Medicine skill, starting at 90%. Removed the Xarani ability to use Medince in place of Electronics for this ability.

* Removed the % skill requirement from nanotech - all are available at 90% skill.

* Removed the 'Enhanced Constitution' nanomed, rolled its function into 'Adrenal Overload'.

* 'Adrenal Overload' now gives +3 DM and +20 Hit Points.

* 'Enhanced Speed' now gives 3 fatigue levels upon ending.

* Using 'Fiery Wreath's' flame blast ability ends the duration of the nanomed.

* Increased the circuit cost of 'Reanimate Dead', 'Reverse Aging' and 'Adrenal Overload'.

* 'Repair Bots' do their thing at the start of the subject's next turn.

* All nanomeds require 1 action to use.

* Tweaked (corrected and clarified) the wording on Matter Alignment psi power.

* Starship drones now use weapons of 1, 2, 3 and 4 slots in size for small, medium and large drones. This means plasma cannons, railguns etc.

* Removed MLRS from the starship weapons table (was replaced by mini-missile pod earlier, forgot to remove).

* Made mention in all longarm and heavy weapon talents that these abilities only apply to those weapons when used as hand-held. 

* 'Mounted Weaponry' talent now clarifies a little more about how weapons are used.

* Changed 'Gauss Specialist' starship weapons talent to instead grant Impact to ship mounted perforate weapons (that aren't missiles).

* 'Naval Gunnery' talent now also reduces clip change time for ship weapons to 1 round.

* 'Laser Attunement' now applies to lasers, masers and disruptors.

* Increased the agility bonus of drones by +10% each.

* Added 'Repair Bot Injector' robot upgrade.

* 'Sky' narcotic now imposes a penalty on use of the Psychic skill.

* 'Short Jump' starship manoevure requires 1 round to spin up, and 1 round to cool down afterward.

Nanomed balance (to bring it in to line between medicine and cybernetics).

* Corrected price and circuit requirements for nanomeds.

* 'Adrenal overload' grants +2 Damage Modifier instead of +5, but also grants +5 Hit Points. Androids lose Spirit at the instant of using this nanomed.

* 'Attuned protection' grants +5 DR not +10.

* 'Enhanced Speed' is now Quick to use but lasts for 1 minute.

* 'Forcefield' now grants +5 AP instead of +10, useful against all ranged attacks for 1 round.

* 'Latent Power' can increase the damage output of its psychic attack by spending more spirit points, and can now also probe minds. 

* 'Refractive Skin' now lasts 1 hour.

* 'Radiation Protection' now provides +5 AP vs radiation.

* 'Mental Resilience' is now correctly named in the nanomeds table (instead of Instil Courage).

August 2018 update and devblog

Hello everyone, I hope you're enjoying Sabre! This month is probably the last chance I'll have at a big update as my other committments are pulling me away from further development. I'm about to start a steampunk campaign so I've had a chance to go over the system and make some improvements (many of them suggested by other players), so let's get down to it.

Backgrounds

Background events recently received a big overhaul, and I've added a couple more options here. These are so good now that I've gone through and tweaked the balance of many backgrounds to compensate for the cool stuff you can get from background events. There's also some improvements to the abilities you get from Contacts, some of which were awesome and some which were not. Now they're all great!

2%

Many of the bonuses you'd get from abilities such as manoevures or talents would entail gaining +5% to a skill result, but in practice, this can add up to some crazy numbers. So I've pared back most of these bonuses were appropriate (mostly from talents) to 2% increments. To make up for this, most of those talents now only need to be taken once, and the bonus automatically increases as your skill goes up. I find the smaller increments to work in more subtle ways, and if you're using the scifi system you'll notice this effect a lot more.

Herbalism and Medicine

I needed to add some period-specific medicines for industrial era campaigns, so I reworked the medicine, narcotic  and herbalism system accordingly. It's now more balanced and comprehensive, and covers medicines throughout the ages, from low-tech to high-tech. Narcotics are handled better too, with more powerful options usually with a hefty cost if you get addicted! (remember kids, winners don't use drugs). Fantasy players only get the herbalism stuff of course, but there's some more options available here for strength and healing.

Spaaaaace

The other campaign I'm running is heavily starship-oriented, so naturally there's a lot of tweaks for this end of the system. There were too many attacks available for gunners, sentry drones etc, so things have been tamped down a bit. It's running a lot smoother so I think you'll enjoy the changes. Anyway, that's all I have time for this month, future tweaks will most likely be very minor! Peace.

 

v1.03 Scifi System

* Removed the brawn bonus from cybernetic arms.

* Starship hulls require 10 hours per hull part to build, reduced further by garage tools and toolkits. Only 1 garage tool is required to get started on construction.

* Vehicles and robots with pocket reactors that allow the recovery of fuel or spirit points use 1 charge of the reactor for every unit of fuel or spirit regained during the 8 hour rest period.

* Honed reflexes now grants its bonus to all types of evade skill checks.

Medicine/Herbalism overhaul

* Stipulated that the Diseased condition typically lasts for 7 days.

Herbalism:

* Lowered the cost of a glass vial to 5cr.

* A critical success on searching for herbs now yields double the normal result.

* 'Kahve' is now used in Spirit tonics.

* Added 'Coca' to the herbalism table, used for energy-related treatments, replaces 'Liquorice Root'.

* Added 'Passion Flower' to the herbalism table, used in sedatives.

* Added 'Tribulus' to the herbalism table, used in strength formulas.

* Added 'Relaxation Tonic' and 'Strength Tonic'.

* 'Pain Relief Tonic' now grants immunity from in pain condition and +1 natural AP.

* 'Energy Tonic' now uses Coca herb, ignores 1 fatigue level and gives +2% to all opposed skill check results for 1 hour. 

* 'Universal Tonic' now uses Passion Flower instead of Liquorice Root.

* 'Anti-Bacterial Tonic' now reduces the duration of illness from 7 days to 5.

* Adjusted prices of herbal tonics to factors of 10 (to include coverage of profit margin etc).

 

Medicines:

* Added 'Syringe' to the modern tools table.

* A critical success on creating medicine now simply increases results by +1.

* Removed the addiction chance of regular medicines - only narcotics have this chance now. 

* 'Firm Resolve' talent now lowers addiction chance to 5% at 90% Resolve skill, and removes it completely at 99% skill. 

* Removed 'Regen Stim'.

* 'Anti-Rads' are now high-tech.

* Medicines now operate in similar but increasingly effective ways through the eras in Sedatives, Healing and Antibacterial. 

* Narcotics now operate in similar but increasingly effective ways through the eras in Pain Killers, Spirit Restoration, Stimulants and Strength. 

 

* Added 'Occult Scion' industrial era backgrond to replace 'Lab Experiment'.

* Modified the android and automaton backgrounds to note that computers and robotics skills are replaced in the Industrial Era.

* Repair Bots nanomed now only repairs 1d6+1 per use.

* Some ship systems now have varying components and build time based on the hull size.

* Added 'Thrusters' core ship system.

* Adjusted weapon masterwork bonus to be +2%.

* Medium drones can use 2 slot weapons, and large drones can use 3 slot weapons.

* 'Mechanical Aptitute', 'Design Sense', 'Grain of Truth' and 'Subtle Threat' talents have been adjusted with the new +2% system.

* Clarified that starship armour plating upgrades made from exotic materials add that AP bonus to each side.

* 'Missile Precision' talent is now called 'Missile Power' as it was conflicting with a starship upgrade.

* Added Telemetry Station actions and reactions to the relevant section under Starships.

* Added 'Afterburner' action for starship drones, removing the manoeuvre of the same name.

* Removed 'Inspire Crew' and 'Stay Alert' starship command actions.

* Added 'Double Time' starship command action.

* Added 'Decisive Command' starship command reaction.

* Added 'Concentrate Fire' starship command action.

* Removed 'Lock Target' option from starship command actions.

* Masers are now blockable by shields.

* 'Laser Attunement' starship talent now also applies to masers.

* Added space for 'Perforate AP' lines to the starship defence sheet.

* Added a space for cloaking device details to the starship defence sheet.

* Added space for noting console AP on each sheet.

* Added 'Activate Cloak' action for the starship defence sheet.

* Added more space for ship upgrades on the engineering sheet.

* Doubled the cost of buying pre-made nanomeds in the Services section.

* Removed the skill % requirement column from powered armour upgrades. 

* Added 'Multi-Grenade Launcher' modern longarm weapon.

* Reactor upgrades add 100kw per upgrade instead of 200kw.

* Increased the cost and reduced the power of Demolex.

* Clarified the Tactical Surprise starship talent allows you to get the damage bonus on the same round as attacking on stealth, provided you quick lock or someone else gets a target lock for you.

* Revised the result bonuses from all abilities across the board. Instead of increments of +5%, they are now +2%.

* Removed 'Combat Mastery' talent.

* 'Combat Expertise' talent now grants +2% to a combat skill and automatically increases this bonus to +4% at 90% skill, and +6% at 99% skill.

* 'Ranged Defender', 'Honed Reflexes', 'Acrobatic Attack', 'Acrobatic Dodge', 'Fencer', 'Shield Bash', 'Commodities', 'Firm Resolve', 'Haggler', 'Organic Systems', 'Sharp Eyes', 'Robust Health', 'Stealthy', 'Hidden Power', 'Commanding Presence', 'Signature Damping', 'Shield Expert' talents now give automatic incremental bonuses as skill increases instead of needing to take the talent multiple times. This offsets the lower overall bonus.

* 'Missile Precision' talent has its bonus changed to +5 damage.

* 'Compensator', 'Laser Sight', 'Power Assist' weapon mods and 'Laser Pointer' and 'AR Visor' devices now have a +2% bonus instead of +5%.

* Clarfied that 'Guidance System' weapon mod only provides its bonus when a round is taken to lock the target properly (yes, even on starships).

* Reduced 'Shield Push' manoeuvre bonus to +2% per shield size.

* Adjusted bonus for 'Boost Defence', 'Reduce Signature', 'Power Shunt', 'Focus Targeting', 'Barrel Roll', 'Defensive Roll' starship manoeuvres.

* 'Empower Weapon' manoeuvre now grants +1 damage per point of cap instead of +2.

* Lowered bonus to 2% for 'Psychic Aegis', 'Rebellious Spirit'

* Lowered the additional penalty for 'Sap Morale' and 'Taunt' to -5%.

* Added costs for buying and implanting cybernetics to the Services section. Linked it from the Cybnernetics section.

* Radiation suits now have a listed duration time for their air supply.

* 'Strong Back' talent now simply lets you wear heavier backpacks, moved its bonus complete over to the backpacks.

* Added 'Reckless Driving' and 'Reckless Flying' manoeuvres.

* Added details on how to make Hull Parts to the Industrial Fabricator.

* Added 'Cybernetic Hybrid' android background.

* Lasers now blind their target on a critical hit for 1 round only.

* The 'Burn' trait now also lets the weapon ignore cover penalties. 

* Flamethrowers have gained the 'Burn' trait.

* Revised the Vehicle Condition table and effects. Now links to Hit Points directly. Androids and Robots/Automatons are no longer subject to this table.

* Added a separate Starship Condition table.

* Vehicle and starship turrets no longer have more space inside than out.

* Added Weapon Turret (HD) to vehicle & starship upgrades.

* Officer Academy can choose a political contact.

* Pleasure Droid can choose any contact.

* Monastery Orphan loses its Military contact option.

* Landowner can choose any contact.

* Informant correctly has 4 background events.

* Apprentice Mechanic loses Military contact option in favour of Craft.

* Street Urchin and Student can now also choose an Ecclesiastical contact.

* Adjusted the bonus for some Contacts (which were a bit lacking).

Political+1 Luck Point

Criminal +1 Reaction

Academic+1 Accolade at the end of each game session.

MercantileGet 10% more for things you sell (1/2 price + 10%)

Craft10% discount on materials also extends to invention components.

Nomadic +1 to Movement AND Hit Points.

* Commerce contacts will now also give you the Commerce skill if you don't have it.

* Added 'Clever' background event (gain 2 free manoeuvres).

* Adjusted some backgrounds for better balance (due to background events being more powerful and desireable now):

Street UrchinLoses Resolve, gains Locale

PerformerLoses EC on Acrobatics, +1 event

Art School+1 event

Brothel Orphan+2 events, loses Resolve gains Influence

Con Artist+100cr

Shop Assistant+1 event

Informant+2 events

Cat Burglar+1 event, criminal OR mercantile contact, not both

LabourerGains Mercantile contact option, +100cr

Pub Worker+1 event

Police Cadet+1 event

StudentAcademic contact instead of mercantile

Scavenger+1 event, loses Endurance, gains Insight

Space NomadSpaceship OR +2 background events.

Stranded Alien+1 event

Trader-1 event

Crafter’s Apprentice+200cr

Inheritor+1 event

Psi AcademyLoses Ecclesiastical contact option

Science InstituteMoney increased to 750

* Added 'Fire Everything' gunner manoeuvre at 99%.

* The range of all leadership manoevures is now 5 metres.

* The 'Decisive Leadership' talent now also doubles the range of leadership manoevures.

* Added 'Forced March' leadership manoevure.

* Added 'Never Surrender' leadership manoevure.

* 'Rallying Cry' leadership manoevure is now at 90%.

* 'Assault Formation' and 'Defensive Formation' leadership manoevures now last 1 round.

* 'Sawtooth Edge', 'Spikes', 'Stabilised' and 'Armour Piercing' low-tech weapon mods can be applied to low-tech thrown weapons.

* Added 'Proximity Trigger' grenade modification.

* 'Balanced' weapon mod can be applied to modern era thrown weapons.

* 'Disruptor Field' high-tech weapon mod can now be applied to high-tech thrown weapons, and simplified its bonus to add the 'Disrupt' trait, reduced time to implement this mod.

* 'Remove Safeties' mod can be applied to thrown weapons, and now deals damage in a 2 metre radius and damages the weapon for 1d6 AP.

* Added 'Maximum Firepower' gunner manoeuvre.

* 'Barrage' gunner manoeuvre now requires only 70% skill.

* 'Empower Weapon' gunner manoeuvre now has no minimum skill requirement.

* Added 'Overload Reactor' engineer manoeuvre.

* 'Power Shunt' and 'Reduce Signature' engineer manoeuvres have no minimum skill requirement and can be increased with addtional capacitor spent.

* 'Convert Fuel' engineer manoeuvre now requires only 70% skill to take.

* Removed EMP Grenades. Shock Grenades now have the 'Disrupt' trait.

* Stun Grenades now deal collision damage.

* Demolex is now 5 ENC

* 'Officer Academy' background has been tweaked. 

* Added a result table for when creating cybernetics.

* Clarified that installing or removing each cybernetic component requires a separate operation.

* Micro-Missiles now correctly have 0 ENC.

* The Augmented Torso now provides +4 Spirit instead of +2.

* The Augmented Skull now prevents the use of psi powers.

* Added details for making masterwork cybernetics to the crafting section, and the Advanced Design talent can be taken with the Electronics skill.

* Heavy missile pod and mini-missile pod for vehicles now have a clip size of 3 and the Burst trait. These weapons have also been added to the starship weapons section.

* Removed the MLRS (replaced by heavy missile pod).

* Stipulated that the Drive skill also provides knowledge of road rules, and is needed for driving in a city or other complicated location.

* Disruptors now need to damage their targets to drain Spirit Points or Capacitor.

* Increased the towing weight of the grappler and tractor beam upgrades. Also added a top speed for when towing ships.

* Added 'Teleporter' starship upgrade.

* Ship's cloaking device uses 1 slot per hull class size. 

* Added 'Collision Buffer' starship upgrade.

* 'Sentry Networking' and 'Robotics Networking' are now limited to one extra minidrone, sentry or robot each. Now requires 90% skill to take.

* The Annihilator Warhead invention can now be adapted for use on a variety of high-tech missiles.

* Added 'Breach Pod' ship upgrade.

* Most Electronic Engineering inventions that used the Computers skill to operate now use the Electronics skill to operate.

* Sentry turrets and mini-drones now use the Electronics skill for their attacks, and their skill advances on failures.

* Expanded details on using mini-drones, and added 'Armour Plate' upgrade.

* 'Networking' computer talent has been removed, replaced by 'Sentry Networking' for electronics, 'Robotic Networking' for robotics and 'Weapon Networking' for heavy weapons on starships and vehicles.

* 'Linked Weapon' upgrades for vehicles and starships now clarify that the linked weapons are treated as a single weapon, but damage is rolled separately.

* 'Encryption' computers talent now requires 70% skill to obtain. 'Advanced Encryption' now requires 90% skill.

* 'Demolition Rig' robot upgrade now gives a damage modifier bonus instead of raw damage.

* Updated the reference to vehicle ram damage to 'collision' instead of bludgeoning.

* Altered the language on the 'onboard power' automaton manoeuvre.

* Chalcedony or Moonstone gems now also allow a carapan to restore 1d4 armour points.

* 'Gunsmoke' longarms talent is now called 'Low Profile', because lasers don't use black powder. 

* Corrected the title of 'Lightning Riposte' blade talent (had accidentally renamed to 'Electrical Riposte').

* Added 'Precision Strike' longarm manoeuvre.

* 'Target Subsystem' and 'Precision Strike' manoeuvres have been altered to work just like the starship version, where you still have to get through vehicle's AP to hit the subsystem.

* Focused Shooting manoeuvre is now called 'Focused Fire', adds Impact trait in addition to dealing extra damage.

* 'Balanced' and 'Circuitry Calibration' weapon mods now only require 1 hour per weapon ENC to apply.

* Added some upgrade options to Steam Exoskeleton invention.

* Updated the starship ramming damage table with new Class size designations.

* Altered the vehicle combat system to use the same critical damage system as starships for greater detail and realism.

* Lowered the AP on engines and some propulsion systems.

* Added 'Extension' modern era Barrel Mod. Reduced build time for all barrel mods. 

* Added 'Magnetic Resonator' weapon mod.

* Updated the character sheet with space for weapon reload time and SIZ in the weapons section.

* Creating starship hulls using the Starship Design talent require 1 Hull Part per 10 Hit Points, not 2.

* Increase the time to use Hull Parts from 1 hour to 2.

____________________________________________________________

v2.85 Fantasy Premium Edition

Herbalism:

* Lowered the cost of a glass vial to 5sp.

* A critical success on searching for herbs now yields double the normal result.

* 'Kahve' is now used in Spirit tonics.

* Added 'Coca' to the herbalism table, used for energy-related treatments, replaces 'Liquorice Root'.

* Added 'Passion Flower' to the herbalism table, used in sedatives.

* Added 'Tribulus' to the herbalism table, used in strength formulas.

* Added 'Relaxation Tonic' and 'Strength Tonic'.

* 'Pain Relief Tonic' now grants immunity from in pain condition and +1 natural AP.

* 'Energy Tonic' now uses Coca herb, ignores 1 fatigue level and gives +2% to all opposed skill check results for 1 hour. 

* 'Universal Tonic' now uses Passion Flower instead of Liquorice Root.

* 'Anti-Bacterial Tonic' now reduces the duration of illness from 7 days to 5.

* Adjusted prices of herbal tonics to factors of 10 (to include coverage of profit margin etc).

 

* Stipulated that the Diseased condition typically lasts for 7 days.

* Removed 'Combat Mastery' talent.

* Adjusted weapon masterwork bonus to be +2%.

* 'Mechanical Aptitute', 'Design Sense', 'Grain of Truth' and 'Subtle Threat' talents have been adjusted with the new +2% system.

* 'Combat Expertise' talent now grants +2% to a combat skill and automatically increases this bonus to +4% at 90% skill, and +6% at 99% skill.

* Honed reflexes now grants its bonus to all types of evade skill checks.

* 'Ranged Defender', 'Honed Reflexes', 'Acrobatic Attack', 'Acrobatic Dodge', 'Fencer', 'Shield Bash', 'Commodities', 'Firm Resolve', 'Haggler', 'Sharp Eyes', 'Robust Health', 'Sneaky' talents now give automatic incremental bonuses as skill increases instead of needing to take the talent multiple times. This offsets the lower overall bonus.

* Reduced 'Shield Push' manoeuvre bonus to +2% per shield size.

* Lowered bonus to 2% for 'Rebellious Spirit'. 

* Lowered the additional penalty for 'Sap Morale' and 'Taunt' to -5%.

* 'Strong Back' talent now simply lets you wear heavier backpacks, moved its bonus complete over to the backpacks.

* Monastery Orphan loses its Military contact option.

* Landowner can choose any contact.

* Street Urchin and Student can now also choose an Ecclesiastical contact.

* Adjusted the bonus for some Contacts (which were a bit lacking).

Noble+1 Luck Point

Criminal +1 Reaction

Academic (replaces Arcane) +1 Accolade at the end of each game session.

MercantileGet 10% more for things you sell (1/2 price + 10%)

Craft10% discount on materials also extends to invention components.

Nomadic +1 to Movement AND Hit Points.

* Adjusted some backgrounds for better balance (due to background events being more powerful and desireable now):

Street UrchinLoses Resolve, gains Locale

PerformerLoses EC on Acrobatics, +1 event

Brothel Orphan+2 events, loses Resolve gains Influence

Con Artist+100cr

Shop Assistant+1 event

Cat Burglar+1 event, criminal OR mercantile contact, not both

StudentAcademic contact instead of mercantile, 100cr instead of 200cr

Crafter’s Apprentice+200cr

Inheritor+1 event

* 'Sawtooth Edge', 'Spikes', 'Stabilised' and 'Armour Piercing' low-tech weapon mods can be applied to low-tech thrown weapons.

* The range of all leadership manoevures is now 5 metres.

* The 'Decisive Leadership' talent now also doubles the range of leadership manoevures.

* Added 'Forced March' leadership manoevure.

* Added 'Never Surrender' leadership manoevure.

* 'Rallying Cry' leadership manoevure is now at 90%.

* 'Assault Formation' and 'Defensive Formation' leadership manoevures now last 1 round.

* Added 'Chosen' background event.

* Added 'Clever' background event.

* 'Gunsmoke' longarms talent is now called 'Low Profile'. 

 

v1.70 Fantasy Basic Edition

* Stipulated that the Diseased condition typically lasts for 7 days.

* 'Mechanical Aptitute', 'Design Sense', 'Grain of Truth' and 'Subtle Threat' talents have been adjusted with the new +2% system.

* 'Masterful Dodge' is now correctly called 'Swift Movement'.

* Honed reflexes now grants its bonus to all types of evade skill checks.

* 'Ranged Defender', 'Honed Reflexes', 'Acrobatic Attack', 'Acrobatic Dodge', 'Shield Bash', 'Firm Resolve', 'Robust Health', 'Sneaky' talents now give automatic incremental bonuses as skill increases instead of needing to take the talent multiple times. This offsets the lower overall bonus.

* Reduced 'Shield Push' manoeuvre bonus to +2% per shield size.

* 'Strong Back' talent now simply lets you wear heavier backpacks, moved its bonus complete over to the backpacks.

 

Herbalism:

* A critical success on searching for herbs now yields double the normal result.

* 'Kahve' is now used in Spirit tonics.

* Added 'Coca' to the herbalism table, used for energy-related treatments, replaces 'Liquorice Root'.

* Added 'Passion Flower' to the herbalism table, used in sedatives.

* Added 'Tribulus' to the herbalism table, used in strength formulas.

* Added 'Relaxation Tonic' and 'Strength Tonic'.

* 'Pain Relief Tonic' now grants immunity from in pain condition and +1 natural AP.

* 'Energy Tonic' now uses Coca herb, ignores 1 fatigue level and gives +2% to all opposed skill check results for 1 hour. 

* 'Universal Tonic' now uses Passion Flower instead of Liquorice Root.

* 'Anti-Bacterial Tonic' now reduces the duration of illness from 7 days to 5.

* Adjusted prices of herbal tonics to factors of 10 (to include coverage of profit margin etc).

 

Background Stuff

* Landowner can choose any contact.

* Street Urchin and Student can now also choose an Ecclesiastical contact.

* Adjusted the bonus for some Contacts (which were a bit lacking).

Noble+1 Luck Point

Criminal +1 Reaction

Academic (replaces Arcane) +1 Accolade at the end of each game session.

MercantileGet 10% more for things you sell (1/2 price + 10%)

Nomadic +1 to Movement AND Hit Points.

* Adjusted some backgrounds for better balance (due to background events being more powerful and desireable now):

Street UrchinLoses Resolve, gains Locale

PerformerLoses EC on Acrobatics, +1 event

Brothel Orphan+2 events, loses Resolve gains Influence

Con Artist+100cr

Shop Assistant+1 event

Cat Burglar+1 event, criminal OR mercantile contact, not both

StudentAcademic contact instead of mercantile, 100cr instead of 200cr

Crafter’s Apprentice+200cr

Inheritor+1 event

* Added 'Chosen' background event.

* Added 'Clever' background event.

July 2018 update and changelog notes

Hi everyone, we've got a bunch of fixes and improvements for the scifi system, and of course some of them carry over to the fantasy system too! Let's get started:

Background Events have undergone an overhaul. I didn't find gaining additional contacts compelling (and tended to re-roll those ones) so I've replaced them with more skill buffs and other interesting effects. There are more negative background events too, though I've reduced the chance of them showing up from 11% to 7%.

I've brought the Healing skill into line with the scifi system, where it's a background-only skill. It takes years to learn how to do surgery! I've also adjusted it so it requires the pain-relief tonic (or anaesthetic in modern and high-tech settings) or it incurs a -20% skill penalty. It's hard to mend wounds when someone is screaming so much!

The tables listing cost and time for learning skills, spells, manoevures and inventions have all been revised to include higher levels of intelligence, and I felt that spells should be learned a bit faster so the cost for those has come down quite a bit. 

For the scifi system, I'm expanding information for pre-modern settings, under the new Industrial Era, which covers 19th century weapons, and other related things. I'll be running a steampunk campaign in the near future and this will give me a chance to see what I can do to improve this area of the system. I gave the clockwork and steam inventions an overhaul too, so I think it'll work pretty well :) I'll expand upon this further as the game gets underway.

Fear not, the starship system has had a lot of fixes too, with better information clarifying a number of mechanics. We've been having a blast with our current Bridge Crew campaign and it's been a great opportunity to tweak a number of issues. That's all for this month, check out the changelog notes below for more detail!

 

v1.02 scifi core rulebook

New Stuff!

* Added an Industrial Era, with its own backgrounds, weapons and inventions. 

* Added 'Mechanical Man/Woman', 'Revived Human', 'Living Engine', 'Steam Contraption', 'Game Hunter' and 'Explorer'  Industrial era backgrounds.

* Added 'Telemetry Lock' starship manoeuvre.

* Added 'Activate Cloak' starship defensive systems action.

* Added 'Focused Laser' upgrade for the Tactical Analyser.

* Added 'Stealthy' background event.

* Added 'Slow' negative background event.

* Added 'Unlucky' negative background event.

* Added 'Mini-Drone' and 'Signal Disruptor' electronics inventions.

* Added 'Steam Parts' and 'Clockwork Parts', specifically for use with low-tech (steampunk) inventions and adjusted these inventions appropriately.

* Added 'Ramming Speed' pilot starship manoeuvre.

* Added details about what masers are and how they work.

* Added 'Shell' weapon trait, similar to missile trait but doesn't count as a missile for modification purposes.

* Added '20mm Elephant Gun' and 'Punt Gun' Industrial era firearms.

* Added 'Cone' trait details to ranged weapon traits list.

* Added new 'Blast Shield' high-tech mechanical invention.

* Added 'Miner' prospecting talent.

 

Fixes and Improvements

* Ship hull sizes are now expressed in 'Class', so as not to confuse their size with vehicles. i.e. Compact hull is now Class 1, Colossal hull is now Class 7.

* Corrected a reference in the starship Drones section: drones do not need to be made of Auldsteel parts.

* Titanium is only usable to make ranged weapons (it can't hold an edge and is too light to deliver melee damage).

* The 'Disrupt' ranged weapon trait now has a number attached to it, designating how many spirit points or capacitor are drained on a successful hit.

* Added rifle-sized disruptors as an option for vehicles. 

* Disruptor clip size has been set to 5 for each type.

* Clarified how long it takes to arrive at a damaged system depending on your character's speed (under Emergency Repairs). 

* Anaesthetic now adds +4 Hit Points to the result when used with the Healing skill. 

* Some medicines and narcotics are now available in the Industrial era.

* Failure to use pain relief or anaesthetic with the Healing skill applies a -20% penalty.

* EMP grenades have increased in price.

* 'Z-axis Shift' starship  manoeuvre is now called 'Emergency Evade' for clarity.

* 'Flank Speed' starship manoeuvre and 'Ramming Speed' action have been replaced with the 'Afterburner' pilot action.

* 'Barrel Roll', 'Boost Defence' and 'Overcharge Shield' manoeuvres now provide a bonus limited by pilot skill. All only provide this bonus to one defensive action.

* 'Precognition' psi power now stipulates that its bonuses are for use in combat.

* If there is no system installed at a particular location during a critical hit, hull damage is done instead.

* Expanded starship Critical Hit table to explain what happens if a system goes down.

* Explained a little more about how dealing with emergency repairs, breaches and fires works.

* Explained that if the IRF is inactive, moving more than 1sq per round causes collision damage to the crew.

* Debris fields cause a Cloaking Device to reveal your position.

* Added a note that paying someone else to upgrade inventions costs double the listed cost of circuits/parts.

* The 'Hazard Suit' invention now correctly uses Computers as its control skill.

* Most invention upgrades now have skill level requirements.

* All ships can attempt to detect cloaked ships, but with a -40% result penalty to the scan. This is obviously mitigated with sensor system upgrades (There used to be a seperate system to add to detect cloaked ships, this was removed at some point though it is visible on some pre-made ship templates.)

* The 'Soldier' background event has been replaced by 'Brawler', giving you more Unarmed skill points.

* The 'Merchant' background event has been adjusted to give the Commerce skill instead of a contact, now called 'Trader'.

* The 'Priest' background event has been replaced with 'Energetic', reducing the duration of fatigue levels.

* The 'Politician' background event has been replaced with 'Driver', giving you the Drive skill.

* The 'Scholar' background event has been replaced with 'Learned', granting you an extra skill.

* The 'Cop' background event has been replaced with 'Runner', granting extra movement.

* The 'Criminal' background event has been replaced with 'Hauler', granting the Strong Back talent.

* The 'Gem' background event is now fixed at a stone worth 100cr.

* The 'Resistant' background event now offers Bludgeoning and Collision instead of Laser or Plasma damage resistance.

* The 'Talented' background event can now be any talent you qualify for, not just general talents.

* The 'Device' background event has been expanded to 6 possible items.

* Negative background events now have a 7% chance of occuring instead of 11%.

* The 'Stolen' background event has been tweaked so you lose half your starting money, and is now called 'Theft'.

* The 'Framed' negative background event stipulates that you lose the bonus gained from the contact you lost.

* The 'Guidance' weapon mod now only grants its bonus on targets 250cm or larger.

* Starship Thruster upgrades now use slots based on their hull class.

* The slot penalty for Streamline hull types is now -2 per hull class instead of -5.

* A ship's Fuel Reserve upgrade now grants +5 fuel instead of +3.

* Added baseline sensor stats to the sensor system section.

* The 'Networking' talent now also applies to mini-drones.

* 'Repair Bots' nanomed now use 2 Spirit or 2 Fuel to do their thing.

* The Maxim Gun now lists 7mm is its ammo type.

* The cost of plasma grenades and Demolex has been increased.

* The Disable weapon trait now does not require damage to be dealt.

* Gems of 200cr value can also be used to heal AP on a carapan.

* Revised 'Steam Exoskeleton' and 'Clockwork Golem' abilities.

* 'Machine Press' invention primarily produces Steam Parts, but can be used to produce regular Parts too if that's available in the campaign.

* The 'Steam Car' invention can now receive modern-era vehicle body upgrades.

* Adjusted Skill, Manoeuvre, Invention & Psychic tables to cover higher levels of INT. Normalised the Attribute score levels for each table to match.

* The Clockwork talent has been moved from Mechanisms back to Science.

* Added more detail to the Clockwork Robot invention.

* Increased the value of the property for the Landowner background.

* Vehicle 'Subsystem Armour' upgrade now just adds a flat 10 AP to a subsystem, reduced weight.

* Removed 'God of War' manoeuvre from the Threat Level calculation (just include extra damage from this as part of your damage calculation).

* Cleared up the language on 'God of War' manoeuvre.

* Altered the text on 'Enhanced Speed' nanomed so that xarani don't get 2 extra actions.

* Increased the encumbrance and damage of the high-yield explosive invention.

* Splinter arrows no longer deal fire damage.

* Maser stats have been tweaked - Maser cannon uses more cap, range for both reduced, fire damage instead of laser, damage output reduced.

* Adjusted how fires work on board ships.

* Updated the 'Powered Armour' invention construction details.

* Attacking drones with standard starship weapons incurs a -40% result penalty.

* Tweaked the language on the 'Wrist Radar'.

* The Compact Assault Weapon is now more expensive.

* A ship's Capacitor recharge rate is now based on the current maximum Capacitor, not the number of reactor upgrades.

* 'Twin Shooters' trait is now called 'Gunslinger', expanded with additional single-pistol Burst effects.

* Fabricators now use 1 Part per ENC instead of 2.

* Clarified that devices and high-tech weapons use circuits in addition to Parts when making them in the fabricator.

* Blast Shield is now called Battle Shield, to not clash with the blast shield invention.

* Corrected the text on Energy Armour description to note that this AP isn't reduced by weapons fire.

* Expanded the description of the 750cr gemstone effect for Crystal Alchemy.

* Linked the two nuclear inventions listed on the Devices page.

* Added a stealth result modifer to the robot size table.

* Silicone Sealant can now be used as much as needed if carapan is below half maximum HP, 1 use per tube.

* 'Rock Solid' carapan manoeuvre becomes Quick to use at 99% skill.

* 'Expert Forager' and 'Master Forager' talents now can also apply to Prospecting.

* 'Forager' herbalism talent now yields double the normal result for a success or critical.

* 'Diamondback' talent now grants its laser bonus against plasma weapons as well, and notes that a diamond worth 10000cr now counts as eating two 5000cr diamonds.

* 'Diamondback' talent now also grants its +1 AP bonus per diamond to Hit Points as well.

 

v2.84 fantasy premium edition core rulebook

* Corrected the currency type for herbal tonics (from cr to sp).

* Added 'Stealthy' background event.

* Added 'Slow' negative background event.

* Added 'Unlucky' negative background event.

* Added 'Miner' prospecting talent.

* Failure to use pain relief tonic with the Healing skill applies a -20% penalty. Pain relief tonic also grants +1 to Healing skill result.

* The Healing skill is now a background-only skill (surgery takes years to learn!)

* 'Precognition' psionic spell now stipulates that its bonuses are for use in combat.

* The 'Soldier' background event has been replaced by 'Brawler', giving you more Unarmed skill points.

* The 'Merchant' background event has been adjusted to give the Commerce skill instead of a contact, now called 'Trader'.

* The 'Priest' background event has been replaced with 'Energetic', reducing the duration of fatigue levels.

* The 'Politician' background event has been replaced with 'Driver', giving you the Drive skill.

* The 'Scholar' background event has been replaced with 'Learned', granting you an extra skill.

* The 'Cop' background event has been replaced with 'Runner', granting extra movement.

* The 'Criminal' background event has been replaced with 'Hauler', granting the Strong Back talent.

* The 'Gem' background event is now fixed at a stone worth 100sp.

* The 'Resistant' background event now offers Bludgeoning, Necrotic & Collision damage in place of the old selection.

* The 'Talented' background event can now be any talent you qualify for, not just general talents.

* Negative background events now have a 7% chance of occuring instead of 11%.

* The 'Stolen' background event has been tweaked so you lose half your starting money, and is now called 'Theft'.

* The 'Framed' negative background event stipulates that you lose the bonus gained from the contact you lost.

* Adjusted Skill, Manoeuvre,& Magic tables to cover higher levels of INT. Normalised the Attribute score levels for each table to match, and overall lowered the time for learning spells.

* 'Twin Shooters' trait is now called 'Gunslinger', expanded with additional single-pistol Burst effects.

* 'Expert Forager' and 'Master Forager' talents now can also apply to Prospecting.

 

* 'Forager' herbalism talent now yields double the normal result for a success or critical.

 

v1.69 fantasy basic edition core rulebook

* Corrected the currency type for many entries (from cr to sp).

* Added 'Strong Back' talent.

* Added 'Stealthy' background event.

* Added 'Slow' negative background event.

* Added 'Unlucky' negative background event.

* Failure to use pain relief tonic with the Healing skill applies a -20% penalty. Pain relief tonic also grants +1 to Healing skill result.

* The Healing skill is now a background-only skill (surgery takes years to learn!)

* The 'Soldier' background event has been replaced by 'Brawler', giving you more Unarmed skill points.

* The 'Merchant' background event has been adjusted to give the Commerce skill instead of a contact, now called 'Trader'.

* The 'Priest' background event has been replaced with 'Energetic', reducing the duration of fatigue levels.

* The 'Politician' background event has been replaced with 'Driver', giving you the Drive skill.

* The 'Scholar' background event has been replaced with 'Learned', granting you an extra skill.

* The 'Cop' background event has been replaced with 'Runner', granting extra movement.

* The 'Criminal' background event has been replaced with 'Hauler', granting the Strong Back talent.

* The 'Gem' background event is now fixed at a stone worth 100sp.

* The 'Resistant' background event now offers Bludgeoning, Necrotic & Collision damage in place of the old selection.

* The 'Talented' background event can now be any talent you qualify for, not just general talents.

* Negative background events now have a 7% chance of occuring instead of 11%.

* The 'Stolen' background event has been tweaked so you lose half your starting money, and is now called 'Theft'.

* The 'Framed' negative background event stipulates that you lose the bonus gained from the contact you lost.

* Adjusted Skill, Manoeuvre,& Magic tables to cover higher levels of INT. Normalised the Attribute score levels for each table to match, and overall lowered the time for learning spells.

* 'Twin Shooters' trait is now called 'Gunslinger', expanded with additional single-pistol Burst effects.

June 2018 update and changelog notes

Hi everyone, we've got some big updates for the scifi system, and some related tweaks for the fantasy system, and an announcement about the future of sabre.

Let's just get that big announcment out of the way. I've signed a deal with a US publisher for my series of fantasy novels which are being edited and touched up at this moment! This basically means I'm now a professional novelist, which unfortunately means I no longer have time to continue the artwork for the system, specifically the bestiary. Thankfully I managed to finish the scifi system before this came along!

I'm still running games and tweaking things as necessary, but I won't be doing any more major updates to the system for the foreseeable future. I had planned on adding genetics to the scifi system, and a siege warfare section, more maps, modules etc, but yeah, obligations come first. On the plus side, there's a posibility that I'll be able to pay someone else to finish/redo the art, we'll have to see how things go.

Science!

Okay, scifi updates. Firstly, a new species that is *highly* experimental (i.e. hasn't been playtested yet) is the Veiran. Here's a shiny picture :D

They're sentient, psychic virus clouds with a partial physical presence in the world, held together by force of will (and science!) The original idea was for a sort of energy-based life form, but how they'd interact with the physical world proved to make it rather complex to use. So they're a virus and therefore physical in nature, but they can generate electrical charges and concentrate their gaseous form to manipulate physical objects. They're also able to infect and even take over non-sentient animals and machines for a brief time too, so they should be pretty exciting to play! My beta team and I are experienced enough to balance things in advance (at a theoretical level), but you never know how things will work out, so I *think* they should be fine, but might end up being too weak or too strong. We can always adjust things later :)

As a consequence, the Mentari have lost their native psychic skill, but they've retained their innate telepathy ability which now works more effectively. They now have a native science skill instead, which fits much better with the bonus traits which tend to be crafting related. 

The carapan species have lost their temperature related bonus, which proved to be based too much on the whims of the GM, so instead, they have a new gem-based ability which functions a lot like medicines and nanotech, giving them a lot more flexibility. As such, the prospecting and gem tables have been expanded for more granularity in gem and jewel types, which works for regular gameplay as well as for this species. 

Otherwise, there's a lot of calibration of numbers and clarifying of concepts throughout the manual, as noted in the changelog notes below. That's all for this month, have fun!

____________________________________________________

v2.83 Sabre Fantasy Premium Core Rulebook

* Bodkin arrows are now more expensive.

* Added bolt of cloth (silk) to the tools list.

* Expanded the gem and jewels table for more granular results, including the prospecting table.

* 'Fast Mover' manoeuvre bonus has been reduced to -10%.

* Added 'Counterpunch' martial arts manoeuvre.

* 'Solid Defence' martial arts manoeuvre grants +2 SIZ increases instead of 1.

* Changed all references to mail into chain (chain shirt etc).

* Expanded the 'Teach' skill to cover talents and manoeuvres.

 

v1.68 Sabre Fantasy Basic Core Rulebook

* Bodkin arrows are now more expensive.

* Added bolt of cloth (silk) to the tools list.

* Expanded the gem and jewels table for more granular results.

* 'Fast Mover' manoeuvre bonus has been reduced to -10%.

* Changed all references to mail into chain (chain shirt etc).

* Expanded the 'Teach' skill to cover talents and manoeuvres.

 

v1.01 Sabre Scifi Core Rulebook

New Stuff!

* Added high-tech arrows/bolts.

* Added Shock Grenade.

* Added bolt of cloth (silk) to the tools list.

* Added 'Advanced Bowstring' modern and high-tech weapon mod.

* Added 'Nanobot Gun' device.

* Added 'Repair Bots' nanotech.

* Added 'Heavy Plating' and 'Ammo Feed' upgrades to Improvised Armour invention.

* Added 'Reactive Armour' upgrade for vehicles.

* Added 'Missile Rack' upgrade for powered armour.

* Added 'Crystal Alchemy' carapan talent to enable them to gain special effects from all sorts of gems.

* Added Veiran ship design philosophy.

* Added the formula for Silksteel to the large fabricator description.

* Added the Veiran species.

* Added 'Fortify Hull' ship upgrade and added space for Damage Reduction to the defence sheet.

* Added 'Stealth Mode' vehicle upgrade.

 

Changes

* Healing skill is used for installing cybernetics even on androids.

* Networking talent now specifically mentions robots, sentry turrets and starship turrets.

* Incendiary grenades are more expensive and deal 1d20+4 damage.

* Bodkin arrows and Explosive-tipped arrows are now more expensive.

* Damage dice progression goes from 1d20 to 2d12 (instead of 3d10).

* Added information to the crafting section on what's needed to craft explosives.

* Noted under fabricator details that modern ammunition uses the Improvised Ammuniton invention info to produce ammo, but in half the listed time.

* Increased the damage on Plasma cannons and railguns.

* Silksteel armour is now appropriately priced for its crafting materials.

* Exoskeletons now list the benefits of being built from exotic materials.

* Combat Expertise talent now correctly lists Heavy Weapons skill as an option.

* Added information about a vehicle's agility bonus to the chassis and vehicle combat sections, as well as starship Reactions and Ramming sections.

* Micro power cells are now correctly listed as 0 ENC, and Large Power Cells are 3 ENC.

* Full-auto shotgun clips now have 30 shells.

* Increased STR bonus for Improvised Armour invention.

* 'Improved Ride' vehicle upgrade is now called 'Off-Road Suspension', for wheeled vehicles only.

* Robot fist upgrades remove the use of Unarmed-class weapons.

* Saw blades robot upgrade now gives only +1 DM.

* Demolition Rig robot upgrade now gives a +2 damage bonus instead of damage modifier.

* Electronic and Mechanical Engineering talents now only require 2 Parts per HP to make engines, correctly based on their Armour Points not their Hit Points (which they don't have).

* 'Impair Movement' archery and thrown weapon talent doesn't affect vehicles.

* 'Sideswipe' vehicle manoeuvre changed so that you take only half of the collision damage.

* Carapan are nourished for one day for every 10cr of gem value, increased from 5cr.

* Removed the benefits of low temperatures for carapan.

* Expanded the gem and jewels table for more granular results, including the prospecting table.

* Noted that piloting a ship in space without the Space Pilot talent incurs a -20% skill penalty.

* Increased the chassis weight on Heavy Duty and larger vehicle chassis.

* Increased the damage on the 'Compact Explosive' invention to 1d8+8

* Added information about the time to get into and out of an exoskeleton.

* Removed the 'Weapon Brace' powered armour upgrade.

* Upgrades to powered armour must be of the same material type.

* The 'Heavy Duty Suspension' powered armour upgrade applies to both legs.

* Corrected prices and stats for Heavy Disruptors, Interceptor missiles, Heavy & Light missile pods and 20mm cannon.

* MLRS Now uses heavy missiles and its clip size is larger.

* 'Fast Mover' manoeuvre bonus has been reduced to -10%.

* Added description for the 'Detonate' ability.

* Diamondback talent and robot Armour Plating upgrades means you are effectively wearing medium armour for the purposes of qualifying for light armour talents and manoeuvres.

* Mentari have lost their native psychic abilities, and gained the science skill by default. Their species manoeuvre uses Resolve instead of Psychic.

* Clarified 'Bio Enhancer' 'Efficient Conduits' upgrade.

* Added a note in the Raising Attributes section on raising attributes when using cybernetics.

* Added a note on what the 'Bypass' weapon trait does.

* 'Counterpunch' martial arts manoeuvre cannot be defended against.

* 'Solid Defence' martial arts manoeuvre grants 2 SIZ increases instead of 1.

* 'Mneumonic Enhancer' cyber upgrade gives WIL instead of INT.

* Reactor upgrades now also increase reactor fuel usage for every 5 installed.

* Increased slot requirement for Particle Accelerator and Mass Driver ship weapons.

* 'Berserker', 'Bloodlust' and 'Righteous Fury' talents sap Spirit Points instead of applying fatigue when used by automatons or androids.

* AMT's and industrial fabricators can create clothing from bolts of cloth.

* A full set of armour plating on an exoskeleton grants immunity to suppression effects.

* Ship hulls now have a baseline atmospheric speed listed for each one. Moved 'stardrive range' reference to the stardrive system, since it's the same for every hull.

* All basic hulls are 'Open Form' type, but you can choose a Streamline hull which doubles listed Atmo speed but reduces slots.

* Thruster Upgrades now grant +50% to atmo speed.

* Changed all references to mail into chain (chain shirt etc).

* Noted the time required for the vehicle repair system to work.

* Corrected references to nanotech which still listed titanium as a requirement (now says circuits).

* Expanded the 'Teach' skill to cover talents and manoeuvres.

* Masterwork Toolkits are now know as Specialist Toolkits (to differentiate with masterwork items).

* Increased the weight of Large and Very Large chassis.

* Increased the slot requirements for the two largest engine sizes.

* Increased the power output of the smallest engines by +5.

 

v1.01 Sabre Scifi Encounters 

* Updated incorrect instances of the Targeting System upgrade on robot templates.

* Fixed AP calculations for robot templates.

* Fixed a link that erroneously read 'Venator Prowler', renamed to 'Crook'.

* Updated instances of Two Weapons and Dual Wield talents on npcs, removed Twin Weapon Defence.

* Updated templates for all modern ground electric vehicles, and most of the ICE vehicles (using the proper layout and with correct calculations).

 

 

May 2018 Devblog and Update

Hi everyone! Today (technically yesterday) I finally released the scifi edition of sabre, after a heavy development burn for the past 10 months. It turns out I needed all of that time to give it a thorough testing, and I want to send out my thanks for the development test groups who gave it a proper going-over during this time. 

Development could have gone on for another month, as we came up with another species to add (an energy creature), plus I still want to add genetics to the science area too, but they would both require extensive testing and it was time to get it out there. These items will come along in the future, once we've sorted things out and given them a good test! 

So today, we've just got an update for the fantasy system to bring it into line with the usual core rules development. I've expanded the abilities for athletics and acrobatics manoeuvres, and added a new backpack system to let you carry more than before. Spirit Surge received a tweak, and I improved the artwork for the saerids too. 

My artwork evolved steadily over the development of the scifi system, so I'm now looking at the older style in the fantasy manuals with mild disgust! Okay they're not that bad, but I'll eventually have to come back and do something better. The first priority now is to continue work on the bestiary art, which is still roughly half-way completed. I think I'm going to change styles at this point, eschewing the backgrounds and focusing on the creatures themselves, in accordance with my current skill level. The results will be cleaner and more realistic, and yes this means some of the earlier works will be redone too. At least I don't have any other major projects on the horizon, so I can just focus on the art for now! 

I might start my next novel in the near future too, but I would like to get a free introductory adventure done for scifi as well. I have something lined up, one of the adventures I ran for the test group in the not too distant past. In the long term, once the manuals are complete, I'd like to just make adventures for both systems, translating some of the modules I still have written up from the last ten years of running stuff (using a computer, prior to that was all on paper or improvised on the spot, and therefore I don't have records of). 

So if scifi rpg's are your thing, check out sabre scifi - I actually prefer running this over the fantasy setting these days, which is surprising since prior to two years ago I didn't have much interest in sci rpgs! Peace out.

___________________________________________________________

v2.82 Premium Fantasy

* Updated the Example Character with current rules.

* Added a spot on the inventory sheet for backpack type and bonus.

* Removed the pet background event (if you want a pet, take animal training!)

* Removed 'Quick Dodge' acrobatics manoeuvre as it's already under Evade.

* Added 'Free Running' and 'Wall Run' acrobatics manoeuvres.

* 'Spirit Surge' action can only be used in combat.

* Added a new backpack system under Tools which combines with the 'Strong Back' talent to allow you to carry even more. 

* Reduced the bonus from the 'Strong Back' talent from +3 to +2 ENC.

* 'Spirit Abilities' section is now simply 'Manoeuvres', since Magic has its own heading.

* Added 'Fast Jump', 'Standing Start' and 'Agile Avoidance' Athletics manoevures.

* Updated the saerid artwork.

___________________________________________________________

v1.67 Basic Fantasy 

* Updated the Example Character with current rules.

* 'Spirit Abilities' section is now simply 'Manoeuvres', since Magic has its own heading.

* 'Spirit Surge' action can only be used in combat.

Fantasy 2.81 Update and April Devblog

Hello there, it's time for the monthly update for Sabre! We'll start with a quick overview of the tweaks for the fantasy system, which of course came from core improvements to Sabre developed while I'm running the scifi version. 

Dual Wielding

Last month, I made some changes to the Bestiary with regards to the number of attacks a monster could get, and after some discussion, we've come up with a smoother way to apply two-weapon fighting rules as well. The basic idea here is that extra attacks slow down the combat, and by streamlining the process it yields more time for roleplay, problem solving or even more combat! 

You can think of an attack roll as a sort of montage, taking place over a few seconds where multiple attacks can occur in sequence. So while using two weapon fighting styles, instead of making a second attack roll, you use the same result as your primary attack roll -20%. Therefore a roll of 84 becomes a 64 for your off-hand attack, and the defender applies their single defensive roll to both numbers. In this example, they could roll a 71, which fails to avoid the first weapon but succeeds in stopping the second weapon. Damage is still applied separately of course. And naturally, there's a talent to reduce that -20% penalty as your skill increases. Mmm, streamlined!

This applies to unarmed fighting, fencing (blades) and shield bashing, which itself has been streamlined a little more. Check the notes below for more specific details, and a bunch of other tweaks that have filtered through the pipeline.

Scifi!

Getting close now! I've ceased major developments (after restructing some of the invention system) and now I just have to finish the artwork to get this online. Well, there's a couple of sections that need writing embelishment, but it's not too difficult to complete that. Here are an alien race based on the 'Greys', and a silicon-based species. Mmm, adequate! I also have another picture half-completed, but that can wait until next time. Basically as of writing this, I have three and a half pictures to complete, then tweak the cover art for both manuals before it's ready to go. I'm improving, though it'll take a few more years before I'm really decent at this sort of thing. At least I'm getting the hang of lighting!

Anyway, that's about all for this month. I'm starting to feel creatively spent from all this intensive developlement work over the last six months, so once I get this done, I'll be taking time off before doing more work. 

 

__________________________________________

v2.81 Sabre Fantasy Premium

* Clarified that 'Leaders Luck' can only be used on rerolls you are using for yourself.

* Leadership can only be used by one character in a group.

* Removed 'Heavy Bash' shield talent, regular shield bash now adds Damage Modifier.

* Added 'Shield Slam' talent.

* Off-hand weapons in two-weapon fighting styles use the primary weapons' attack roll -20%. Updated 'Two Weapon Fighting' section to explain how it works.

* Revised the wording of the 'Shield Bash', 'Twin Shooters' and 'Dual Wielding' talents.

* Added 'Two Weapon Expert' talent.

* Simplified how to recover spent ammunition.

* Removed the reference to Young age characters still getting -1 to all attributes.

* 'Impact' weapon trait now reduces AP by 1 on a successful hit (shield AP comes first). 

* 'Drunker Master' is now correctly spelled 'Drunken Master'!

* Partial Block now counts half the shield's AP on the Threat Level table.

* Added Bowyer/Fletcher and Glassmaker to the Craft skill.

* Listed the craft skill required to make tools from the tools list.

* Removed first aid kit, replaced with Bandages.

* Tools for given skills are now listed under a separate section, with details on kit qualities.

* 'Stock Slam' talent now also allows ranged weapons to be used to parry.

* Invisibility and similar spells now allow for going stealthly without needing cover.

* Added 'Restrain' animal training trick.

* Auldsteel now grants +3 AP and +3 damage to armour and weapons.

* Iron Fist martial arts talent now increases dice size by one step, instead of fixed damage increases (i.e. now gives its bonus to corvid unarmed damage).

 

v1.66 Sabre Fantasy Basic

* Removed 'Heavy Bash' shield talent, regular shield bash now adds Damage Modifier.

* Block Magic shield talent now correctly listed as requiring 99% skill.

* Off-hand weapons in two-weapon fighting styles use the primary weapons' attack roll -20%. Updated 'Two Weapon Fighting' section to explain how it works.

* Simplified how to recover spent ammunition.

* Removed the reference to Young age characters still getting -1 to all attributes.

* Revised the wording of the 'Shield Bash', 'Twin Shooters' and 'Dual Wielding' talents.

* 'Impact' weapon trait now reduces AP by 1 on a successful hit (shield AP comes first). 

* Added Bowyer/Fletcher and Glassmaker to the Craft skill.

* Listed the craft skill required to make tools from the tools list.

* Removed first aid kit, replaced with Bandages.

* Tools for given skills are now listed under a separate section, with details on kit qualities.

* Added trap kits to the tools section.

* 'Stock Slam' talent now also allows ranged weapons to be used to parry.

* Invisibility spell now allows for going stealthly without needing cover.

* Iron Fist martial arts talent now increases dice size by one step, instead of fixed damage increases (i.e. now gives its bonus to corvid unarmed damage).