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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!)

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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.

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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.

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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.

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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. 

 

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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).

Sabre Fantasy Update and March Devblog

Hello, I hope you're well! I've been heavily focused on developing Sabre Scifi, but as usual there's a few updates to the core rules that affect the fantasy system. Also of note is that as the scifi system approaches completion, I've been looking at how the two systems work together, with particular attention to how they're named. So there's a change to the core fantasy system, which is now referred to as the Sabre RPG Fantasy Core Rulebook, which will go alonside the Sabre RPG Scifi Core Rulebook. The term 'Codex' won't be used anymore, as I didn't feel the word was appropriate for the scifi rulebook, and I wanted them to have similar terminology. This comes along with another iteration on the logo and cover art. As my digital art capabilities continue to improve, I'm looking at doing something more elaborate for the fantasy system cover, but this will do for now. The bestiary is looking much sharper, with the simple yet evocative 'beast on a cold stormy night' thing happening :)

I've also got a little scifi art here to show off. I'm slowly moving forward with the species images, and almost finished a 2nd one before I decided I needed to get this monthly update out of the way first. I hope to have more of these for you next month, as I'm about halfway through. Behold, androids! This was actually surprisingly difficult, in order to make them look human, but not. Hence, the android detective on the left has obviously been battling some kind of space-bear, and lost.

Scifi

As for the system itself, I'm glad I didn't try to push it out sooner as I identified some core issues and had to do a bit of an overhaul. I won't bore you with the details, except to say that it's working better than ever, and I'm just finishing off the section on how to make your own starship in-game, with science. Its accompanying manual, the Encounters book, is also nearly complete, as I've added more helpful information, tables and such that as a GM, I find indispensable for a smooth game. I still have to do cover art for this one, so my to-do list still has quite a bit on it! And then of course continuing with the bestiary artwork - I'm confident that my improving skills will make the 2nd half of this project look even better than the first (and I'll probably have to redo a few of them to keep the quality consistent).

Bestiary

So, I have a few adjustments to the bestiary I want to address. In order to keep the game streamlined (a core design rule for the system), I want to keep the number of attacks creatures and players get capped at a reasonable level. A saerid making off-hand attacks, using a manoevure and some sort of speed spell can get to 6, which is definitely at the upper range I want to allow, but since this is an edge case, I'm not making any changes to the way player attacks work. Some monsters, however, get this many and more, so I'm adjusting the Vicious and Multi-limbed and Multi-headed talents. Vicious now simply adds extra damage to one attack, which can be much more effective than multiple attacks as it helps to punch through armour. It's a real time-saver too, which is the whole point! The other two talents are capped at 4 attacks each, even for the hydra and giant octopus. Making 8 separate attacks is a bit ridiculous ;)

Anyway that's all for this month, I'll keep working away at the scifi system to get it released as soon as I can. It's pretty awesome actually :D

 

v2.8 Premium Edition

* Summoner's 'Aspect of Speed' spell power improvements are now increasingly more expensive.

* Summoner's 'Giant's Strength' spell now applies a basic damage improvement, not a Damage Modifier improvement.

* Summoner's 'Bestial Ferocity' spell now requires Concentration to maintain.

* If 'Leap' Manoeuvre is used to get inside an enemy's Reach, Leap is treated like a Charge attack, allowing the use of the Counterattack Reaction.

* Clarified that the 'Fire & Steel' pistol talent gives its free attack immediately after the first.

* Updated the cover art & logo.

* Clarified more detail about result bonuses and difficulty bonuses in the Skills section, and tweaked the language on resolving equal roll results. 

* 'Tactical Combo' and 'Tactical Master' talents are now 'Skill Combo' and 'Skill Master', can be applied to manoeuvres from any skill.

* Adjusted the Encounter tables to be more efficient.

* Page numbers now begin at the start of the document, which should make it easier to navitage the pdf.

 

v2.4 Bestiary 

* Updated instances of 'Body Slam' ability.

* The 'Vicious' talent now allows Reactions spent to grant +3 damage to one hit. 

* The 'Multi-Attack' and 'Multi-Headed' talents are now capped at 4 total attacks and reactions.

* Added the now standard 2x Damage Modifier result bonus to the Brawn skill where appropriate.

* Updated the cover art & logo.

 

v1.65 Sabre RPG Basic Edition

* Page numbers now begin at the start of the document, which should make it easier to navitage the pdf.

* Added missing 'Animate Cadaver' spell to the Raise Dead talent.

* If 'Leap' Manoeuvre is used to get inside an enemy's Reach, Leap is treated like a Charge attack, allowing the use of the Counterattack Reaction.

* Updated the cover art & logo.

 

* Clarified more detail about result bonuses and difficulty bonuses in the Skills section, and tweaked the language on resolving equal roll results. 

Sabre 2.7 update and February Devblog

Hello all, this month we have a few tweaks and additions to the core system, and an update on that pesky scifi system that refuses to be ready for release. 

Leadership is something I've wanted to expand upon for some time now, so I've added a bunch of new talents pegged to using Luck Points, which are themselves linked to high Charisma. They let you play a party support role and make high CHA characters very useful (it's not always a dump stat!)

In addition to this, I've modified the penalties for playing a character of the Young age category. Now they're just lower on Strength, which makes more sense, but to compensate for this and their lower starting skill points, they can learn new skills at half the usual time and cost. This should make younger characters more interesting to play, instead of having to deal with a lot of negatives to stats and skills with no upside.

Finally, I tweaked the bonus you get from your Damage Modifier to your Brawn skill. It was a bit bonkers having a +10% result bonus per point, so I've pegged that back to 2%. Soon, I'll be going through the Bestiary to update the monsters with this and a few other tweaks, but for now this will do.

Scifi

So, I nearly gave up on releasing the scifi game, as the art issue was really bothering me. My style isn't yet professional quality, and pushing myself to lift my style is wearing me out. With all the projects I've been juggling I decided to delay further development indefinitely, until I could scrounge together enough money to pay a proper artist to get the art done. Creating a Kickstarter campaign to generate the money needed to pay an artist to do the job was very appealing too, but after I had some time to think about it, I realise I'm not too far off in terms of art quality and I just need to keep practicing and get these done. There are ten species, so that's ten pieces, and I have three completed as of today. 

 

This third piece I just finished is an alien race and it's been very challenging, as I have been designing the look as well as creating the image itself. So much for getting all this done by the end of the month! Some species will be easier than others, such as androids (basically human in appearance) while others will be very challenging indeed. At least my style is evolving, no longer needing the heavy outlines I've been using in earlier works. So when I get all of these done, and a cover for the Encounters manual, then it's ready for release. I'm hoping that'll be before April but I'm not going to give hard dates anymore! I now understand why developers of games often miss release dates or just give a generic Soon(TM) for when it's going to get done. Rest assured it's being worked on and it's going to happen in the near future!

 

v2.7 Premium Codex Changes

* Brawn skill bonus when grappling or other contests of strength is now +2% per DM point.

* Herbs and Poisons moved to their own section in the manual.

* Replaced mentions of 'Tincture' with 'Tonic' (basically the same thing, more commonly used word).

* 'Strong Back' talent now requires 50% Endurance skill, and can be taken additional times.

* The 'Engineering' skill is now part of the 'Lore' skill.

* 'Assault Formation' and 'Defensive Formation' Leadership manoevures now have a 5 metre range.

* Removed 'Leaders Luck' leadership manoevure.

* Added 'Leaders Luck', 'Battle Hardened', 'Comrade in Arms', 'Legendary Leader' and 'Not on my watch' leadership talents. 

* 'Blind Sense' talent now also reduces unopposed perception check difficulty penalities by 10%.

* 'Blunt Trauma' club talent causes Hit Point loss, not damage.

* Clarified in the Career stage of character creation that you can't put points into background OR species skills, only new skills that you buy (the idea being to spread skill points around).

* Characters of the Young age category now only have -2 to their STR attribute, and can learn new skills at half their normal cost.

 

v1.64 Basic Codex Changes

* Brawn skill bonus when grappling or other contests of strength is now +2% per DM point instead of 10%.

* Herbs and Poisons moved to their own section in the manual.

* Replaced mentions of 'Tincture' with 'Tonic' (basically the same thing, more commonly used word).

* The 'Engineering' skill is now part of the 'Lore' skill.

* 'Blunt Trauma' club talent causes Hit Point loss, not damage.

* Clarified in the Career stage of character creation that you can't put points into background OR species skills, only new skills that you buy (the idea being to spread skill points around).

* Characters of the Young age category now only have -2 to their STR attribute, and can learn new skills at half their normal cost.

January Devblog & v2.6 Fantasy System Update

Hi, I hope your 2018 is going well so far! As you may recall, I skipped the December update due to only having 3 items to change in the Codex, and I hadn't finished any new artwork. Well, I've been running myself ragged trying to get this scifi system done, and hey, who knew a system with heavy science and math would be so difficult? :D

So yeah, still no new art at this point but the good news is that the scifi system is just about ready. Thanks to the games I've been running (and the feedback from those games), I've tweaked the advanced weapons rules and damage output and finished the vehicle system. This is pretty cool, as you can design your own ground vehicles, air vehicles, boats, grav cars, flying cars etc. In the campaign I ran, the party had a cabin cruiser they'd armoured up and installed a minigun turret on the bow. We had a few combats which played out beautifully (though the last one did result in their boat blowing up!) so that part of the system is done. 

Alongside developing those rules, I've been adding NPC templates to a separate manual I'm calling 'Scifi Encounters', which is over 250 pages long and features templates for modern and high-tech NPCs, as well as vehicles and yes, even a few starships. So yeah I've been busy!

After finishing the vehicle system, I was pretty burned out. The calculations involved were very demanding and I'm an artist, not a mathematician! Still, I got it done but it cost me a lot of creative energy. I'm just finishing up the starship system now, but I'm plodding along as I'm pretty much spent. Before I release it, I need to see more of how it all works in play, so the party just got their hands on an old starship and over the next couple of sessions, we'll see how it goes. I'm sure there will be tweaks required, and during the next month, I can get going on the Scifi species artwork. I'd really like to have them all done before I release it this time, so I'll make that a priority as of this week. 

In the meantime, some core mechanics needed adjusting and of course, they translate across to the fantasy codex too, so here's the update for this month. See you at the end of February when I hope to have scifi ready to go (finally)!

 

v2.6 Premium Fantasy Codex Changelog

* Avoiding death with an Endurance roll is now correctly an opposed check where appropriate, and can only be made if the total damage is less than your maximum Hit Points.

* Added 'Renowned Surgeon' healing talent.

* Tweaked the language on 'Mental Projection' spell, so that a projection has to fit well into the scene in order to prevent the subject being able to try and disbelieve the illusion.

* Slightly revised the text on the Blind condition.

* Tweaked the language on 'Blind Sense' talent.

* Tweaked the language on 'Mind Control' psionic spell.

* Clarified that 'Sensory Cascade' psionic spell requires a resolve skill check at the start of the victim's turn to break the effect or the effect ends.

* Fire & Steel no longer requires the use of a Reaction.

* The Teach skill now requires 100cr per day regardless of the skill level.

* Purchasing talents with money is now 10x more expensive.

* Updated the advanced character packages for more even and balanced distribution of skills and abilities.

 

v1.63 Basic Fantasy Codex Changelog

* Avoiding death with an Endurance roll is now correctly an opposed check where appropriate, and can only be made if the total damage is less than your maximum Hit Points.

* Slightly revised the text on the Blind condition.

* The Teach skill now requires 100cr per day regardless of the skill level.

* Purchasing talents with money is now 10x more expensive.

* Updated the advanced character packages for more even and balanced distribution of skills and abilities.

November Devblog & v2.5 Fantasy System Update

Just a short blog post this month, for the main part of this update is in the form of pictures! 

My style is slowly evolving, and I'm starting to push the boundaries a little further each time. I'm very proud of the little hedge dragon picture, I actually managed to capture both its cuteness AND dragon-ness! 

I'm almost halfway through now, having just hit 51 out of 117 pieces. Yeah, there's a lot to do but I'm enjoying it immensely. 

Codex

As usual, there's a few tweaks to the core rules which develop over the course of running my local games. The beauty of Sabre is the fantasy and scifi systems interlink almost perfectly, so issues that pop up on one can be addressed in all. 

One of these was swapping out weapons during combat, which wasn't written very well and made the 'Quick Draw' talent pointless. That's been addressed in a way that I feel adds to realism, where lighter weapons are much easier to draw and sheath than heavier ones (very important when wielding a minigun!)

Corvids

This is a little embarrassing. The corvid race was always supposed to be more intelligent than others, and it even says this in the flavour text, yet I'd used the raelani pages as a template for the corvids and forgot to move the listed attribute bonus from willpower to intelligence! All fixed now, sorry for any inconvenience. 

Stealth

More and more people in my games have been using stealth much in the way invisibility would work, which isn't right. So I've clarified the skill description to ensure players understand that even if you make a successful stealth check, moving right in front of someone is going to result in you being seen *unless* they're distracted, or looking the other way. So there's a few things in there to address this, such as the 'Distract' manoeuvre, and a 'Quick Spot' manoeuvre for Perception to make it easier to spot them. Still powerful, but now has to be used intelligently.

Advanced Characters

In a modular system like Sabre, it has been a little tricky to implement a system for creating more advanced characters to begin with, those with more experience under their belt. Just adding big blocks of skill points sometimes resulted in starting with maxed out skills, so a better way has been created and my numbers people tel me it looks good. 

Scifi!

My two gaming groups are still playing the system and enjoying it greatly. I've made good use of this time to tweak things as we go, even as I work towards completing the manual. I'm not far off finishing the starship design system, at which point I'll be making NPC templates for vehicles and starships, testing it all out in-game and see how the numbers look. Then my groups will be facing suitable challenges to really give it a test run.

So until next month, farewell!

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v2.5 Premium Codex

* Corvids now correctly have Intelligence as one of their bonus attributes instead of Willpower.

* 'Haggler' commerce talent now gives a 5% bonus to opposed haggling checks each time it is taken.

* Added 'Commodities' talent to give haggling bonus and information about trade.

* Clarified that the Stealth skill primarily reduces noise, and requires shadows, cover, or avoiding direct line of sight in order to work. It's not an invisibility spell!

* Added 'Quick Spot' Perception manoeuvre.

* Added 'Distract' Stealth manoeuvre.

* Sheathing or drawing a weapon is now an action.

* 'Courage' manoevure now stipulates that it removes the frightened condition, so you need to have it before using this ability.

* Added a maximum age in the age categories section.

* Revised the method of creating characters of higher experience, under 'Advanced Characters'.

* Death Blow action can no longer be used on Stunned creatures.

* Quick Draw' talent is now listed under Combat Talents, and has no effect in surprise rounds.

* 'Twin Shooters' talent limits the size of the off-hand pistol to Medium.

* 'Stock Slam' talent now allows any sized ranged weapon to be used.

 

 

v1.62 Basic Codex

* Clarified that the Stealth skill primarily reduces noise, and requires shadows, cover, or avoiding direct line of sight in order to work. It's not an invisibility spell!

* Added 'Distract' Stealth manoeuvre.

* Sheathing or drawing a weapon is now an action.

* Added 'Quick Draw' talent.

* 'Courage' manoevure now stipulates that it removes the frightened condition, so you need to have it before using this ability.

* Added a maximum age in the age categories section.

* Revised the method of creating characters of higher experience, under 'Advanced Characters'.

* Death Blow action can no longer be used on Stunned creatures.

* 'Giant Slayer' sword talent is now 'Sword Specialist'.

* 'Twin Shooters' talent limits the size of the off-hand pistol to Medium.

* 'Stock Slam' talent now allows any sized ranged weapon to be used.