Posts from 2019-02-21

February 2019 update and devblog

It's time for a Sabre update, and this month we've got a few major revisions to refine some mechanics to cover. 

 

Encumbrance

This mechanic has been a bit clunky for a while, and it recently came to a head when a character's squire (a young venator girl) in a recent game was running around with a 12mm (.45cal) sniper rifle without a care in the world. It's always annoyed me that ENC is worth 2kg each, plus the general size of the item, and whenever I wouldn't get into detail with the Encumbrance system for a long time, I'd automatically assume that ENC = Kg + size, which makes more sense. So I've gone and flipped it, and adjusted all the ENC in the system accordingly. A bonus effect of this is that ENC is now roughly twice kilograms, and therefore is in the ballpark of imperial pounds, which is useful for our American players! Items like armour and big guns are now more realistically calculated, and the amount a character can carry has been altered too, with just STR + CON the calculation (no longer halved). My apologies for not fixing this earlier, and for making everyone redo all their Encumbrance calculations! I've also softened the penalties for being encumbered, so it's not so bad to be carrying a huge weapon and armour anymore. 

 

Alcohol System

Something I've wanted to add to the system since the beginning (and never got around to) is a system fro getting drunk. Thanks to farming this one out to my beta team, it's now a reality! It provides some intriguing modifiers for those who like to go into battle drunk, or who jst like to have a tipple to fortify their minds against psychic attack. 

 

Zacharial Species

Space dragons. Yes! This species looks much like mythological dragons, but they're smaller and walk upright for the most part. They're intelligent, but not overly so. Their core bonus is tied to their high charisma, as they are both beautiful and terrifying to behold, and they're also extremely arrogant. In fact, this massive ego is a source of their toughness! Their unique capability revolves around their space travel powers, specifically, they can fly through space, much like a ship (a drone would be a closer example). They can hold their breath for many hours, and as their skill improves, they can even space fold to other parts of the solar system or even to another star. They're basically ship boarding experts, and will prove extremely nasty in this role.

 

 

Veiran Overhaul

This species was a bit 'out there' to begin with, and I was extremely conservative when it came to their abilities. Finally realising this, I've overhauled their abilities to give them more HP (and effectively Spirit), a native electrical attack, and more efficicent use of their other powers. Should be a big improvement :)

 

Starship Movement Scale

The 100km square system gives a good impression of high-speeds capable in space, but with a movement of 6, a starship is actually going 360,000(ish) kph, which is a tad fast. Also, the 100km spacing makes it harder to get up close, fly in formation etc, so after a discussion, we've reduced the scale of the space combat grid to 1km per square. This makes a fight much more intimate and bruising, and better covers the range of these fights. All related scales have been reduced for weapons etc, so it plays the same, but with a better scale.

 

Starship Boarding Actions

I've been trying to avoid direct teleportation mechanics (although you can now do that with the Psi Console), but another option is directly boarding another ship in space. Powered Armour, Robots and now the Zacharial species can all fly through space better than before, grab onto the side of a ship and burn their way through the outer airlock, to then climb aboard and start attacking the crew directly. This is under the Starship Combat section, and covers how it all works. We had a simultaneous starship combat with a boarder coming on our ship in a recent game, and it was... quite bracing (actually terrifying but also super fun)!

 

Starship Drones

Instead of having to control multiple drones, which is a real impost on time, the starship drone capability is being condensed into one single drone for active control. Consider the roboticist using a big robot on the ground, and now having a big robot buddy in space. The drone can be just as big and powerful as a robot, with multiple weapons, lots of armour etc. So the drone is less disposable, and worth investing time and resources in to make it awesome. Additional drones can be carried in the hanger, if the first one explodes, or you can pre-program them to operate outside your ship's sensor range for specific missions. Oh, and drone swarms are still available, only with tiny drones of course.

 

Starship Engineering

Finally, this is something that needed fixing for a while, but I only just got around to it (coincidentally just as I'm starting to play a starship engineer in one of the groups!) The active 'Coax Reactor' function is being removed and replaced with a passive effect, and the engineer can now divert power from systems to enhance other systems. Need more speed? Take power from the guns etc. It results in much more engaging outcomes for the player, and the ship.

 

The Encounters and Bestiary have been updated too, with a few tweaks to related mechanics. That's about all for this month, so enjoy the new content :) 

 

v1.09 Scifi Manual Update

Encumbrance Revision

* Changed the Encumbrance system so that half a kg = 1 ENC, reversing it from its previous calculation. This is because it's more instinctive to have weight+size=ENC (which should be bigger than just it's weight), and also because the minimum weight of something in the system was 2kg, which is actually the weight of an average sword. Now it's .5kg, which is much better for something like a dagger. ENC is now also very close to imperial pounds, making it easier for American players to understand. 

* The Burdened condition now imposes -2 Movement, and any attempt to move faster by any means results in an unopposed Endurance check to avoid a fatigue level (or spirit point loss for machines).

* The Heavily Burdenened condition now doesn't impose a -20% to skill checks, and characters cannot move faster than half Movement by any means. Have to check every round for fatigue gain if they move.

* Overloaded characters cannot move at all, gain fatigue if they act.

* Added 'Conditioning' talent to remove need for encumbrance fatigue checks in combat.

* Unencumbered ENC is now STR+CON (no longer divided by 2), with Encumbered and Heavily Encumbered at x2 and x3. 

* Added these new details to the character sheet next to Encumbrance, and the GM reference sheets.

 

Veiran Species Revision (They were underpowered and needed a boost)

* Veiran Spirit Points are now equal to their WIL+CON divided by 2.

* They are Invulnerable to collision damage.

* Veirans now have a native 1d6 electrical damage attack for their unarmed weapon.

* 'Shock' manoeuvre is now called 'Lightning Bolt', now lets you add range to your Unarmed attack.

* 'Coalesce' manoeuvre is now Concentration/10 in duration.

* 'Possess' manoeuvre now also allows control of electronic devices, is C1 in duration.

* 'Recharge' manoevure has been removed.

 

General Changes

* Added 'Zacharial' species and associated talents & manoevures.

* 'Diamondback' talent is now three times more efficient, granting +3 AP and HP per diamond, with a maximum of 5 diamonds. Same result, but cheaper.

* Revised the 'Clockwork Limb' invention. 

* Removed the 20mm cannon from personal heavy weapons (it's a vehicle weapon).

* Improvised Cannons under the 'Improvised Gun' invention now have 1d10+4 damage (reduced from 1d12+4).

* 'Improvised Gun' 12mm and 20mm ammo options now gain +4 and +10 ENC and Parts respectively.

* Added 'Discarded Prototype' android modern background.

* Added 'Failed Experiment' automaton modern background.

* Added 'E.S.P. Agent' modern background.

* 'Project Bot' automaton background begins with no upgrades, but gets an additional upgrade slot.

* 'Explorer' background is now also available in Modern era settings.

* Added 'Lazy Axle' vehicle upgrade.

* The 'Junk Droid' background now lets you install most robot upgrades as if you were a medium robot. Removed +3 Parts starting bonus and adjusted the starting Attribute adjustment.

* Fixed the overpriced industrial era robot upgrade costs.

* Silver weapons deal -1 damage, silver armour is -1 AP (fantasy system note).

* Fixed incorrect links and clarified information about the Teach skill.

* Added 'Quick Parry' Martial Arts manoeuvre.

* 'Salvage Upgrades', 'Expert Salvager', 'Recycle Tech' talents can now be taken by Salaving skill as well.

* 'Recycle Tech' talent now works like 'Expert Salvager', providing its bonus to a successful result. Language of both changed to reflect use from different skills.

* Solid shotgun shells now lose the Scatter trait.

* FMJ round deals -2 damage, but gains Perforate trait. Longarm and Hvy Weapons only.

* Penetrating Arrows now deal -2 damage.

* Hollow Point bullets are now x3 cost, pistol only, 1/2 range and +2 damage.

* 'Blast Shield' invention now costs 15 Parts to build.

* 'Power Boots' invention is now more accurately called 'Kinetic Boots', can also be made of graphene.

* Dice size progression can now use a 1d16 instead of 2d8.

* Robot body size table now has absolute size increases instead of an adjustment to the baseline number.

* 'Psychic Focus' talent can now also effect electrical damage.

* Added 'Genetic Abomination' background.

* Corrected pricing on extra arms and plasma jet robot upgrades.

* Updated the material bonuses on the powered armour invention.

* Added 'Clear Barrel' manoeuvre for heavy weapons.

* Weapons with the 'Shell' trait now correctly bypass energy AP.

* 'Improvised Gun' invention SIZ adjust has been reduced to prevent heavy weapons going above colossal in size.

* Altered the build requirements of the Fusion Gun and Pocket Reactor. 

* Powered Armour invention is correctly listed as High Tech, now also requires an AR Visor and Halo to assemble.

* Dedicated Teacher talent now lets you also teach up to 10 people at the same time, reducing costs.

* Clarified that Industrial era weapons also ablate armour, just like modern and high-tech weapons.

* Ancient armour now loses AP for each point above AP it takes from Industrial era weapons and beyond.

* Added 'Target' Trait for blowgun and dart weapons, to target specific body locations.

* Interface and Radar robot upgrades now don't use additional onboard power to function.

 

Alcohol System 

* Added a separate table for alcohol under 'Food and Drink'.

* Modified 'Intoxicated' condition, added 'Tipsy' Condition.

* Added 'Getting Drunk' to the Game Mechanics section.

* Added 'Reliable Drunk', 'Epic Drinker' and 'Iron Liver' general talents.

 

Starship System Changes

* The size of starship combat grid squares is now 1km, resulting in more realistic manoeuvring speeds and closer range combat.

* Starship weapon space range has been adjusted slightly for the new system.

* Cruise missiles now deal 1d8+60 base damage, but with 1000km range.

* Noted that cruise missiles have their own on-board combat lock system that allows them to target things out to 1000km. They move at 10km per round.

* Particle accelerator damage has been reduced. 

* Explosive weapons used against ships now deal half damage even on a successful Evade.

* Mass driver, particle accelerator and cruise missile launchers now take up more slots.

* Class 1 and 2 starships have gained +1 movement each.

* (re)Added the missing information on scan and combat locking range.

* 'Overload Sensors' starship manoeuvre has been clarified.

* Psi Bridge ship upgrade is now called Psi Console.

* Added 'Tactical Pivot' pilot reaction.

* 'Empower Weapon' and 'Empower PDS' manoeuvres now require 70% skill, increases in +2 increments.

* 'Focus Targeting', 'Barrel Roll', 'Defensive Roll', 'Boost Defence' manoeuvres now doesn't use extra cap as skill increases.

* Removed 'Defender' starship talent.

* Added 'Offensive Flying' ship pilot manoeuvre, tweaked language on 'Defensive Flying' to remove reference to penalty/bonus affecting ship defences. Both are now 1 Action to use, last 1 round at a time.

* Added a section for Boarding Actions to the ship combat section.

* Catalyser, Cryo Gun, Fusion Gun, Gravity Gun, Energy Deflector, Improvised Laser, Repulsor, Power Leech and Tesla Gun have details for how the function if mounted on a starship.

 

Starship Drone Overhaul

* 'Precision Drones' talent now requires 99% skill.

* 'Formation Defence' talent is now 'Utility Action'.

* 'Swarm' telemetry manoeuvre is now called 'Rapid Fire'.

* Most drone weapon ranges in space have been set to 1.

* Removed 'Robotic Networking' talent.

* Modified the 'Drone Bay' upgrade for starships to allow space for larger drones.

* Removed 'Upgraded Telemetry' starship upgrade.

* 'Drone Control System' starship upgrade now takes only 1 slot.

* Micro Drones are now called Tiny, to bring them into line with the system's size terminology.

* Only one drone can be used now, but it has a lot more size options and is tougher, much like a robot. Repair Bots are unaffected.

* Drones only have the Robotics skill now for all their skill checks.

* Drone weapons are no longer limited to one per drone.

* Added 'Linked Weapon' drone upgrade.

* Drone 'Thruster Upgrade' takes 2 slots but can be taken multiple times.

* Drone Stardrive upgrade takes 1 less slot.

* 'Scanner' upgrade for drones now requires a Tactical Analyser.

* Added 'Ram Plate' drone upgrade.

 

Starship Engineering Revamp

* Removed 'Coax Reactor' action.

* Engineering console bonus is now 'Gain +1 Capacitor/rd while at console'.

* 'Conserve Power' reaction can now also be used on a crew member skill failure.

* Added 'Transfer Shields', 'Transfer Weapons' and 'Transfer Thrusters' actions.

* 'Overload' manoeuvres are now Quick to use.

* 'Reactor Expert' talent now boosts capacitor recharge by 1/round, requires 90% skill.

____________________________________________________________________________________

v2.90 Premium Fantasy Manual

Encumbrance Revision

* Changed the Encumbrance system so that half a kg = 1 ENC, reversing it from its previous calculation. This is because it's more instinctive to have weight+size=ENC (which should be bigger than just it's weight), and also because the minimum weight of something in the system was 2kg, which is actually the weight of an average sword. Now it's .5kg, which is much better for something like a dagger. ENC is now also very close to imperial pounds, making it easier for American players to understand. 

* The Burdened condition now imposes -2 Movement, and any attempt to move faster by any means results in an unopposed Endurance check to avoid a fatigue level (or spirit point loss for machines).

* The Heavily Burdenened condition now doesn't impose a -20% to skill checks, and characters cannot move faster than half Movement by any means. Have to check every round for fatigue gain if they move.

* Overloaded characters cannot move at all, gain fatigue if they act.

* Added 'Conditioning' talent to remove need for encumbrance fatigue checks in combat.

* Unencumbered ENC is now STR+CON (no longer divided by 2), with Encumbered and Heavily Encumbered at x2 and x3. 

* Added these new details to the character sheet next to Encumbrance, and the GM reference sheets.

 

General Changes

* The armour table now features separate columns for small, medium and large characters.

* Silver weapons deal -1 damage, silver armour is -1 AP.

* Fixed incorrect links and clarified information about the Teach skill.

* Added 'Quick Parry' Martial Arts manoeuvre.

* Dice size progression can now use a 1d16 instead of 2d8.

* Dedicated Teacher talent now lets you also teach up to 10 people at the same time, reducing costs.

* Added 'Target' Trait for blowgun and dart weapons, to target specific body locations.

* Altered how the 'Incorporeal' condition works.

* Wyvern skin now grants +1 AP when used for leather armour, value increased.

* Dragonskin now grants +2 AP when used for leather armour, value increased.

Alcohol System 

* Added a separate table for alcohol under 'Food and Drink'.

* Modified 'Intoxicated' condition, added 'Tipsy' Condition.

* Added 'Getting Drunk' to the Game Mechanics section.

* Added 'Reliable Drunk', 'Epic Drinker' and 'Iron Liver' general talents.

____________________________________________________________________________________

v1.74 Basic Fantasy Edition Manual

Encumbrance Revision

* Changed the Encumbrance system so that half a kg = 1 ENC, reversing it from its previous calculation. This is because it's more instinctive to have weight+size=ENC (which should be bigger than just it's weight), and also because the minimum weight of something in the system was 2kg, which is actually the weight of an average sword. Now it's .5kg, which is much better for something like a dagger. ENC is now also very close to imperial pounds, making it easier for American players to understand. 

* The Burdened condition now imposes -2 Movement, and any attempt to move faster by any means results in an unopposed Endurance check to avoid a fatigue level (or spirit point loss for machines).

* The Heavily Burdenened condition now doesn't impose a -20% to skill checks, and characters cannot move faster than half Movement by any means. Have to check every round for fatigue gain if they move.

* Overloaded characters cannot move at all, gain fatigue if they act.

* Unencumbered ENC is now STR+CON (no longer divided by 2), with Encumbered and Heavily Encumbered at x2 and x3. 

* Added these new details to the character sheet next to Encumbrance, and the GM reference sheets.

 

General Changes

* The armour table now features separate columns for small, medium and large characters.

* Fixed incorrect links and clarified information about the Teach skill.

* Dice size progression can now use a 1d16 instead of 2d8.

* Added 'Target' Trait for blowgun and dart weapons, to target specific body locations.