It's time for an update on some current tweaks and upcoming stuff!
With the pandemic going on, we haven't had a chance to play a game until last week, when we managed to get a small group together (with all the precautions neccesary) to play some of the fantasy system. I had some concerns about the power of some spells, so I've done a little tweaking on the numbers, which you can see in the changelog notes below. But overall, the second edition game is running really well, and the easy to use character creation system is much better than before.
While I do want to make a print-on-demand version at some point, I really like having this flexibility to iron out some of the kinks in a digital format, before committing to a papery version. Speaking of such...
Bestiary
I messed up the list for NPC's available, with a mix of the old version and the new in there, so I've fixed that up. I've also add a picture for the Vorax, which has been vexing me for quite some time. But I'm really happy with it, so it's all good! The remaining pictures will need to be done by me - I've enjoyed "cheating" with stock art images, but these last few are rather unique so I'll get them done eventually.
And now, for what's next:
Atlas
What started out as a reformatting and spellcheck has turned into a fully fledged overhaul. The old atlas weighed in at around 2mb, but the new version I'm working on is already up to 30, with a big, high-res map that you can zoom in on with a table, and new stock art pieces at the start of each country, to add some flavour. I've also completed some new cover art!
I'm redoing some of the information in a nicer (and familiar) style, and expanding detail of each city now that I'm alloting additional space. I'll also be adding two new regions, the democratic Free States of Lyden, and the quasi-steampunk Grand Duchy of Kurhain into the mix. Anyone familiar with my novels will know of these countries, and I'm excitied to finally add details of them to the atlas. I'll be releasing this as a new product for the usual $3.99, as it's a big facelift and second edition-izing of the old tiny book.
I've decided I'll be removing the magical relics section from it, as I want these to be more radily available to any setting, not just my campaign world. So, once the Atlas overhaul is done, next comes...
Legends
Getting to 99% skill in sabre is quite an accomplishment, but it feels like the end of the road too. So this book will cover new legendary talents, manoeuvres, spells and magical items for high-level adventures! It'll include the basic magic items from the old atlas, as well as the sa'quaarin "space magic" stuff too, but with a lot more. Each item will have a full page entry and some artwork, and like most sabre material, it should be quite compatible with other d100 systems too.
There's lots to be done, so I'd better get back to it. Stay safe and healthy, everyone.
v1.05 Sabre 2e Premium Fantasy Core Rulebook
* Shields used as weapons can't be used to block on the same turn, except with the Shield Bash manoevure or Light shields.
* The Thief profession gains an extra background event, and has better special ability options.
* Armour of Faith, Arcane Armour, Amulet of Armour, Psychic Armour, Spectral Armour, Gargoyle's Skin spells are now an Action to cast, but provide better AP at higher skill levels.
* Traps you set can be recovered if they haven't been set off.
* Spirit, Pain Relief and Energy tonics are now considered addictive due to their potent ingredients.
* Planar Guardian divinity spell now requires you to be adjacent to it to transfer wounds back and forth.
* The casting time for Empower, Vampiric and Vorpal Weapon, as well as Fortified Shield spells is now 1 Action.
* Vorpal Weapon spell now has a chance to kill the target outright when cast at 99% skill.
* Added 'Vengeance Aura' divinity spell.
* The result bonus for the Empower Weapon spell has been doubled.
* Disintegrate, Dragon's Breath and Fireball spells have had their damage reduced.
* The addiction chance is now 5% instead of 10%.
v1.05 Sabre RPG Basic Fantasy Core Rulebook
* Shields used as weapons can't be used to block on the same turn, except with the Shield Bash manoevure or Light shields.
* The Thief profession gains an extra background event, and has better special ability options.
* Armour of Faith, Arcane Armour spells are now an Action to cast, but provide better AP at higher skill levels.
* Traps you set can be recovered if they haven't been set off.
* Spirit, Pain Relief and Energy tonics are now considered addictive due to their potent ingredients.
* Planar Guardian divinity spell now requires you to be adjacent to it to transfer wounds back and forth.
* The addiction chance is now 5% instead of 10%.
Scifi Core Rulebook 2e v1.05
* 'Fast Repair' manoevure now greatly reduces the repair time.
* Shields used as weapons can't be used to block on the same turn, except with the Shield Bash manoevure or Light shields.
* The Thief profession gains an extra background event, and has better special ability options.
* Traps you set can be recovered if they haven't been set off.
* Spirit, Pain Relief and Energy tonics are now considered addictive due to their potent ingredients.
* The addiction chance is now 5% instead of 10%.