Greetings, sabre-liking people! I'd planned to put this update out at the end of the month with a couple of extra pieces of art, but I've come down with something and it doesn't look like I'll get much more done in the next week, so this will suffice. Let's take a quick look at this month's update:
Art!
As usual, there's some new character race art, though I only had time to get two done this month. I've settled into a style now and I feel really confident as I work on each one, so I expect things to keep on improving! Check out the Celestrel and Daemon races for the shiny new pictures, and I've tweaked both races to make them more useful and to fit the lore I had in mind when making them.
Templates
So instead of working on the siege warfare section, I did this because as a GM, it's good to have well-made character templates read to go, and the ones in the bestiary are old and not very well designed. I also wanted to see the NPC's arranged by combat style, since it's much more distinct in the modern version of sabre (but used to be much blurrier in the past). I ended up making 80 single-page templates, which was far too many to include in the codex, so I simply replaced the current ones with 20 for the premium edition (and 18 for the basic edition), ranging from Threat Level 2 to TL 5. The bestiary has up to threat level 9, with a more diverse selection of builds and they make running a game (especially an improv game) so much easier.
Additionally, while making templates of the different styles, I found glaring gaps in capability for the lesser-used things, like thrown weapons or longarms. So as I went, I created (or modifier) a bunch of manoevures and talents to make every combat style count, as they should. There's nothing like building a whole bunch of characters to get a real feel of what they can do! This includes mounted combat and the used of shields as off-hand weapons, which makes more sense and works better than the previous iteration.
Magic
Both Alchemy and Psionic talents have been divided up into three catagories, fields of study for their respective areas, just like the other fields of greater magic. Artifice won't need this as the construct provides more than enough creative options for players, so this ends the update to greater magic!
In closing
I've managed to figure out how to turn on visible bookmarks in the document, so I could see the missing ones and fix a huge number of broken or missing links, which should make navigation much less frustrating. Next month, I should have the character art finished (2 to go!) and I'd like to do pictures of all the weapons and armour, too. I'll finally get to doing siege combat, and make a start on the new field of magic, Summoning. This will bring to a close the frenetic development of sabre this year, and I'll drop back updates on the codex to once every six months (yay!) Then I'll focus on the Bestiary and Atlas to finish them off too. I'd like to make a few story modules too, as I have lots of notes from my sessions and some of them would make great stand-alone adventures. But enough of that for now, check out the notes below and enjoy your gaming!
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v2.26 Premium Edition
General
* Added art for the celestral & daemon races.
* Revised the celestral race abilities a little, allowing them to be not just half-human celestials, but half of one of many other races too.
* Revised the daemon race abilities. They lose their +3 CHA and deceit bonus, and gain Intimidate as a bonus skill and a +10% to intimidate checks, but they can also pick a special trait from their parent race.
* Revised the NPC templates and provided 20 of them here for the premium edition. 80 available in the Sabre Bestiary.
* Revised the gem value table to include higher quality varieties at 99 and 100 percent.
* Fixed many, many broken links throughout the manual.
* Added 'Reach', 'Longreach' and 'Mount' to the Threat Level calculator (+3).
* Added 'Climber' general talent.
* Clarified that Spirit regen rate is calculated from your current maximum Spirit Points, not the original amount if modified from a special ability.
Manoevures
* Added 9 Thrown Weapon manoeuvres.
* Added 'Sweep Kick' martial arts manoeuvre.
* Added 'Bullseye' bow manoeuvre.
* Added 'Hold & Shoot' pistol manoeuvre.
* Added 'Clear Barrel' pistol manoeuvre.
* Added 'Fusilade' pistol manoeuvre.
* Added 'Opening Salvo' longarm manoeuvre.
* Added 'Wrecking Shot' longarm manoeuvre.
* Added 'Assassinate' stealth manoeuvre.
* Improved 'Vanish' stealth manoeuvre.
* Moved 'Backstab' manoeuvre to the stealth category and improved how it works.
* Revised the 'Silent Kill' stealth manoeuvre.
* 'Forceful Strike' melee manoevure now grants +1 damage for every spirit point spent, limited by usual skill level progression.
* Lacerate and Pierce melee manoevures now only require 50% skill to take.
* 'Flying Kick' martial arts manoeuvre automatically renders the target prone if they take damage.
* 'Body Throw' martial arts manoeuvre now deals collision damage.
* 'Sucker Punch' martial arts manoeuvre has no skill level prerequisite.
* Improved 'Roundhouse kick' martial arts manoeuvre.
* 'Sweep' melee manoeuvre causes damaged targets to fall prone.
* 'Blistering Assault' martial arts manoeuvre can now apply to any martial arts weapon, requires 90% skill to gain.
* 'Crushing Impact' martial arts manoeuvre requires 99% skill to learn, improved effectiveness, renamed to 'Damaging Impact'.
* 'Point Blank Shot' pistol manoeuvre now ignores half target's AP on adjacent target, ignores adjacent penalty, 90% requirement.
* 'Diving Fire' pistol manoeuvre now requires only 70% skill, allows you to fire a pistol in each hand, and you travel out to your normal movement.
* Removed 'Sneak Shot' pistol manoeuvre (already duplicated with Deadshot talent).
* Removed 'Lucky Shot' pistol talent and replaced with 'Twin Shooters' talent.
Weapons, Armour & Combat Abilities
* Adjusted price and stats on the falchion and sabre.
* Added a new melee weapon trait: Agile. Agile weapons have -2 AP for their SIZ but deal +2 damage on a critical hit.
* 'Control Movement' talent can now be taken by the Martial Arts skill and clarified that a failed attempt means you can't try again against the target this turn.
* 'Medium Armour Training' talent now also requires 50% Endurance skill to take.
* 'Heavy Armour Training' talent now also requires 90% Endurance skill to take.
* The reload time of the Staff Sling has been reduced to 0 and its range has been improved.
* Culverin Explosive Balls have been renamed to Culverin Grenades, can also be used by Staff Slings.
* Shortspear can now be used 1 or 2 handed.
* Improved the stats on the Trident, which can now be used 1 or 2 handed (even when thrown).
* Improved the range on the Sling.
* Added 'Interrupt Loading' Reaction.
* Replaced 'Set weapon' Reaction with 'Counterattack' Reaction, allows the victim of a charge to attack someone charging them instead of defending.
* Added Nunchaku martial arts weapon.
* Added Light Lance weapon, old lance is now the Heavy Lance.
* Added Knuckledusters weapon.
* Added a dice progression diagram for size increases, under the Damage Rolls section.
* 'Shorten Chain' talent now lets the user have Reach or not until the start of their next turn.
* Mentioned under the Armour section that if an armour piece's AP is reduced to 0, it is destroyed.
* Mentioned that damaged Natural Armour regrows at a rate equal to your Heal Rate when you rest.
* 'Close Range' movements can now also use Parry, provided the weapon is no less than 1 SIZ smaller than the opponent's.
* 'Cavalry Bane' polearm talent now increases dice size by 2 steps.
* Revised 'Guardian' polearm talent.
* Replaced 'Concussive Throw' talent with 'Disrupting Throw'.
* 'Spellbreaker' talent has been adjusted to function just like the 'Snap Shot' bow talent (a superior mechanic).
* 'Steel Wall' polearm talent now only grants 1 free 'Keep at Range' Reaction per round.
Archery
* Corrected the text of 'Snap shot' archery talent to read that the attack cannot be defended against.
* Baseline crossbow damage has been increased by 2 points.
* Bodkin arrows have tripled in price, from 1sp to 3sp and now simply give +2 damage (effectively the same as ignoring 2 AP in most cases).
* Broadhead arrows are now 2sp each.
Firearms
* 'Muzzleloader' pistol talent is now at 50%.
* The reloading time for a three-barrel pistol is now correctly listed as 2.
* Blunderbuss damage is now 1d8+8.
* Arquebus damage is now 1d8+10.
* Blunderbuss reload time has been reduced to 2 rounds, can now be reloaded on horseback.
* 'Age of Fire' firearms talent now increases damage dice by 2 steps (yes, culverin goes to 1d20+12).
Mounted Combat
* Added 'Trample' mounted combat talent.
* The damage bonus for flying or mounted combat now correctly says that this only applies to targets on foot.
* 'Cavalry Archer' now only requires 70% skill.
* 'Mounted Archery' now only requires 50% ride skill and completely eliminates the penalty.
* Removed 'Horse Archer' talent (no longer required).
* 'Warhorse Command' now requires Ride skill at 50%, and allows you to use the mount's manouvres or make an attack by spending one of your character's Reactions.
* Mounts cannot make attacks on their own during combat unless commanded via the Warhorse Command talent.
Shields
* Clarified that Shields use the Weapon table when crafting.
* 'Shield Bash' talent has been revised.
* Added 'Heavy Bash' shields talent.
* Shields with the 'Fast' trait now don't use a Reaction as part of a Shield Bash.
* Tower shields now have the proper Partial Cover bonus.
* Added 'Partial Block' shields talent.
Magic
* Added psionic 'Discipline' talents, with three categories to choose from.
* Separated Alchemy talents into three new categories called 'Sciences'. Added new talents to fill out each category.
* Changed the bomb creation system into a single batch mechanic. Alchemy materials are no longer listed as 'charges' - you use one batch of these materials when you attempt to make 10 bombs at once.
* Failure to successfully throw a bomb raises your alchemy skill just like other skill failures.
* Corrected the text for alchemy 'Spirit Potion' effectiveness.
* 'Blight' druidry spell now deals 0 damage on a successful resist.
* Magic Resistance sorcery talent now requires 99% skill.
* 'Velocity' & 'Celerity' spells now have the option to gain addition Quick actions instead of Normal actions.
* Increasing an artificer construct's Attributes also increases related skills.
* Corrected the text on the 'Augmentor' spell to show that doubling the power can only be used once, Attribute buff is +3 base now.
* Corrected the language on the Scroll Use table for a critical success.
* Tweaked the text on 'Dragon Warrior' sorcery talent, which is now has a 70% skill requirement.
* 'Dragon Companion' talent now requires 90% skill and requires 2 spirit to take instead of 3.
* 'Draconic Transformation' now also gives you +5 STR and the Breathe Fire effect is limited only by your Spell Power (Max output becomes 5d6).
* 'Storm Totem' now correctly lists as having a resistance check.
* 'Sleep' spell now correctly listed as 1 minute duration.
* Improved the damage for 'Gravity Well' psionic spell.
*'Control Weather' is increased to +200 metres per extra spell power, and gains the benefit of the 'Force of Nature' druidry talent.
Backgrounds
* 'Monastery Orphan' background now gets +2 Natural Armour.
* 'Ranger' background now correctly lists medium armour as part of its bonus.
* Added 'Field Scientist' alchemy background.
* 'Arcane Warrior' is now correctly listed as 'Arcane Blade'
* Escardi can correctly take the 'Shaman's Initiate' background.
* 'Dragonborn' background now gives +2 to damage from spells you cast.
* 'Gifted Artificer' now gets +2 to each of your constructs AP, HP and DM.
* Replaced the 73-75 background event with a new one that gives you a military contact.
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v1.56 Basic Edition
General
* Revised the NPC templates and provided 18 of them here for the basic edition. 90 available in the Sabre Bestiary.
* Revised the gem value table to include higher quality varieties at 99 and 100 percent.
* Added 'Reach', 'Longreach' and 'Mount' to the Threat Level calculator (+3).
* Clarified that Spirit regen rate is calculated from your current maximum Spirit Points, not the original amount if modified from a special ability.
* Moved 'Backstab' manoeuvre to the stealth category and improved how it works.
* Improved 'Vanish' stealth manoeuvre.
* 'Forceful Strike' melee manoevure now grants +1 damage for every spirit point spent, limited by usual skill level progression.
* 'Lacerate' and 'Pierce' melee manoevures now only require 50% skill to take.
* 'Sucker Punch' martial arts manoeuvre has no skill level prerequisite.
* 'Celerity' wizardry spell has the option to gain addition Quick actions instead of Normal actions.
* Corrected the language on the Scroll Use table for a critical success.
* 'Sleep' spell now correctly listed as 1 minute duration.
Firearms
* 'Muzzleloader' pistol talent is now at 50%.
* The reloading time for a three-barrel pistol is now correctly listed as 2.
* Blunderbuss damage is now 1d8+8.
* Arquebus damage is now 1d8+10.
* Blunderbuss reload time has been reduced to 2 rounds, can now be reloaded on horseback.
* 'Point Blank Shot' pistol manoeuvre now ignores half target's AP on adjacent target, ignores adjacent penalty, 90% requirement.
* Removed 'Lucky Shot' pistol talent and replaced with 'Twin Shooters' talent.
Weapons, Armour & Combat Abilities
* Adjusted price and stats on the falchion and sabre.
* Added a new melee weapon trait: Agile. Agile weapons have -2 AP for their SIZ but deal +2 damage on a critical hit.
* Added 'Control Movement' combat talent.
* 'Medium Armour Training' talent now also requires 50% Endurance skill to take.
* 'Heavy Armour Training' talent now also requires 90% Endurance skill to take.
* The reload time of the Staff Sling has been reduced to 0 and its range has been improved.
* Culverin Explosive Balls have been renamed to Culverin Grenades, can also be used by Staff Slings.
* Shortspear can now be used 1 or 2 handed.
* Improved the stats on the Trident, which can now be used 1 or 2 handed (even when thrown).
* Improved the range on the Sling.
* Added 'Interrupt Loading' Reaction.
* Replaced 'Set weapon' Reaction with 'Counterattack' Reaction, allows the victim of a charge to attack someone charging them instead of defending.
* Added a dice progression diagram for size increases, under the Damage Rolls section.
* Mentioned under the Armour section that if an armour piece's AP is reduced to 0, it is destroyed.
* Mentioned that damaged Natural Armour regrows at a rate equal to your Heal Rate when you rest.
* 'Close Range' movements can now also use Parry, provided the weapon is no less than 1 SIZ smaller than the opponent's.
* 'Cavalry Bane' polearm talent now increases dice size by 2 steps.
* 'Steel Wall' polearm talent now only grants 1 free 'Keep at Range' Reaction per round.
* Updated the 'Grit' talent.
* 'Shield Bash' talent has been revised.
* Shields with the 'Fast' trait now don't use a Reaction as part of a Shield Bash.
* Tower shields now have the proper Partial Cover bonus.
Mounted Combat
* The damage bonus for flying or mounted combat now correctly says that this only applies to targets on foot.
* 'Cavalry Archer' now only requires 70% skill.
* 'Mounted Archery' now only requires 50% ride skill and completely eliminates the penalty.
* Removed 'Horse Archer' talent (no longer required).
* 'Warhorse Command' now requires Ride skill at 50%, and allows you to use the mount's manouvres or make an attack by spending one of your character's Reactions.
* Mounts cannot make attacks on their own during combat unless commanded via the Warhorse Command talent.
Archery
* Corrected the text of 'Snap shot' archery talent to read that the attack cannot be defended against.
* Baseline crossbow damage has been increased by 2 points.
* Bodkin arrows have tripled in price, from 1sp to 3sp and now simply give +2 damage (effectively the same as ignoring 2 AP in most cases).
* Broadhead arrows are now 2sp each.