Posts tagged "sabre rpg"

March 2019 update and devblog

Hi, welcome to another monthly update for Sabre! This might end up being the longest blog I've written, as there's big things afoot for the system. Firstly, my publisher was shuttered by its parent company, so I'm back to being an indie author again. I'm disappointed how it turned out, but in the long run, it did wonders for the quality of my books so I can't complain. But I've decided to put aside writing for the rest of the year and focus on Sabre instead. So let's take a look at what's happening with this update, and coming over the next 9 months.

 

Bestiary Epic recalibration

Some of the high-end monsters such as ancient dragons didn't end up being as powerful as I'd hoped. I'll confess I never ran the numbers on just how much damage and AP a character can get, but when I farmed that task out to my beta team, the results were a little startling. I'm fine with those numbers, but I needed to crank up the power of the epic monsters a lot, and so, I have :) The biggest can have over 40 AP, and can deal around 60 damage in one hit, so you can expect a truly epic fight requiring the finest of equipment in order to tackle them. This is Sabre in hardcore mode ;) This of course means the Threat Level for these creatures has gone up quite a bit, which leads to:

 

Threat Level Table Tweak

I had originally set up the table to max out at TL 20, since in teh fantasy system it's almost impossible to get a player character that high. But there's no reason things can't go higher, so an ancient dragon hits TL 28 (epic) now, requiring a party of very well equipped end-game characters to win. The calculations have been modified for damage output, to make it easier - that first 10 damage was only worth 2 points, but now it's simply a matter of half your max damage = the addition to the calculation. Smoother! We've also added a section for the evade result bonus, as a slippery character can be extremely difficult to hit, and it's certainly worth counting it if they avoid damage altogether like that. Extra attacks and Luck Points are worth a bit more as well.

 

Streamlined Spirit Talents

Another idea from my beta testers was to streamline the way extra Spirit Points are gained through talents. So all those talents that gave +2, +3, +4 spirit etc, are now compressed into self-updating talents that you don't need to repeatedly take. This is an ongoing theme with sabre updates, as talents can get pretty expensive after a while and I really like the ones that automatically give a new bonus as the skill they're tied to increases. I've also allowed the spirit talents tied to the resistance skills to yield more at higher levels, and the primary greater magic/psychic talent is now "Transcendent", which results in more Spirit than before. A common comment from players using spellcasters/psychics is that they burn through spirit very rapidly, and while I'm reluctant to give out too much, it doesn't hurt to let those numbers go a little higher. This carries over to the bestiary and encounters manuals too, where caster templates will have more spirit as a result.

 

99% weapon talents improvement

Yet another tweak from my crack team of beta testers is to make the 99%, top tier talents more appealing and powerful. Some were already fine, but some others needed improvement, so you'll find them much more interesting to get once you hit that coveted 99% skill level. You can see more about the details of this in teh changelog notes below, and it affects both scifi and fantasy systems.

 

Drone System revamp (take two!)

On to more scifi-specific stuff. The drone system has evolved over the past few months, as the initial build was too complex and slowed down gameplay, and the recent change, while better, was still too complex. Basically the ability to make your own drones from scratch gave a little too much freedom, and we found that specific types of drones were very common, and thus, the system has been updated with new, pre-made templates, just like the vehicle and starship system. A drone being used on a combat grid must be directly controlled with an action, but they can be pre-programmed to operate outside of sensor range to perform tasks, too. Basically, one drone is used in combat, and drone swarms can be up to 4 cmbat drones slaved together at once (effectively acting as one drone). Burst weapons have been removed from their available weapon list, and instead, drone swarms use a burst dice to determine how many weapon hits they get during an attack. This streamlines gameplay and makes it easier for the Telemetry operator to keep track.

 

Veiran Tweak (take two!)

Ah, the Veiran, the most challenging species to balance and play! I've recently made a character that I'll be playing in one of our local games, and it became obvious that even after the recent overhaul, it was still a bit lacking. It only had one species talent, and its capabilities were a bit limited. So, you'll find their abilities greatly expanded now, and as I play-test it further, we'll see if I overcooked its combat abilities ;) *readies the nerf bat*.

 

Starship cost increase and unlimited hull size

Ships were too cheap in general, so their costs have gone up, especially for stardrives. But the upside of this is that there is no upper limit on hull class now, with a section on how to calculate a ship's capabilities of any size, even a moon! Wait, that's no moon...

Speaking of starships, let's talk more about what's coming up in the near future.

 

Starship section separation

When the scifi edition came out, it was around 370 pages, so I had no compunctions about putting the starship stuff in there too. But with the addition of inventions, base building and such, it's ballooned out to 436 pages, and that's a LOT of stuff. My mid-range tablet is having a little trouble navigating around now, and I think it's just become too big. So, I'll be taking out the starship section and putting it into its own manual, which comes in at around 60 pages. The Zacharial species will be moved over too, as this species relies on rules for ship boarding for some of its powers, and it's a starfaring species too :)

This will make both manuals easier to navigate, and give it more room for expansion for things such as pictures, and detailing specifics about equipment etc. The ship manual will be $2.50 US once released. Speaking of extra manuals...

 

Siege Warfare

This is something I shelved a few years ago to concentrate on getting scifi happening, but I was able to hand this off to my beta team (thanks Aidan!) to figure out how it'll work. The basics are done, but it needs layout and cover art complete of course. We'll also test it! I'll probably run a special siege session where the players will try to take my castle, and we'll see how it goes! 

 

Bestiary Art

I want to get back into finishing the artwork for the bestiary. My style has improved since the last batch I did, so I'm hoping to continue filling out this section, especially for the custom creatures unique to Sabre. 

 

Metric to Imperial Conversion

I had hoped that a metric system would be okay with most players in the US, but it seems it's still a stumbling block for many players. So I plan on adding imperial units to the system, alongside metric where possible. Object encumbrance (ENC) is basically pounds anyway, so that's easy, and there's plenty of places where both units can be placed alongside each other, such as temperature and speed. Yards and metres are pretty close, so the basic ground combat grid will be 1 yard squares, and vehicles will be in 10 yard squares. I know feet are more conmmonly used, but this is easier and I'm super lazy :P The starship grid is a little trickier, as kilometres and miles are out by more than half, but I'll figure something out. I hope this will help our American friends get a handle on the system and give it a try :)

 

Intro Modules

I've had a half-completed intro module sitting here for about a year, and now I'm actually going to finish it and get it out there, to help players understand the unique mechanics the scifi system has to offer. It'll be a two-part affair, with part 1 offering ground and vehicle combat, plus all the basics such as skill checks etc. Part 2 is when the party gets on board a starship, and covers all aspects of that part of the game. It should be fairly self-contained, so you won't even need the separate starship manual to see how it all works :)

 

Further Story Modules

Finally, after the two free modules are done, I'd love to do a bunch of premium modules for the scifi system. I'm thinking 3 high-tech stories with starships etc, 1 industrial era to show off the steampunk aspects of the system, and 1 modern era mod that will probably be vehicle-heavy. This will take the bulk of the rest of the year to complete. 

So, that's a lot of stuff! Some of these items are ongoing, others will be released when they're ready. I'm all typed out for now, so take care and I'll bring you another update next month :)

 

v1.10 scifi manual update

Threat Levels

* Damage on the Threat Level table is now calculated as +1 for every 2 points (easier calculation).

* Extra attacks on the Threat Level table now has a value of +5.

* Luck Points on the Threat Level now have a value of +1 each.

* Threat Level tables now include the calculation for every +2% evade or agility result bonus.

* Ramming Prow shares an entry with the Redundant systems value. 

* Added a new Threat Level table for calculating ship TL.

 

Industrial Era

* Expanded the capabilities of the Optical Pump steampunk (Industrial Era) invention.

* 'Improvised Ammunition' invention is now just 'Ammunition', also has some Industrial Era applications.

* Added 'Follow & Defend Ally' command for clockwork and steam golems.

* 'Steam Power Fist' invention has had its damage slightly reduced.

* Steam engines have their start-up time noted.

 

Veiran Species

* Added 'Animate Dead' veiran talent.

* Added 'Bioweapon' Veiran talent. Energy Field talent no longer grants Invulnerability to electrical damage.

* 'Coalesce' and 'Possess' Veiran manoeuvres now correctly use the Psychic skill.

* 'Energy Field' talent now also grants immunity to electrical damage.

* 'Conduit' talent can now also be taken by Veiran, also allows power to be transferred to a ship's capacitor. Improved basic function to make it more useful.

* 'Lightning Bolt' manoevure grants additonal damage with extra spirit spent.

 

General

* Added 'Nudge' drive manoeuvre.

* Added MIRV warhead ammunition option for missiles.

* Gaining a Luck Point from getting drunk only grants 1 per session.

* Splinter Arrows no longer have a +5 damage bonus.

* Weapons mounted on vehicles and starships in a fixed position are gimble weapons, able to hit anything in a cone 5 squares wide.

* 'Transcendent' talent now grants +4 spirit per tier. Total extra spirit available from talents is now 32 (16 psychic, 12 from resistances, 4 from martial arts), up from 22 (14 psychic, 6 from resistances, 2 from martial arts).

* Graceful, Resolute, Stalwart and Zen Master talents now begin with +1 spirit at 50% of their respective skills and auto update to +4 at 99%.

* Removed the 'Spirited' talent.

* Noted that the 'Partial Block' talent doesn’t work when blocking for others.

* 'Hold the Line' polearm talent now lets you automatically push targets back to maximum longreach range.

* Corrected the text for group rolls.

* Wheel Covers vehicle upgrade now has -3% Agility penalty.

* Removed the Move bonus from plasma jet vehicle upgrades, reduced the Fusion engine Move bonus to +1.

* Ground vehicle Turbine engine upgrade only provides +1 Move now.

* Transit plates now have only +1 Move, Angled plates have no Move bonus at all. Induction and Transit plates have had their Cruise and Max speed figures increased.

* Noted that Nitrous Injectors, Overcharge and Fusion Pulse upgrades use 1 fuel per round.

* Long Range fuel tanks and batteries also apply -1 Move.

* Added 'Extra Luck' leadership talent.

* Added 'Ironclad' armour talent.

* 'Savage Axes' talent now lets you roll on the lasting injury table.

* 'Bruiser' club talent is now 99%, stuns damaged targets.

* 'Armour Breaker' club talent is now at 70%.

* Added 'No Time to Bleed' general talent.

* 'Sword Specialist' talent's dice increase automatically goes up again at 90%.

* 'Deadly Swords' talent now grants Expanded critical to swords.

* 'Slayer of Legends' talent has been replaced with 'Counterstrike' at 99%.

* Increased the damage output from high-tech dual weapons.

* Added descriptions of high-tech ranged weapons.

* Added Plasma and Impact (bludgeoning) warheads for missiles, under 'Special Ammunition'. Upgraded that table with an 'Era' column.

* Added additional starbases for the base building system.

* 'Improvised Rocket' invention deals an extra +5 damage.

* 'Improvised Ammo' invention for Heavy Missile/At Missile requires 50 less parts.

* Fusion Generators are now worth 2mil each (4x previous cost).

* Android and Automatons have had their language clarified regarding their resistance to 'telepathy', now correctly states 'immune to mental attacks'.

* All dark matter theory inventions now also require graphene parts.

* Explained that a sentry turret can be vocally controlled, or via a Remote Control device or transmitter.

* The effective range of a Remote Control device is 1 kilometre.

* Clarified more details about the use of 'Dimensional Shunt' on a starship.

* 'Locate' psi power has had its object size increased.

* Added details for how 'Bend Light' psi power works on a starship. 

* Added 'One in a Million' pilot talent.

* Filled in the empty description of 'On the Move' acrobatics manoeuvre.

* Noted in the relevant armour sections that all modern armour is non-conductive, and graphene armour IS conductive (but silksteel isn't).

* Sentry Turrets now have a listed number of charges (20).

* Improvised Gun weapons with the Oneshot trait can switch firing modes if they also have a trait allowing multiple attacks, losing the +4 damage bonus.

* Improvised Laser weapons with plasma damage (and therefore the Oneshot trait) can switch firing modes if they also have a trait allowing multiple attacks, losing the +4 damage bonus. Plasma damage type now requires 90% skill. Added 'Disrupt' trait option. Added Capacitor use adjustments for when mounted on a ship.

* Improvised Laser energy cannon type now deals 1d10+12 damage as baseline.

* Added details of concentration abilities to the Manoeuvres section.

* Added a 'Bonus' column to the weapons list on character sheets. Some have extra space for weapon mod notes too (thanks Aidan!)

* Added a separate Research section in Game Mechanics to cover the use of libraries, encyclopaedia and databases. 

* Clarified the text under 'Learning new skills' concerning the use of Skill Manuals.

* Added 'Data Server' base upgrade.

* Any unit with a Positronic Brain upgrade is not limited in how many Talents they can remove, provided those talents were bought with accolades.

* Added 'Organic Editor' cybernetics mod that eliminates the 3 talent limit for removing talents you don't want.

* Folding Stock weapon mod now makes it clear the weapon can still only accept pistol mods.

* 12mm Sniper Rifle and modern era flamethrower are now Enormous in SIZ.

* 'Neural Programming' talent is now available with Electronics for turrets and mini-drones.

* 'Catalyser' heavy version now deals +4 damage.

* 'Dark Matter Gun' and 'Sonic Blaster' longarm upgrades now also provide +2 damage.

* Fixed the link to encyclopaedia from the base building & starship Library upgrade.

* Added 'Quick Grab' Melee and Martial Arts manoeuvre.

* Corrected the ENC of the 'Mechanised Armour' invention.

 

Starship Stuff

* Added 'Tunnel Rat' starship mechanic talent.

* Transfer Weapons engineering action now halves damage output from ship's main weapons.

* Corrected skill references on Telemetry actions to use the Robotics skill.

* 'Disrupt Shields' manoeuvre now lowers the AP of the target ship's shield AP.

* Added the capability to create starship hulls above class 7 in size(!)

* Adjusted the hit point advancement of starships to be +25 per class, which has lowered class 5 hulls and above. Class 7 hulls also have 3 less AP.

* Added a mechanic to increase the time it takes to get to ship systems when they are damaged, based on hull class. Class 1 and 2, zero travel time. Class 3 and 4, 1 travel time etc. Added space on Telemetry sheet to note repair travel time.

* Emergency Repairs no longer require a Part or Circuit, as these are temporary fixes.

* Ships above class 7 in hull size can't enter an atmosphere unless they have the streamlined hull configuration.

* The Heavy Weapons skill is now used for all tactical console operations.

* Mentari hull designs now have -3 to ship’s primary weapon damage per hull class.

* Stardrives are now 5 million credits per hull class.

* References to Psi Bridge have been corrected to Psi Console.

* Starship template costs now factor in the increased expense of fusion generators and wormhole generators.

* Removed 'Drone Control System', has been merged into sensor system on all hulls.

* All hulls start with a bay for 1 tiny drone.

* 'Drone Bay' upgrade is now 'Expanded Drone Bay', uses 500 ENC.

* Added drone and robot purchase prices.

* Drones no longer use Hull Parts, adjusted part requirement numbers. 

* Revised the starship drone section.

* Added extra drone character sheets for specific drone types.

* Cloaking devices now use 2 Capacitor per hull size.

* Escape Pods can now support life for 72 hours.

* Explained that a ship's sensor upgrade grants its result bonus to all sensor related opposed checks.

* Added a sensor bonus entry on the Defence station sheet.

 

 

v2.91 Premium Fantasy Manual

* Corrected the text for group rolls.

* Added 'Extra Luck' leadership talent.

* Added 'Ironclad' armour talent.

* 'Savage Axes' talent now lets you roll on the lasting injury table.

* 'Bruiser' club talent is now 99%, stuns damaged targets.

* 'Armour Breaker' club talent is now at 70%.

* Added 'No Time to Bleed' general talent.

* Streamlined 'Empowered Caster', 'Energetic Mind' and 'Transcendent Caster' psychic talents into one self updating talent called 'Transcendent', +4 at 50% skill and tops out at 99%.

* Graceful, Resolute, Stalwart and Zen Master talents now begin with +1 spirit at 50% of their respective skills and auto update to +4 at 99%.

* Removed 'Spirited' talent. 

* 'Sword Specialist' talent dice increase automatically goes up again at 90%.

* 'Deadly Swords' talent now grants Expanded critical to swords.

* 'Slayer of Legends' talent has been replaced with 'Counterstrike' at 99%.

* Threat Level tables now include the calculation for every +2% evade or agility result bonus.

* Damage on the Threat Level table is now calculated as +1 for every 2 points (easier calculation).

* Extra attacks on the Threat Level table now has a value of +5.

* Luck Points on the Threat Level now have a value of +1 each.

* Added 'Quick Grab' Melee and Martial Arts manoeuvres.

* Noted that the 'Partial Block' talent doesn’t work when blocking for others.

* 'Hold the Line' polearm talent now lets you automatically push targets back to maximum longreach range.

 

v1.75 Basic Fantasy Manual

* Corrected the text for group rolls.

* 'Armour Breaker' club talent is now at 70%, replacing 'Bruiser' talent in the basic edition.

* Streamlined 'Empowered Caster', 'Energetic Mind' and 'Transcendent Caster' psychic talents into one self updating talent called 'Transcendent', +4 at 50% skill and tops out at 99%.

* Graceful, Resolute, and Stalwart talents now begin with +1 spirit at 50% of their respective skills and auto update to +4 at 99%.

* Removed 'Spirited' talent. 

* 'Sword Specialist' talent dice increase automatically goes up again at 90%.

* 'Deadly Swords' talent now grants Expanded critical to swords.

* Threat Level tables now include the calculation for every +2% evade or agility result bonus.

* Damage on the Threat Level table is now calculated as +1 for every 2 points (easier calculation).

* Extra attacks on the Threat Level table now has a value of +5.

* Luck Points on the Threat Level now have a value of +1 each.

 

v2.54 Fantasy Bestiary

* Increased damage of Annihilator, Arboreal Behemoth, Astaroth, Basilisk, Grizzly Bear, Fel Chimera, Malefic Chimera, Dire Bear, Dire Wolf, Adult Dragon, Ancient Dragon, Old Dragon, Entropaal, Giant Shaman, Giant Warlord, Auldsteel Golem, Bone Golem, Dreadnaught Golem (also lost 4 AP and EC), Fey Cat, Flesh Golem, Iron Golem, Stone Golem, Horse, Kraken, Landshark, Leviathan, Linnorm, Malphas, Megalodon, Mummy, Paragon, Primordion, Revenant, Sa'quaarin, Sea Serpent, Seraph, Shoggoth (also lost 2 attacks), Skeletal Dragon, Titan, Umbral, Unicorn, Werewolf, Titanic Worm (also lost 4 AP), Fast Zombie, Giant Zombie, 

* Increase AP and TL rating of big monsters, with their own section in the 'Creatures by TL' section. Annihilator 16, Arboreal Behemoth 18, Auldsteel Golem 18, Dragon Ancient 28, Dragon Old 22, Dreadnought Golem 22, Entropaal  21, Kraken 20, Leviathan 27, Linnorm 14, Malphas 27, Paragon 27, Sa’quaarin 21, Shoggoth 26, Titan 24.

* Some creatures with an evade skill result bonus have increased in TL due to this addition to the calculation.

* Added manoeuvres to the Arboreal Behemoth.

* Added seduction manoeuvres to the Vampire and Nymph.

* Silver weapons now deal regular damage against undead instead of Vulnerability (+10).

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.

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.

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.

August Update and 2.29 notes

Hi all, hope your sabre games are running well! I'm mostly focused on getting this novel done (just a couple of weeks to go now) and continuning development of the scifi system, so there's no new art this month. Once that novel is done I'll be dedicating months to finishing off all the art before I start my next story :)

The scifi system is going well, although I've had to make some fairly substantial adjustments today. It's certainly fun though! More on this in the coming months.

For today, we've got a number of fixes to the core system to improve some issues:

* I felt it was too easy to use teleportation spells to get around, so I've added a 100sp gem cost each time it's cast. On the plus side, you can take as many people as you want, but get a penalty for each additional passenger (mitigated by spending more spirit of course).

* There wasn't much incentive to boost Charisma, Constitution or Willpower Attributes, since the rewards don't match the cost of raising them. So I've created a weighted table for Spirit Points and Luck Points which punishes lowered scores and rewards higher numbers, making it more worthwhile to put points into both.

* Ranged attacks of opportunity made when someone breaks cover was a novel experiment, but a little too punishing. This has been removed, so ranged AoO only occur when someone stands from being prone. You can still hold an action for when someone breaks cover, just that you can't do that AND have your regular action as well. 

* The Vanish manoeuvre was a bit over the top, so I've brought it down a little in power. You'll need cover to make it work now, instead of being able to do it right out in the open, but at least it's a quick action. On the upside, there's no opposed check so it's easier to pull off, if the terrain is favourable (smoke bombs and spells work too!)

* I've added optional rules for more severe maiming, if that's your flavour. I personally love consequences for taking Major Wounds, though my players usually don't! 

That's about all for this month, I'll be back on art duties soon and we'll get that bestiary finished! Peace.

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v2.29 Premium Edition

* Added 'Teleporter' artifice spell.

* Teleportation spells now let you take along as many people as you wish, but with a -10% penalty for every extra person taken. This is negated by 10% for each extra Spirit Point you spend. Most also require sacrifice of a gem of 100sp value to cast.

* 'Vanish' manoeuvure now requires cover to work, but is no longer an opposed check.

* The Deafened condition now also reduces the character's Initiative Rank by 5.

* Added optional Permanent Maiming rules for more graphic lasting injuries.

* Removed the 'Weapon Expertise' talent and changed 'Martial Weapons' to allow the use of all exotic weapons.

* 'Fire & Steel' pistol talent now requires you to spend a Reaction to make a melee attack.

* Added names to the background events.

* Changed the colour of resistance skills in backgrounds to black and put them in bold text, just to emphasise them.

* Split some Martial Arts manoeuvres into a separate Unarmed manoeuvres category. These can still be used with Martial Arts.

* Replaced 'Martial Focus' manoeuvre with 'Martial Fury'.

* Revised the Spirit Point progression which rewards higher CON and WIL.

* Revised the Luck Point progression which rewards higher CHA and punishes treating CHA as a dump stat.

* Ranged attacks of opportunity can only occur when someone is standing from prone (removed the condition of breaking from cover). 

* Added 'Heavy Mace' melee weapon.

* Removed Vanish from the TL calculation.

* Body Slam manoeuvre now simply deals your Damage Modifier to the victim.

________________________________

v1.59 Basic Edition

* 'Vanish' manoeuvure now requires cover to work, but is no longer an opposed check.

* The Deafened condition now also reduces the character's Initiative Rank by 5.

* Removed the 'Weapon Expertise' talent and changed 'Martial Weapons' to allow the use of all exotic weapons.

* Added names to the background events.

* Changed the colour of resistance skills in backgrounds to black and put them in bold text, just to emphasise them.

* Replaced 'Martial Focus' manoeuvre with 'Martial Fury'.

* Revised the Spirit Point progression which rewards higher CON and WIL.

* Revised the Luck Point progression which rewards higher CHA and punishes treating CHA as a dump stat.

* Ranged attacks of opportunity can only occur when someone is standing from prone (removed the condition of breaking from cover). 

* Added 'Heavy Mace' melee weapon.

* Removed Vanish from the TL calculation.

* Body Slam manoeuvre now simply deals your Damage Modifier to the victim.

May 2.26 Update and Changelog notes

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.

 

__________________________________________________________________________________________

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.

September Update

I'm a little late on my monthly update, 'things' happened over the last week that took precedence. You see, Sabre is based in part on the Runequest 6th edition rules, specifically to do with skills and some basic mechanics. Sure, a *lot* has been customised but I'd accidentally left some of their text in the manual and I needed to fix that, and acknowledge the origins underpinning the system. 

That's all resolved now, and for the better, as I found some old and indistinct rules in the system I'd forgotten to correct before release, so that's been fixed too. Win/win!

I've been thinking about my work schedule of late regarding all of my projects, and concluded I have too many plates spinning at the moment, so I'm having to trim down on a few of them in order to actually get the more important things done.

* I've nearly finished writing my current novel so that's of course the highest priority. The cover art for that is well under way too, so this should all be done by the end of October. 

* I had planned to revise my first series of novels a bit more and redo the covers. Most of the cover redesign is done, but instead of redoing the art, I'm just going to take better pictures of the current work and use some subtle touches to improve them a little. This will be a big time saver, allowing me to do more Sabre things.

* I'd like to do a burst on the Feydwiir Atlas, and get the entire northern end of the island finished.

* I have a lot of ideas for portrait art for the races for the main manual, and I'd really like to get started on those. They're not huge pictures so I think I could one done per week without too much trouble. I'd like to take another crack at some dramatic cover art too, but take a different approach this time. Not a high priority though. One factor to getting this done is to make sure people who have tried the system actually like it, and therefore make it worth the effort to get the artwork done. I'm starting to see some positive feedback (presumably after people have used it for a while) so I'm thinking about this more and more now.

* Once those are done, I'll take some time to create audiobooks for my novels, as many people have requested this for some time and I'm eager to give this a shot. 

* I've had a bit of a resurgence of interest in my canvas art, and had hoped to produce some more but I'm deferring this project until some time next year. 

* The Scifi version of the Sabre RPG is pretty much done, but I don't really have time to support another system while the first one is still incomplete. So I'm going to delay release for this until next year while I finish up these other things. Besides, the starship rules are slowly becoming detailed but again, I don't think it should be my highest priority right now. 

So that's my revised plan for the near future. I definietly will be supporting and working on Sabre over time so it's by no means been abandoned or anything like that. Oh, and my immediate gaming group had to shut down due to lack of players (some of whom had to travel some distance to get there), but I'll be starting a new one up in the near future, so Sabre Scifi development will undoubtedly continue! This campaign will actually be very low-tech, treating technology with the rarity of magical items, should be interesting!

Finally complete

After sorting out some software issues with the site, we've finally managed to get the Sabre RPG online. That took a bit longer than I initially thought, as I'd planned for an early January release! Still, the extra time has served it well, for I tweaked and modified a few things while waiting for the site to get fixed. Mostly, the work has involved streamlining things, as smooth play is one of the aims for the system. 

So it's ready for public use, though I don't consider it 'finished' as such. Consider it a very advanced public beta, and based on feedback, I'll tweak and modify things as needed. But after three years of development and play, I have to say it's pretty solid. 

The core rules settled down some time ago, after a big streamlining effort in the middle of last year. During the first two years it had accrued quite a bit of system bloat, and it really benefitted from being pared down. The aim was to keep a good amount of detail, while making sure it played well. Hopefully it's straight-forward enough for beginners to use (let us know!) yet with enough depth to satisfy veteran players.

Art

Now, a word about art - the manuals don't have a lot. Sure, it has a nice watermark, cover and little graphical flourishes, but my plan to personally create all the internal art, such as race portraits, monster portraits and such, hit a stumbling block. I'm predominatly a landscape artist, and relatively new to the field of fantasy art, so I wasn't happy with the results of some of my work. I plan to keep practicing, but that'll depend on how many people try it out, too. In an extreme case, if it garners a large following, I might just end up paying a real fantasy artist to do the work.

Atlas

In its current form, the atlas depicts the primary location of the game, the Kingdom of Aielund. It should be more than enough to provide a starting place for your adventures, should you wish to run them in the campaign world of Feydwiir. I have preliminary work done on the rest of the world, it's really just a matter of formatting and checking to make sure it's all correct, so releasing expanded editions should be straight-forward. Speaking of updates...

Update Schedule

The initial plan is to provide a system update every six months, but I can step that up if demand increases. Each update will require re-purchasing a given product, but I plan to make it worth your while! I'll be sure to include a few more pictures, plus additional spells, talents and tactics for the manual, plus some more beasties, NPC templates and whole countries for the atlas. I won't be releasing errata sheets, as I plan to simply update the primary PDF to make sure any rule adjustments are fully integrated, so you won't have to chase any changes through separate files.

Hardcover

The likelihood of creating a hardcover print version of the manuals depends on demand, and of course the amount of art that's been added to the system - we can't have "placeholder images" dotted throughout the bestiary! But yes it's something that's being considered for the future. 

For now, check out the system and see if it's to your liking - we're quite proud of the result and we think you'll enjoy it!

Science!

As for the sci-fi version of the system, that's still in development. Converting the fantasy system over was pretty easy for the most part, but has yet to be tested. We'll get on to that in May and have an early release up in June for you to try out. I've crunched the numbers and it should work out fine but these things rarely pan out in practical tests, so we'll see.

There will be a system for space combat too, ship-to-ship, but the rules will be slightly different to ground battles so it'll come in a separate release. I'm pretty excited about what I've done so far and can't wait to try it. You'll be able to salvage, build or upgrade your own robots, vehicles and advanced weapons using a very elegant methodology. The system will be good for modern combat too, as I've been sure to categorise equipment into 'Modern' and 'Advanced' lists. So, this varient of the system should cover modern or futuristic settings very nicely.

I'm planning a campaign world that blends a medieval-style setting with 'relics' from the before-time, i.e. pistols, machine guns and other more advanced systems. Oh, and the only magic available is a Psychic skill, so it's more of a hard-science approach instead of a full blend of magic and science. Still, you could absolutely combine regular Sabre with the sci-fi system to create your own science-fantasy setting, as the core rules are exactly the same. Yes, I'm having a lot of fun putting this together!

That's all for now, peace out.