Posts

July 2019 update and devblog

Hi everyone, we've got a bit of an early release this month, as all of the updates I had ready to go are... ready to go. Plus, I'm shifting my work focus to another project as I'm starting to feel a little burned out from this 6 month Sabre sprint. So for now, let's take a look at the shiny things for this month!

 

Encounters templates finished

After a herculean effort from myself and an associate (thanks Aidan!), we got the Encounters templates completed. When it came to doing the psychic, inventor and vehicle templates, I had to do some customisation work on the layout, and revised the system as I went. There were a lot of errors and old informaton in there, but now it all looks great, and is current with the system. The fantasy bestiary was updated a couple of weeks ago, though there's an update now for a few errors with the melee npc templates.

 

Aleerata

Space rats! I've been wanting to do a tiny species for quite some time, but after some discussion (and recalling how vicious a tiny melee robot had been in the last campaign I ran) we resolved to keep it as a small species. Usually the smaller species are best used with magic or psi powers to make up for their lack of physical ability, but this one is different. They can carry a lot more than their small size would suggest, including the ability to use large weapons normally excluded for smaller species. This frees them up a lot more for other roles. They're also able to make mechanical and electronic inventions without the need for those exact skills, and although the resulting gadgets tend to be unreliable, it frees them from taking backgrounds with the right technical skill too. So they're very flexible, and downright adorable :)

Miniatures

I've added a section to the scifi manual in an appendix to show how to use miniatures with Sabre, primarily about the vehicle and starships. Lots of cool pictures to look at from my own collection :)

Pilot manoeuvres

With the revision of the aircraft templates, I felt the pilot manoevures had been neglected long enough. So, now they match up with the manoevures in the starships manual, and can be used for vehicles or starships as required. There's more of them, and work better with how the vehicle system now functions. Some of the driver manoeuvres have been tweaked too, as with the system settled into a nice boardgame style environment, some adjustments needed to be made. 

 

Space vehicles vs starships

There's been a bit of a crossover between vehicles and starships, as with a plasma engine, some grav plates and a life support system, you could get a flying car into space. How it worked out there was never made clear. After some discussion, we've decided to remove this ability and keep vehicles primarily planet-bound. Now, shuttles and space fighter craft will be handled as class 0 hulls - half the size of a class 1 and with a few other limitations, but ideal for high speed dogfighting action (or carrying people and cargo). This is accompanied by a modification of the drone swarm rules, which allow a squadron of up to 6 identical fighters to operate as a single unit, perfect for larger hulls with multiple docking bays for launching fighters - carriers. We had a preliminary test this last week, and it seems to work well, but the system may evolve a little more in coming months. 

 

Other bits

The siege warfare system has been always just over the horizon, with other things constantly getting in the way. Since I'm easing back on development for a while, I've handed the current pre-alpha build back to my crack beta team to revise and improve, and then we can have a test play at some point. So it's still bubbling away :)

My current campaign is an x-com style "modern era vs aliens" thing, with a heavy emphasis on vehicle combat, and it's going very well! But the next campaign I run (which was going to be a mad max style vehicle campaign) is being changed to a waterworld sort of scenario, but with more guns and ships. As such, something I had wanted to do from the start of the starship system is adapt it for larger sea-going vessels. So when the time comes, I'll add a section to the starships manual on how to do that (it'll probably be next year sometime). 

There is actually another species in the pipeline for the scifi system, but the artwork is proving to be very challenging, so I'm giving myself more time to get a handle on it. Expect it probably next month. I plan on continuing the work on the bestiary too, as time allows. I do enjoy the artwork, though it can be demanding when I have too much going on at once. Otherwise, all the usual little updates, fixes and tweaks will continue as we delve further into the system in our local games, and find things that need work.

That's all for now. Peace :)

 

Scifi Core Rulebook v1.14

New Stuff!

* Added 'Aleerata' species. 

* Added a Miniatures appendix showing the kinds of miniatures players can use with the system.

* Added Reinforced modular plate inserts. Non-Conductive plate inserts now grant +10 AP vs electrical. Move its plasma bonus over to Refractive plates. 

* Added 'Grav Plate' high-tech upgrade for robots.

* Added 'Airborne' weapon trait for anti-aircraft specific weaponry.

* Added 'Stinger' and 'Skyshield' portable anti-aircraft missiles.

* Added 'Weapon Mount, External' vehicle upgrade.

* Added 'Cut Off' drive manoeuvre.

* Added 'Change Course' drive manoeuvre.

* Revised all Pilot skill manoeuvres and added a few. They are now matched with Pilot manoevures in the Starships manual.

 

General

* Student background now only has 1 Background event.

* Noted in the Contacts that when you lose one for any reason, you lose the benefit as well.

* The Psi Rank table now shows rank 1 (i.e. baseline) effects and requirements.

* Reduced the damage on AA Missiles and Interceptor Missiles.

* Noted under Suffocation rules that these fatigue levels cannot be ignored or reduced like other fatigue levels.

* Life Support vehicle upgrade can no longer allow a vehicle to go into space.

* 'Repulsor' now gains +5% per extra charge used, and has 10 charges. Updated details for how it operates when mounted on a starship.

* Removed 'Extra Turret' vehicle upgrade. Extra standard turrets can be added at 3.0t weight, and 10m/11y length. Only 1 HD turret can be mounted per vehicle.

* 'Reckless Flying' Pilot manouvre is now called 'Danger Zone'.

* Offensive Flying is now called 'Aggresive Flying'.

* Corrected the body text for 'Psychic Leech'.

* Vehicle docking bays now correctly list using 5 slots.

* Corrected the Long Range Fuel Tanks and Lightweight Vanes turbine option data.

* Revised how materials are used with the vehicle system. Ground, Air and Sea vehicles now have their own table with available materials suitable to that vehicle type, with correct bonuses and penalties.

* Clarified that a Major Wound now happens at or below negative maximum Hit Points, and if damage is equal to or more than twice this number, death cannot be avoided with an Endurance check or Luck Point use.

* Arborean ranged and longreach unarmed attacks now let you take Chain Weapon or Heavy Weapon talents and manoevures. 

* 'Furious Ram' drive manoeuvre now deals +5 damage instead of 1d10.

* Tactical Analyser invention now uses small batteries.

* Corrected missed instances of Healing (the skill) to Surgery.

* Suppression now applies a -5% skill penalty per level instead of -10%.

* 'Defy Gravity' psi discipline now grants +2% to starship agility instead of +5%.

* Added the mention of Expanded Fumbles to the criticals section, and mentioned that a 99 is still a fumble even if your skill is 99%.

* Second Skin now heals 1d4+2 HP, but works instantly.

* The Arborean Vine Limbs ranged penalty now states that this only affects hand-held ranged weapons.

* Canine Venator's Pack Hunter trait now grants +1 Damage instead of +1 Damage Modifier, so it affects all damage done, but is limited to +3.

* Genetics no longer requires a medical scanner to use.

* Vehicle 'Extra Turret' upgrade now allows a third turret on vehicles over 10m/11y in length.

* 'Fortify' vehicle upgrade gains +5 AP instead of +10, notes that it affects all sides.

 

Starship Manual v1.04 beta 4

* Expanded Cargo upgrade can now also convert cargo hold into precious, precious slots.

* Reduced the amount of default cargo space on all hulls.

* Sensor Upgrades only give +2% per level, but are no longer limited to 4 per ship.

* 'Empower PDS' manoeuvre now also gives the Impact trait.

* Added 'Fleet Command' talent.

* Added 'Manual Firing' talent.

* Added Class 0 starship hulls.

* Barrage Cannon PDS systems firing in Suppression mode can leave a small gap in their defences to allow drones, fighters and missiles to leave or enter from either the front or back of the ship. This compromises the system's ability to destroy incoming targets along that vector for the round.

* Added details in the combat section on using class 0 hulls in a squadron.

* Modified 'Docking Bay' upgrade details to suit class 0 hulls, and added 'Launching Tube' upgrade to complement large scale carrier vessels.

* Added 'Dominator' starship template and modified Falcon and Runabout templates.

* Primary starship weapons now incur the -40% skill penalty attempting to shoot targets of 10 metres of less instead of 20 metres or less.

* Added 'Rapid Launch System' and the 'Salvo' weapon trait.

* Suppression now applies a -5% skill penalty per level instead of -10%.

* Added a weapon traits table to the starship manual.

* HD weapon turret now provides +10 AP.

* Mentioned that at 0 Capacitor, no system, weapon or ability that requires capacitor to function works.

* Reduced the damage bonus from the Zacharial's 'Breathe Flame' manoeuvre from +2 to +1 per spirit point.

 

Encounters v1.14

* Completed all NPC templates.

 

Fantasy Premium & Basic Core Rulebooks v2.96 & v1.80

* Noted in the Contacts that when you lose one for any reason, you lose the benefit as well.

* The Spell Power table now shows rank 1 (i.e. baseline) effects and requirements.

* Noted under Suffocation rules that these fatigue levels cannot be ignored or reduced like other fatigue levels.

* Clarified that a Major Wound now happens at or below negative maximum Hit Points, and if damage is equal to or more than twice this number, death cannot be avoided with an Endurance check or Luck Point use.

* Corrected missed instances of Healing (the skill) to Surgery.

* Added the mention of Expanded Fumbles to the criticals section, and mentioned that a 99 is still a fumble even if your skill is 99%.

 

June 2019 update and devblog

Greetings, Sabre enthusiast! For this month's update, the main focus has been on revising and updating the Bestiary's monster entries, mostly to replace the old tables with the new forms, but as the work went on, I noticed a lot of anachronistic or flat out wrong information, so it's all been brought up to the latest iteration of the system (and it looks a whole lot nicer!)

I also took the opportunity to add and update some monster art, as shown below:

 

I feel like I'm cheating a bit, as I decided to speed up the process by using some royalty-free stock images to fill out the backgrounds, but I think the result is much nicer and it's far cheaper than having a dedicated professional artist come in and do them, so it's a nice middle ground. Plus, I'm spread thin working on the system itself, so it's a big time saver. 

For now, it's just the monster entries that have been updated, which I just finished up today. I'll continue working on the NPC templates going forward, as most of those will crossover with the scifi Encounters manual too. I'll also do a few more pictures, as I think I can speed things up a bit in that regard. 

Oh, one more thing: I've disable the Sabre Character Sheets product on DriveThruRPG, as I didn't see the point in trrying to maintain that in addition to the fillable forms. 

It feels like the system as a whole is settling down, with fewer tweaks needed as we go. As such, there's not a lot done to the rest of the system, though the scifi books get a bit more love, as you'd expect (it's newer and more complex). So that's about all for this month, so until next time, peace out.

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Sabre Scifi Core Rulebook v1.13 

* Taser glove is now more expensive, only adds +1 damage, and has 3 charges per battery.

* Arborean ranged weapons count as Heavy Weapons (spore cannon) or Longarms (thorn gun) for modding.

* Medic talent now grants +1 HP gain to First Aid and Surgery skill results.

* LAW rockets and Mini-Missiles are now counted as Heavy Weapons.

* Solid shotgun slugs now provide 20/80 base range.

* Lift Fans robot upgrade now limits the robot to 2 armour plating upgrades.

* Mentioned that the human's Ambitious Effort manoevure can be used after the skill roll.

* Added 'Hydraulic Assist' option for the Hazard Suit invention.

* Dimensional Shunt now imposes a -20% skill penalty check if you can't see the target location.

* Noted that the sawn-off barrel mod can only apply to longarms of L size or less.

* Latent Mutation genetics mod has been revised with fewer negative results, the ones that are there are less onerous, and there are more positive ones.

* Added Antacid medicine.

* Fixed a few vehicle upgrade entries such as Armour Plating and Docking Bay.

* Added computer programming requirements for Bio-Analyser, Compact Nuke, Critical Shield, Fusion Generator, Gravity Gun, Hazard Suit, Invisibility Cloak, Microbe Filter, Mind Probe, Mini-Drone, Omnivisor, Phase Shifter, Powered Armour, Security Matrix, Sentry Turret, Signal Disruptor, Tactical Analyser, Temporal Compressor, Wormhole generator.

* Infopads in the high-tech era now also have a holographic display.

* Updated the base building section with correct information.

* Field Medic background loses Healing skill, gains Medicine. Loses extra damage bonus and gains a time bonus to perform First Aid in 1 round. Also gains 1 extra background event.

* Healing skill is now called Surgery.

* Surgery Talent is now called Advanced Surgery.

* Feline venator minimum height is now 110cm, Ursine venator minimum height is now 250cm.

* Off-road suspension and Tracked upgrades for ground vehicles now grant -2 movement, but don't halve their total movement off-road.

* The bonus from Academic contacts is now +10% extra accolades at the end of each session (instead of a flat +1).

* Machine Language can now only be written and read by non-machine characters, not spoken.

* Added 'Mind Link' psychic discipline.

* An Extended Period of Study now clearly outlines 8 hours is required for the check.

* 'Efficient Study' talent now allows a 2nd check if 12 hours are spent performing an Extended Period of Study.

* 'Signal Disruptor' invention is now modern era, altered components.

* Added 'Plasma Caster' modern nuclear invention.

* Vehicle Turrets specify they can only mount 1 weapon each. 

* Linked weapons have to by fixed mount (forward, rear etc).

* Added 'Omnivisor' modern electronics invention.

* Restored the missing 'mini-drone' invention (now new and improved!)

* Added 'Radiation Cleanser' modern invention.

* 'Annihiliator Warhead' is now called 'Compact Nuke', available in modern era.

* Weapon Turrets are now just Standard (max of 3 slot weapons) and Heavy Duty (up to 6 slot weapons). HD turrets add +10 HP to the weapon.

* Added Command & Control upgrade to allow leadership abilities to be used for vehicles. 

 

Starship Manual v1.03

* Updated the navigation and commander's sheets with space for more data.

* Added 'Repair Specialist' talent.

* Removed 'Emergency Procedures' talent.

* 'Cloaking Expert' talent is now listed under Engineering talents, also benefits Silent Running.

* Updated the engineer's character sheet with space for hull type and species design.

* 'Stealth Mode' is now called 'Silent Running'.

* Thruster upgrade now increases atmo speed by 25%, increases Max Lift by 1 ton per hull class, and reduces fuel by -1. Uses 20 parts per hull class.

* Expanded Drone Bay now uses 10 slots instead of cargo space.

* Ships Advanced Brig now uses only 20kw of power.

* Armour Plating now increases ship weight by 1 ton per Hull Part.

* Characters can use any ship's console without penalty so long as they have the Computers skill (they no longer need the Console Operation talent to avoid a penalty).

* The Console Operation talent now gives the character using it the bonus from that console (without this talent, there's no bonus).

 

Sabre Fantasy Premium Core Rulebook v2.94

* Healing skill is now called Surgery.

* Surgery Talent is now called Advanced Surgery.

* The bonus from Academic contacts is now +10% extra accolades at the end of each session (instead of a flat +1).

* An Extended Period of Study now clearly outlines 8 hours is required for the check.

* 'Efficient Study' talent now allows a 2nd check if 12 hours are spent performing an Extended Period of Study.

* Updated monster templates in the Sample Bestiary.

 

Sabre Fantasy Basic Core Rulebook v1.78

* Healing skill is now called Surgery.

* Surgery Talent is now called Advanced Surgery.

* The bonus from Academic contacts is now +10% extra accolades at the end of each session (instead of a flat +1).

* An Extended Period of Study now clearly outlines 8 hours is required for the check.

* 'Efficient Study' talent now allows a 2nd check if 12 hours are spent performing an Extended Period of Study.

* Updated monster templates in the Sample Bestiary.

 

Sabre Fantasy Bestiary v2.56

* Updated and revised all monster templates (NPC templates will be done next month). Added or updated art for Storm Crow, Celestial (minor), Demon (minor), Aethereal (minor), Astaroth, Virtue.

May 2019 update and devblog

Hi everyone, we've got a few big things to talk about today so let's get straight to it!

The Split

I've completed separating the scifi manual into the core rulebook and starships supplement. This entailed some cover art work, as well as making sure the right information ended up in the right book, but the results are excellent. Originally, I was advised by a friend that they should be separate books to begin with, but even with the starship stuff in the core system manual, it came to about 370 pages - perfectly fine. 

Since then, we've added the full set of science inventions, and then the genetics section, and more detail on other parts of the system and the manual size was just blowing out. This change has reduced the core rulebook down to about 382 pages, with the starships book coming in at 72. This makes it easier to navigate, and gives both room to grow as we continue to add bits a pieces of information to both. I've moved everything starship-related over to the new book, including the Zacharial species, as most of their special abilities are space-based.

 

New Character Sheets

I'm really excited about this! Since the beginning, I've wanted to do graphical character sheets instead of ones made in MS Word with tables, and with some new advice I was inspired to get it done. So all character sheets have been remade, with the aim of making them easier to follow, easier to look at, and more informative. I've also created fillable PDF forms for them, available for free on DriveThruRPG. I tried them out at my local game this past weekend, only using my tablet to maintain my character sheet, and it worked really well - I highly recommend them :) 

 

Demo Module

The Scifi demo module is pretty much done - I just have to finish its cover art, (re)make the character templates with the new system and it's ready to go. I've decided I won't be going ahead with lots of story modules, as I feel most GM's prefer to make their own stories so they're not limited to the scope written in the story. Plus, I like having all of the world I'm running the game in within my mind so I don't have to look things up, and I suspect a lot of GM's do this ;)  So I'll get this demo mod out, and probably one for the starship system too, and that'll be it. I'm actually eager to write a scifi novel, which I want to start in a couple of months, so I'll do that instead. 

 

Bestiary and Encounters manuals

Okay, so with the new-look character sheets done, I'll be going over alllll of the templates using the new look, and refining things as I go. I've done a few for the bestiary and it looks fantastic, but there's a lot to do so I'll just peck away at it and get them all done at some point. I'll do the Bestiary first, then the Encounters manual.

I might get on to doing more artwork for the Bestiary, but I think most of my time for now will be spent on this update. We'll see what happens.

Otherwise, there's just the usual refinements and additional information for the system with the rest of this update. Thanks for reading, and enjoy the new content :)

 

v1.12 Scifi Core Rulebook

* Added 'Spore Cannon' Arborean talent.

* 'Rain of Thorns' Arborean talent now grants up to 360 rounds per day at 99% skill.

* Venators have wider ranges of fur colour.

* Added 'Synergy Link' psi talent.

* 'Telepathy' psi discipline now has stats for use with a Psi Console.

* 'Rad Gun' invention now requires uranium and lead instead of a pocket reactor.

* 'Security Matrix' requires 10 laser pointers instead of wrist radar.

* Vehicles and starships now take half damage instead of immunity to collision damage with a ram plate.

* Critical hits on starships now go through subsystem HP, then onto ship hull. Noted that a crew member fumble will damage their system 1d6 hit points.

* Added 'Ram' action to ship pilot list.

* 'Bio-enhancer' invention is now correctly listed as High Tech era.

* 'Tactical Analyser' invention is now a modern era invention with different material requirements.

* 'Serpent Combat' talent's bite option now deals 1d4 damage, but gains the Perforate trait.

* Clarified that moving to any square takes 1 point of Movement by default (there was no mention of diagonal costing 50% more!)

* 'Polarise Armour' manouevre only works if you have at least 1 AP of armour.

* The Teach skill now provides 10% extra based on the skill being taught, not the Teach skill itself.

* 'Overcharge Shield' manoeuvre now lasts for the entire round.

* 'Barrel Roll' and 'Defensive Roll' manouvres are now a Reaction to use.

* Offensive/Defensive flying now grants 10% bonus/penalty instead of 20%.

* 'Decryption Engine' invention is now called 'AI Construct', with new abilities.

* Point defences now consist of a pair of weapons, mounted top and bottom, and can engage in a 360 degree sphere.

* 'Fire &  Steel' talent now also allows unarmed and martial arts attacks.

* Clarified the text for Sentry Turrets that using a Reaction to command it allows it to us its own action to attack.

* Added 'Weapon Strap' longarm mod.

* Clarified that 'Control Movement' also prevents the use of manoevures or other abilities that provide movement.

* All manoevures that involve an attack bonus and are used as 1 Action, now clarify that you get to attack as part of using them.

* Added 'Blind Fighting' and 'Blind Fury' Perception manoevures.

* The core rulebook now has new artwork, and the old artwork has been updated and used for the starship manual.

* Added 'Quick Reflexes' general talent for acrobatics.

* Updated all primary and NPC character sheets with new version. 

* 'Muzzleloader' pistol talent has been renamed to 'Rapid Reload'.

* 'Pistol Whip' talent has been replaced by 'Gun-Fu' talent.

* Removed 'Stock Slam' talent.

* Added 'Pistol Whip' and 'Stock Slam' manoeuvres for Pistols and Longarms respectively.

* Revised wording of 'Point-Blank Shot' pistol manoevure.

* Removed the Starships section and the Zacharial species, along with related talents, and moved them to their own manual to free up space.

* 'Bioweapon' veiran talent no longer grants additional lightning damage, but allows a successful hit to chain onto another target.

* Fixed the duplicated upgrade name for Power Leech invention.

* Mentioned under the Insight skill that it can be used for memory checks.

* After sleeping off the Intoxicated condition, the subject is now Nauseated for 4 hours.

* Reactor Upgrade is now called Capacitor Upgrade for clarity.

* Beam Splitter and Sawnoff weapon mods prevent any other range mod from working.

 

Starship Manual v1.0

* Added details of fuel scooping, and the cost of buying standard and military fuel at stations.

* Added 3 console varients for each crew position, listed under the crew section.

* Skyflash missile now takes 3 slots.

* Vehicle Docking Bay upgrade now uses 5 slots (no cargo) and limits vehicle by length.

* Ramming prow is absorbs collision damage on targets that are the same size or smaller than the ship, and ship takes 1/2 damage from anything larger.

* Scanning Specialist talent has been replaced by Stardrive Expert, allowing you to send other ships through the fold.

* 'Positronic Brain' upgrade for ships is now 'AI Construct', uses the invention of the same name to gain its benefits for the ship's computer.

* Added starship templates here and removed them from the Encounters manual.

 

v2.93 Fantasy Premium

* The Teach skill now provides 10% extra based on the skill being taught, not the Teach skill itself.

* 'Fire &  Steel' talent now also allows unarmed and martial arts attacks.

* Clarified that 'Control Movement' also prevents the use of manoevures or other abilities that provide movement.

* All manoevures that involve an attack bonus and are used as 1 Action, now clarify that you get to attack as part of using them.

* Added 'Blind Fighting' and 'Blind Fury' Perception manoevures.

* Added 'Quick Reflexes' general talent for acrobatics.

* Updated all primary and NPC character sheets with new version. 

* 'Muzzleloader' pistol talent has been renamed to 'Rapid Reload' (for clarity).

* Removed 'Stock Slam' talent.

* Added 'Pistol Whip' and 'Stock Slam' manoeuvres for Pistols and Longarms respectively.

* Revised wording of 'Point-Blank Shot' pistol manoevure.

* Mentioned under the Insight skill that it can be used for memory checks.

* After sleeping off the Intoxicated condition, the subject is now Nauseated for 4 hours.

* Added 'On the Move' acrobatics manoeuvre.

 

v1.76 Fantasy Basic Edition

* The Teach skill now provides 10% extra based on the skill being taught, not the Teach skill itself.

* Clarified that 'Control Movement' also prevents the use of manoevures or other abilities that provide movement.

* All manoevures that involve an attack bonus and are used as 1 Action, now clarify that you get to attack as part of the manouevre.

* 'Muzzleloader' pistol talent has been renamed to 'Rapid Reload' (for clarity).

* Updated all primary and NPC character sheets with new version. 

* Removed 'Stock Slam' talent.

* Added 'Pistol Whip' and 'Stock Slam' manoeuvres for Pistols and Longarms respectively.

* Mentioned under the Insight skill that it can be used for memory checks.

April 2019 update and devblog

Hello, I hope you're well! It's time for our monthly update, albeit a little early to get ahead of the Easter weekend, and we've got a few interesting items to cover this time. 

 

Character Creation Streamline

The system to create characters has been gradually pared back over the last few years, as we looked for an easy way to cover the process, and we're doing it again! 

Firstly, the Buff Points system to determine Attributes is being simplified. No longer will you have the diminishing returns of the current system to contend with - instead, you gain 1 Attribute point per Buff Point you spend, but with a maximum of 10 points to one Attribute, and a default amount of 22 Buff Points to spend. I went over the numbers to ensure this was a reasonable amount, and for humans, it yields 4 13's and 2 12's, if one was to average out the numbers. This new system does make it easier to min/max, but because most characteristics and skills require the combination of 2 Attributes, maxing one out isn't as dominate as you might hope, and of course the other Attributes suffer as a result. I've updated the character build example to reflect this change.

Next, there's a revision of the Background system. There are currently two stages (really three, if you count the baseline race bonuses), which are Background and Career. They each received separate skill points, usually 30 for Background and 20 for Career, to show that some skills weren't as developed as ones you'd learned earlier in life. 

The Career stage has been removed, and the ability to pick custom skills to flesh out your character is now folded into each Background. All skills at this step get 30 points (assuming the standard adult age category), eliminating the need to add separate numbers to separate skills. To balance the backgrounds better, they now have fixed skills (as before) bolstered by a varying number of freely chosen skills. Some backgrounds are more fixed than free, and some are very free indeed, but suffer for this in other ways.

So you just pick a Background, pick a few freely chosen skills (if offered), and add 30 points to everything. Done! This system will yield slightly higher starting numbers, which is a good thing as the lower numbers at the start meant a lot of swing-and-miss fights. Characters start out a little more competant now, which isn't a bad thing at all.

 

Imperial Units

One requested feature for Sabre has been the addition of imperial units, which are commonly used in the US and UK. I quite like using metric myself, but can see this would be an impediment to the system being enjoyed in those countries, so instead of creating a separate manual with imperial units, I've opted to put them alongside their metric versions throughout the manual. 

Anything with a metric unit will be followed by an imperial unit, usually in brackets. In the scifi system, vehicle templates have separate kph and mph areas, and all conversion tables list both types side by side. But there's a little twist to this alteration, to do with the combat grid. 

Typically, one square has been equal to 1 metre, but instead of having some realistic but increasingly complex conversion process, I've opted to list most combat-related measurements in 'squares'. Squares represent 1 metre of you're playing metric, and 1 yard if you're using imperial. This way, the grid stays easily understandable, and special effects, ranged attacks etc. all have their listed range in Squares instead of metric or yards. You just think of Squares as whatever suits the system you're using. Easy (I hope!) 

 

Threat Levels

We've added some more nuance to the Threat Level calculation in the scifi system, as after extensive playing we've found that plasma damage, perforate effects, and damage that bypasses AP altogether are more powerful than first thought. So, they have specific calculations that are added to the table, along with an easier way of calculating the effects of baseline damage - the first 10 points was awkwardly calculated as +1 for the first 6, and another +1 for the next 4, before settling on +1 for every two points. Now it's just +1 for every two points of damage you deal in one attack - halving makes it easy!

 

Separating the Manual

I still plan to put the starship section in its own manual, but decided to get the previous items out of the way first. It'll need cover art and I want to expaned on some of the details within. My apologies to those suffering slow loading times on their tablets, I'll get to it next month :)

 

Scifi Intro Module(s)

I've completed the module, including a nice cover, and I'll be playtesting it next week with my usual group. After we see how it goes, I'll make any changes it needs and then it'll be online shortly thereafter. The 2nd module, dealing with starships, is now under way, and I'll be test-playing that the week after the 1st module, and once I've made a cover for it, it'll go online as well. These are both free mods that should go a long way to explaining more of how the scifi system works, now that development is slowing as systems fall into place and prove themselves both fun and usable :)

That's all we have this month, I hope to have both intro modules released before the next update. I hope you give the character creation system a whirl and see what you think about the change! Peace.

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The Besiary and Encounters manuals have been updated with imperial conversions and general corrections of old or erroneous data.

 

v1.11 Scifi Manual

Core Changes:

* Revised the method for applying Buff Points to Attributes during character creation. 22 Points, no more tiered point calculations, just add straight on (max of 10 per Attribute).

* Removed the Career stage of character creation, and simply folded extra skill options into each background.

* All backgrounds have been revised with the new system, some with more fixed skills than others. Some other bonuses have been revised as required.

* Added Imperial units alongside metric units. Revised some of the numbers along the way, such as boat speeds, some species height etc. 

* Added the concept of 'Squares', used to denote either metres or yards on a combat grid map, and for abilities which list a range, whichever is preferred.

* Technical Skills are now simply referred to as Tech Skills.

 

Threat Level Calculations

* Adjusted the Threat Level table to better reflect Perforate, Plasma and Psychic damage, as well as a separate entry for collision, radiation and electrical damage.

* Added calculations to the ship TL table for perforate & plasma damage, and raiation/electrical/collision damage.

* Half of Energy AP also counts along with Partial Block bonus on TL table.

* Veiran joins Shifter on the Threat Level table for being able to function below 1 HP.

 

Other Stuff

* 'Power Spike' is now a modern era powered melee weapon under the Swords category.

* 'Laser Sword' is now called 'Light Blade', under the Blades category.

* 'Plasma Sword' is now Huge in SIZ, damage increased.

* 'Laser Blade' is now called 'Laser Scythe' under the swords category.

* Concentration effects are now re-rolled every time the subject tries to break free of the effect, instead of going back to the original roll.

* Mentioned that the Seduction skill usually has a -20% penalty when used against members of the same sex, subject to GM's determination on a case-by-case basis.

* Added 'Lockbreaker Bomb' to modern explosives.

* 'Sleep' is now correctly listed as C1 duration in the quick detail table.

* Weapons with the Explosive trait now have their range listed with them.

* After posession, veirans are dazed for 1 minute.

* 'Suggestion' psychic power has had its short description text corrected.

* Compensator Barrel Mods no longer reduce range.

* Silencer and Suppressor Barrel Mods no longer reduce range, impose -2 damage instead.

* Clarified that a Remote Control device requires the use of Robotics or Electronics for robots/turrets/minidrones.

* Powered armour now has an in-built Computers skill for resisting hacking attempts. 

* 'Neural Programming' talent can now also be applied to powered armour.

* Bioweapon 'Contagious' option now stacks its bleed effect with each success. Which is really gross after a few rounds.

* Removed old 'Magnify' psi discipline entry.

* Replaced missing text on streamlined starship hulls.

* Added 'Extra Command' robot upgrade for clockwork and steam robots.

* Circuits only take 8 hours to make each in an Industrial Fabricator.

* Mentari hull bonus is now +10% to stealth and halves the round by round capacitor cost for cloaking devices.

* 'Bend light' discipline now correctly lists its activation as 1 action.

* 'Psi Shield' now grants +5 AP per spirit spent.

* 'Brawler' background event now gives the option to add skill points to Martial Arts.

* 'Hardlight Shield' can now be mounted on a longarm or heavy weapon, allows Block reaction with a penalty.

* 'Remove Viewing' discipline now specifies it doesn't reveal a target's location, only that you can see them.

* Added 'Psychic Mastery' talent.

 

v2.92 Premium Edition Fantasy Manual

Core Changes:

* Revised the method for applying Buff Points to Attributes during character creation. 22 Points, no more tiered point calculations, just add straight on (max of 10 per Attribute).

* Removed the Career stage of character creation, and simply folded extra skill options into each background.

* All backgrounds have been revised with the new system, some with more fixed skills than others. Some other bonuses have been revised as required.

* Added Imperial units alongside metric units. Revised some of the numbers along the way, such as boat speeds, some species height etc. 

* Added the concept of 'Squares', used to denote either metres or yards on a combat grid map, and for abilities which list a range, whichever is preferred.

 

General Tweaks

* Added a table near the start of character creation to show how to lay out your skills on the character sheet.

* 'Wall of Ice' spell no longer has invulnerability to mundane weapons.

* 'Brawler' background event now gives the option to add skill points to Martial Arts.

* 'Sleep' spell is now correctly listed as C1 duration in the quick detail table.

* Mentioned that the Seduction skill usually has a -20% penalty when used against members of the same sex, subject to GM's determination on a case-by-case basis.

* Concentration effects are now re-rolled every time the subject tries to break free of the effect, instead of going back to the original roll.

 

 

v1.76 Basic Edition Fantasy Manual

Core Changes:

* Revised the method for applying Buff Points to Attributes during character creation. 22 Points, no more tiered point calculations, just add straight on (max of 10 per Attribute).

* Removed the Career stage of character creation, and simply folded extra skill options into each background.

* All backgrounds have been revised with the new system, some with more fixed skills than others. Some other bonuses have been revised as required.

* Added Imperial units alongside metric units. Revised some of the numbers along the way, such as boat speeds, some species height etc. 

* Added the concept of 'Squares', used to denote either metres or yards on a combat grid map, and for abilities which list a range, whichever is preferred.

 

General Tweaks

* Added a table near the start of character creation to show how to lay out your skills on the character sheet.

* 'Brawler' background event now gives the option to add skill points to Martial Arts.

* 'Sleep' spell is now correctly listed as C1 duration in the quick detail table.

* Mentioned that the Seduction skill usually has a -20% penalty when used against members of the same sex, subject to GM's determination on a case-by-case basis.

* Concentration effects are now re-rolled every time the subject tries to break free of the effect, instead of going back to the original roll.

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).

February 2019 update and devblog

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

 

Encumbrance

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

 

Alcohol System

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

 

Zacharial Species

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

 

 

Veiran Overhaul

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

 

Starship Movement Scale

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

 

Starship Boarding Actions

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

 

Starship Drones

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

 

Starship Engineering

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

 

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

 

v1.09 Scifi Manual Update

Encumbrance Revision

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

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

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

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

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

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

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

 

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

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

* They are Invulnerable to collision damage.

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

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

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

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

* 'Recharge' manoevure has been removed.

 

General Changes

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

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

* Revised the 'Clockwork Limb' invention. 

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

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

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

* Added 'Discarded Prototype' android modern background.

* Added 'Failed Experiment' automaton modern background.

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

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

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

* Added 'Lazy Axle' vehicle upgrade.

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

* Fixed the overpriced industrial era robot upgrade costs.

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

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

* Added 'Quick Parry' Martial Arts manoeuvre.

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

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

* Solid shotgun shells now lose the Scatter trait.

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

* Penetrating Arrows now deal -2 damage.

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

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

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

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

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

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

* Added 'Genetic Abomination' background.

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

* Updated the material bonuses on the powered armour invention.

* Added 'Clear Barrel' manoeuvre for heavy weapons.

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

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

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

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

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

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

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

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

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

 

Alcohol System 

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

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

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

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

 

Starship System Changes

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

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

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

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

* Particle accelerator damage has been reduced. 

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

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

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

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

* 'Overload Sensors' starship manoeuvre has been clarified.

* Psi Bridge ship upgrade is now called Psi Console.

* Added 'Tactical Pivot' pilot reaction.

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

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

* Removed 'Defender' starship talent.

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

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

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

 

Starship Drone Overhaul

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

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

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

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

* Removed 'Robotic Networking' talent.

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

* Removed 'Upgraded Telemetry' starship upgrade.

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

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

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

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

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

* Added 'Linked Weapon' drone upgrade.

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

* Drone Stardrive upgrade takes 1 less slot.

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

* Added 'Ram Plate' drone upgrade.

 

Starship Engineering Revamp

* Removed 'Coax Reactor' action.

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

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

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

* 'Overload' manoeuvres are now Quick to use.

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

____________________________________________________________________________________

v2.90 Premium Fantasy Manual

Encumbrance Revision

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

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

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

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

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

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

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

 

General Changes

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

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

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

* Added 'Quick Parry' Martial Arts manoeuvre.

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

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

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

* Altered how the 'Incorporeal' condition works.

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

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

Alcohol System 

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

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

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

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

____________________________________________________________________________________

v1.74 Basic Fantasy Edition Manual

Encumbrance Revision

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

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

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

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

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

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

 

General Changes

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

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

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

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

January 2019 update and devblog

Hello, and a belated happy new year! This month, we've got a huge amount of additions to the system, thanks to help from some clever people who did the heavy lifting on this stuff (thanks to Aidan, Ahria, Mark and Libbi!) 

Genetics Science

This has been on the backburner for a long time, but now it's done. It's another way of adding buffs to your characters, in a way that's balanced pretty well, but let's face it, it will increase a character's power, though not in a huge way. When you combine it with cybernetics and powered armour, you can get some serious late-game power! 

Ophidian Species

This one is something I had in the back of my mind for the past few months, but didn't really have time for. So I handed this off to my crack support team and we put together a water-friendly reptile species with some cool abilities. And I found some time to get the artwork done this week :) (Oh, and yes it was designed so that you can use Yuan-ti miniatures!)

Venator Species Modified

Another suggestion was to split the venator species into different types of animals, so now you can choose feline, canine or ursine 'uplifted' creatures to play. This doesn't affect the old feline venator, except they gained a little speed. I may or may not change the artwork at some point, as the current one does show the upright/all fours nature of the species, and I'm not going to fit 6 variations onto the picture anyway ;)

There's one more species I have in the pipeline, but it's pretty 'out-there' so I want to parse it over the next month and of course, find some time to get a picture done. Rest assured, it's pretty awesome :D

Aside from all this new content, there's plenty of fixes and tweaks here and there as we shake the hell out of the system. We're currently running a high-tech starship campaign, and an industrial era steampunk game, so both of these eras are getting a lot of attention. Anyway, check out the patch notes and I'll probably have more for you in the next update! Peace.

v1.08 Scifi Encounters Manual

* Updated Robot templates, and all manoevures have been checked and corrected.

v1.08 Scifi Manual

New Stuff!

* Added 'Ophidian' species and associated talents and manoeuvres.

* The Venator species now has three subspecies, feline, canine and ursine to choose from.

* Added starship hull variations for the new venator subspecies.

* Added Genetics science under its own section. 

* Added 'Expert Navigator' starship talent.

* Added 'Psibreaker' combat talent.

* Added 'Alien Lover' and 'Addictive' Xarani talents.

* Added 'Inventor' and 'Legend of Science' Mentari talents.

* Added 'Dimensional Shunt' psi discipline.

* Added exotic wood to the crafting section.

* Added 'Power Boots' mechanic invention.

* Added 'Arclight Armour' industrial era steam invention.

* Added 'Folding Shield' industrial era invention.

* Added 'The Art of Seduction' talent.

* Added cost for kevlar and silksteel bowstrings in the weapon modification section.

* Added 'Doctor's Orders' First Aid manoeuvre.

* Added 'Knee to the groin' Seduction manoeuvre.

* Added St. Mary's Thistle to the herb chart.

* Added 'Detoxification Tonic' to reduce addition and intoxication duration. 

* Added 'Cyber Warrior' and 'Computers Expert' computer talents.

* Added 12mm Revolver industrial era weapon.

* Added Lever-Action Shotgun industrial era weapon.

* Added 'Weapon Mount' upgrade for vehicles to clarify installing weapons, removed earlier text.

* Added 'Drive Hard' manoeuvre.

Tweaks

* 'Psychic Healing' now has an option to extend the range.

* The Species Talents section now has its own heading.

* Removed 'Staunch Wound' from the list of uses for Luck Points (I thought that had been removed years ago!)

* Altered the language of 'Sleep' psi discipline to clarify that the target wakes up upon being attacked, and can defend themselves.

* 'Strong Back' talent now automatically updates to let you use heavier backpacks, so you don't need to take it multiple times anymore.

* 'Focused Fire', 'Powerful Shot', 'Forceful Strike', 'Martial Fury' manoeuvres have been altered to be more efficient with spirit point cost and extra damage gained.

* 'Compact Explosive' now has a 'gas grenade' upgrade option.

* Added some colour variation to the armour table headings to help legibility.

* 'Flexible' venator species talent is now 'Venator Expertise'.

* 'Night Owl' venator species talent is now 'Venator Power'.

* Adjusted the Drive manoevures to accomodate the new vehicle mechanics.

* The Compact Assault Weapon has regained the 'Gatling' trait, lowered its damage and increased its price and range.

* Corrected the height and weight range for xarani characters.

* 'Damage Control' manoeuvre now gives +1d4 Hit Points, clarifies what it can be used on.

* Removing a talent now gives back half the current cost of a talent.

* Only one spirit boosting remedy of any type can be taken in a 24 hour period.

* Limited the 'Enhanced Speed' nanomed to two actions per round.

* Revised 'Plasma Jet' robot upgrade, renamed to 'Plasma Jetpack'. Also revised Plasma Jetpack upgrade for powered armour.

* Advanced characters now gain a +% to secondary skills instead of setting the number to an amount.

* 'Inside Reach' talent now also applies to Unarmed skill.

* 'Blistering Assault' Martial Arts manoevure is now listed under Unarmed, can be used by both.

* 'Casanova' talent now requires 90% Seduction skill.

* Added 'Return' trait to the ranged weapon table.

* Increased damage of the Steam Cannon invention.

* Steam engines now only list their hourly operating cost, extra coal and water must be carried separately. 

* 'Gen Warrior' background now gains +1 to all Attributes.

* The human 'Ambitious' trait now also applies to manoevures.

* 'Universal Tonic' now also requires 2x St Mary's Thistle.

* Topical remedies such as antiseptic have limited effectiveness - using more than one topical remedy of any type, whether its herbal or medicinal within 24 hours has no additional effect.

* 'Second Skin' is now a topical remedy.

* 'Medic' talent now only applies to Healing skill results.

* 'Improvised Armour' invention is now Industrial Era, renamed to 'Mechanised Armour', altered stats.

* 'Acrobatic Dodge', 'Acrobatic Attack', 'Honed Reflexes' now start at 50% skill with a 4% bonus to bring them into line with other similar talents.

* 'Resuscitate' manoeuvre is now under First Aid skill. 

* 'Sawn-off' barrel modification now applies -1 damage to weapon.

* Altered Addicted condition to read "You must avoid failing another addiction check for this specific drug or nanomed for 14 days to remove this condition."

* Tweaked the language on the Martial Arts skill.

* 'Courage Under Fire' manoeuvre now also removes the frightened condition.

* Removed 'Resuscitate' medicine talent.

* Updated the 'Dirigible' and 'Difference Engine' invention details.

* Robot upgrades made from exotic materials don't get the benefits in the 'Other Benefits' column.

* 'Targeting Upgrades' now provide a +5% result bonus to ranged weapons instead of a damage bonus.

* Updated the text for vehicle combat to better explain how it all works. 

* Updated the Steam Car invention for the new system.

* 'Power Boots' invention now provides AP, but replaces other leg armour.

* Updated robot templates in the Encounters manual.

* 'Swerve' manoeuvre is now 'Defensive Driving', improved ability.

* Added a Move stat for Transformed robots, listed in the upgrade.

* Robot 'Plasma Engine' is now Plasma Jet, requires a plasma jet invention to install.

* 'Sealed Body' robot upgrade is now specifically only for operating underwater.

* Split 20th century firearms table into early and late era weapons.

* Micro Missiles and LAW rockets are now all correctly listed as 'Rocket' not 'Missile'.

* Corrected build prices for missiles under 'Improvised Ammo' invention.

* Clockwork Golem and Steam Golem inventions now also let you take the 'Expanded Chassis' talent.

* 'Crank Gun' Clockwork invention now offers more options in terms of size and skill.

* Molotov Cocktail and Dynamite are now industrial era weapons.

Starship Stuff

* 'Polarise Armour' and 'Boost Defence' starship manoeuvres are now 1 action to use, but Boost Defence lasts the entire turn now.

* 'Drone Slayer' talent now allows you to attack drones using Reactions either on your turn, or when drones approach or leave the range of your weapons. Only requires 50% skill to take.

* Added 'Overload Weapons', 'Overload Shields' and 'Overload Engines' engineering manoevures.

* 'Power Shunt' and 'Reduce Signature' engineering manoeuvres only use 1 Cap regardless of skill level.

* Drone swarms with the Forcefield upgrade can now provide shields for a ship. Also tweaked the language of the Forcefield upgrade. 

* 'Break Lock' action now prevents being re-locked for 1 round.

* Reduced system damage from engineering manoeuvres to 1d6 on a failure.

* A starships systems do not go down individually on reaching 0 HP on the hull. Pointed out that Damage Control manoevure can be used to get ship back into the fight.

* Updated the GM sheets for starship emergency repairs.

* Explained how to repair ship systems that have been destroyed.

* The Compact Assault Weapon is now available as a point defence system.

___________________________________________________________________________

v2.89 Premium Fantasy Manual

* 'Psychic Healing' psionic spell now has an option to extend the range.

* Removed 'Staunch Wound' from the list of uses for Luck Points (I thought that had been removed years ago!)

* Altered the language of 'Sleep' wizard spell, 'Somnolence' divine spell to clarify that the target wakes up upon being attacked, and can defend themselves.

* 'Strong Back' talent now automatically updates to let you use heavier backpacks, so you don't need to take it multiple times anymore.

* Removing a talent now gives back half the current cost of a talent.

* Added 'The Art of Seduction' talent.

* Seduction talents have been moved to their own sub category under General Talents.

* Advanced characters now gain a +% to secondary skills instead of setting the number to an amount.

* 'Inside Reach' talent now also applies to Unarmed skill, requires 50% skill.

* 'Blistering Assault' Martial Arts manoevure is now listed under Unarmed, can be used by both.

* 'Casanova' talent now requires 90% Seduction skill.

* The human 'Ambitious' trait now also applies to manoevures.

* 'Acrobatic Dodge', 'Acrobatic Attack', 'Honed Reflexes' now start at 50% skill with a 4% bonus to bring them into line with other similar talents.

* Added 'Knee to the groin' Seduction manoeuvre.

* Tweaked the language on the Martial Arts skill.

 

* Updated the Bestiary with corrected manoeuvres on the NPC templates.

___________________________________________________________________________

v1.73 Basic Fantasy Manual

* Removed 'Staunch Wound' from the list of uses for Luck Points (I thought that had been removed years ago!)

* Altered the language of 'Sleep' wizard spell, 'Somnolence' divine spell to clarify that the target wakes up upon being attacked, and can defend themselves.

* Removing a talent now gives back half the current cost of a talent.

* Advanced characters now gain a +% to secondary skills instead of setting the number to an amount.

* The human 'Ambitious' trait now also applies to manoevures.

* 'Acrobatic Dodge', 'Acrobatic Attack', 'Honed Reflexes' now start at 50% skill with a 4% bonus to bring them into line with other similar talents.

* Tweaked the language on the Martial Arts skill.

Quick update

Just a quick note that v1.07 of the scifi manual was put out yesterday, with an improved and simplified vehicle combat system. It now works a lot like being on foot or in a starship, with clear movement instructions. I wish this had occured to me earlier, but oh well! Basically, you use a 10 metre grid scale, and each Movement of a vehicle moves 1 10 metre square. A vehicle with 12 Movement is going around 72kph, (45mph) which is a decent clip of speed on an area style map. I intend to use z scale (1:220) vehicles in coming games, which I can't wait to try! Enjoy the holiday season everyone :)

December 2018 Devblog and system update

So we've got a pretty big update to finish off the year. I hadn't really planned to do this much, but here it is anyway! 

New Species!

First, let's have a look at a new species put together by some of my beta players. I tweaked a few things and signed off on it before adding, as I think it's a cool addition to the game. It also comes with my standard Adequate™ artwork :D

They're called the Arboreans, and they're big, slow, tough and also plants. They get bonuses to melee combat or their own unique ranged combat abilities, but need to keep an eye out for fire weapons (as you'd expect). It hasn't been play tested yet, but all the concepts it's built from have, so I'm pretty confident it's fine. What could go wrong?

Oh, and so far, it's just for the scifi system. Sure, it'll work just fine in a fantasy setting, but I didn't feel the Perforate and Gatling traits would fit well in the fantasy setting for now. Nothing stopping you from blending them together if that floats yer boat :)

Vehicle System Redesign

I wanted to put costs on all vehicles in the Encounters manual, so players could just buy one off the showroom floor, as it were, but in doing so, I broke my brain from all the math. It was then I realised the system, although mathemathcally accurate, was cumbersome to use, and that's putting it mildly. The actual playing of vehicles is fine, it's just building them that's a pain. 

So I've opted to rebuild the system with specific templates built-in to the core manual, with optional extras for specific vehicles, and then the usual upgrades you can put on yourself. It's much easier to use as the templates are all pre-calculated and costed, so you can indeed buy them from a shop, or build them yourself. 

This also allowed me to add tires, which was lacking as a separate item before. Tires! Also, for high-tech flying vehicles, grav plates. These cover all of the hovering/flying vehicle designs of the previous build, and the templates in the Encounters manual reflect this. They've even got some cool product names for a touch of class ;) 

Building Starships

While I was at it, I did the same treatment for starships. On at least two occasions over the last year, our beta group has built a starship from scratch, and it took a whole session each time. A little too arduous, I think, so now starships also have pre-made templates, like vehicles. And to build them and everything else, now we have...

The Foundry

This is an optional add-on for a starship with a docking bay, or a base (see below!) A roboticist makes a few tiny robots (up to 10) and slaves them to the foundry computer, and then you just dump in the components, set it going, and when the work hours are all gone, there's your ship or vehicle! 

Base Building

This was an idea from one of our testers, and adapts the starship system to make stand alone bases. It's still a work in progress, but it's quite useable and looks good so far. It uses the same slots system as starships, but there's indoor and outdoor slots for things like runways or garages. It can also be used in any era, though for the moment we've only got the Industrial and High-Tech eras available. Some point next year I'm going to run a modern era campaign and will probably flesh this out more then.

Manoevures

A smaller but important tweak is that Manoevures now list the Activation Time for each one, which in cludes 1 Action, and some have been converted to use a Reaction instead. This brings the use of manoevures into line with spells/psi powers.

Carapan & Minerals

Another idea from one of our beta players was for carapan to not only gain benefits from gems and jewels, but from minerals too. Now they can absorb a piece of a material such as coal or iron, and gain a bonus and penalty to alter how their character does things. It's a semi-permanent change for a character - they can remove the mineral at any time (it takes an hour), and can eventually have three mineral pieces provide their benefits. It covers abilities such as extra load carrying, influence and charm skills, damage resistance and movement. Nifty!

There's plenty more in the patch notes, but these are the major items. Lots of tweaks and fixes here and there! I'll leave you to check it out, and enjoy the festive season!

v1.06 Scifi Core Rulebook (and Encounters Manual) 

New Stuff!

* Added 'Arborean' species, along with 'Rain of Thorns', 'Spikes', 'Wild Growth', 'Starship Bond', 'Force of Nature' talents. 'Increase Mass', "Chameleon' and 'Thick Carapace' can be taken by Arboreans.

* Added 'Weapon turret, huge' for vehicles.

* Added 'Wheel Covers' vehicle upgrade.

* Added 'Plasma Jet' Nuclear Science invention.

* Added 'Grav Plate' Gravitic Science invention.

* Added 'Electric Motor' Electronic invention.

* Added 'Fusion Engine' Nuclear Science invention.

* Added 'Psi Bridge' starship upgrade, and a section under Psi Powers on how it works. Some Psi Powers have special effects when used with this system.

* Added 'Multi-Grenade Launcher', 'LAW Rocket' and 'AT Missile' to vehicle weapons. 

* Added 'Rocket' ranged weapon trait. Just like 'Missile', but unguided. Missile trait gains native +20% bonus to hit. Guidance System mod gives Missiles an additional +5% bonus.

* Added 'Enticement' Seduction manoeuvre.

* Added 'Broad Appeal' Seduction talent.

* Added 'Bedroom Eyes', 'Distracting Pose' and 'Raw Sexuality' Seduction manoeuvres.

* Added 'Disrupt Shields' ship defence manoevure.

* Added 'Radar' vehicle upgrade.

* Added 'AA Missile' modern era vehicle weapon.

* Added 'Skyflash Missile' High-Tech vehicle/starship weapon.

* Added new 'Automated Foundry' upgrade for ships and bases. Has it's own section under base building. 

* Added 'Tachyon Cannon' starship weapon.

* Added purchase costs for starship upgrades.

* Added 'Absorb Minerals' carapan species talent.

* Added 'Training Room' for bases and starships, for use with manuals.

* Added 'Stardrive Calibration' upgrade.

* Added 'Adaptive Defence' shifter manoeuvre.

* Added purchase costs for drone upgrades.

 

Starship Specific Tweaks and Fixes

* Explained under the Starship weapons section that primary ship weapons have -40% result penalty to attack moving targets smaller than a class 1 hull.

* Xarani ship hulls now also take half the time to repair.

* 'Overload sensors' manoeuvre can now deal additional damage. 

* Ship subsystems now have 5 HP per hull class.

* Breach pod robots can be remotely controlled by the Telemetry operator.

* Removed 'Sealed Body' and replaced with 'Life Support System' modern upgrade.

* Fire Suppression System is now simply a ship upgrade, works fast but requires recharge time.

* Reinforced Structure upgrade now uses 2 hull parts per ship class.

* Removed starship systems section, all those abilities are simply folded into a standard hull.

* Adjusted the power grid output of ship's reactor, and added a kw rating for some ship upgrades.

* Starship weapon upgrades only affect primary weapons (not PDS, drones etc) unless noted otherwise.

* Added numbers for the cost of exotic hull parts to the starship design section.

* 'Thruster Upgrade' for ships now use 2 slots per hull class.

* 'Ramming Prow', 'Hardened Subsystem', 'Fuel Scoop', 'Fortify Hull', 'Drone Bay', 'Docking Bay' upgrades use Hull Parts instead of smaller Parts.

* 'Emergency Evade' starship pilot manoeuvre is now 'Quick Evade', requires 90% skill.

* Barrage Cannons now also have Burst mode to give a +5% bonus.

* Barrage Cannon PDS can now fire in single-shot mode with no result bonus.

* Added further detail to what's required to build a ship in the Starship Design talent. 

* Corrected the components list and time required to make Hull Parts in an Industrial Fabricator.

* Hull Parts are now the only way to build or repair a starship hull. Regular parts do not work. Hull parts cost 5000cr each.

* Changed the amount a Hull Part repairs (10 HP standard, takes 1 hour just like regular parts). 

* 'Repair System' drone upgrade now requires circuits instead of parts.

* Stardrive slots, components, build time and price is based on hull class.

* Barrage Cannon shells are now 3cr each, with 30 in a clip.

* Removed the no longer needed 'Lock Bonus' entry from the pilot sheet. 

* Corrected prices for PDS weapons to comply with other entries for those weapons.

* Reduced the penalty for streamline hulls to 1 slot per hull class.

* Stardrive upgrades now take only 3 slots.

 

General Tweaks and Fixes

* Lowered addiction penalty to -10% per addiction.

* 'Efficient Formulas' talent now also applies to Medicine skill.

* Reduced the cost of 'Anaesthetic', 'Procaine' and 'Drift'.

* Increased the cost of 'Second Skin'.

* Removed 'Distracting Display' psi power (falls under seduction abilites now).

* Vehicle 'LAW Rocket pod' and 'AT Missile Pod' weapons have gained Burst trait.

* 'Interceptor' missile is now modern era, 1d8+30 damage.

* 'Battle Hardened' talent has been renamed 'Alluring Presence', now requires Seduction skill and CHA 15+.

* Updated the character sheet with a revised vehicle table.

* 'Increase Mass' talent now correctly mentions that a height increase is also gained.

* 'Improvised Ammunition' invention now allows for making missiles.

* Auldsteel parts are now 2000cr each instead of 5000cr.

* Weapon turrets now require 1 slot for themselves, in addition to the weapon.

* Altered 'Fortified Body' psi power's effects and duration. AP counts as Natural Armour.

* 'Psychic Shield' psi power now works against all damage types for +2 Energy AP.

* The 'Muzzleloader' talent now allows Slow Load pistols to load 2 shots as a Quick action.

* Upgrade and body materials for ships, vehicles, robots and powered armour no longer need to match.

* Fusion generators have had their output reduced, and the power requirements of devices has been reduced.

* Aluminium & Titanium now also have +5 AP vs electrical damage (it's not very conductive).

* Auldsteel also takes 1/2 damage vs collision (it's very dense!)

* 'Luxury Appointments' upgrades now also require 10,000cr of luxury furniture.

* 'Counterpunch', 'Dervish', 'Evasive Attack', 'Vanguard', 'Brace for Impact', 'Punishing Reprisal', 'Mind over Matter', 'Tower of Will' manoeuvres are now used as Reactions. 

* 'Library' base and starship upgrade now uses only 5 slots.

* Inventions that used Energy Drinks now use PowerAid or EnergyX.

* 'Crush' manoeuvre now does Damage Modifier as damage instead of 1d4. Must be used on a target your size or smaller.

* Reduced the material cost of medicines and narcotics.

* Clockwork robots now have half standard spirit points instead of a quarter.

* 'Active Suppresion' talent now gives missiles & shells the suppressed condition on targets they affect, and cleaned up the language for this talent.

* 20mm round for the improv gun (as well as 20mm cannons in general) now also gives the Shell trait, but lowered skill to 90%.

* 20mm Autocannon now uses 1 fewer slots.

* Added prices to vehicle and robot upgrades.

* High-tech vehicle upgrades now require circuits.

* Increased the speed from plasjets for transformed robots.

* Revised the benefits of exotic materials.

* Defibrillator is now used with the First Aid skill. Needs to be used within 2 minutes of character death.

* 'Replace Arm' robot upgrade now requires parts based on body size, can swap back to old arm in 1 minute.

* Fusion Generator inventions now have higher build requirements, and 500k value.

* Added Lead to the prospecting table.

* 'Reinforcement' and 'Weapon Brace' cybernetic upgrades now better accomodate heavy, burst and suppression weapons.

* 'Nuclear Powered' robot upgrade only takes 1 slot.

* Robot weapon mount upgrades now clearly state no clip change time, and no need to set up 'Setup' weapons.

* Corrected corvid species hull variant text.

* Corrected the price for steel hull parts for starships, vehicles, robot bodies and crafting.

* Androids, robots and automatons use extra Spirit Points when encumbered.

* Increased the number of slots robots get at each body size (usually by +1).

* Explained that automatons start with 2 slots already used by a pocket reactor and positronic brain.

* Modified saerid 'Chrysalis' talent to offer either wings, or +10 AP.

 

Encounters Manual

* Updated looting and invention loot tables.

* Removed the looting list sheet (too cumbersome to maintain).

__________________________________________________________________________________

v2.88 Premium Fantasy Core Rulebook

* Added 'Enticement' Seduction manoeuvre.

* Added 'Broad Appeal' Seduction talent.

* Added 'Bedroom Eyes', 'Distracting Pose' and 'Raw Sexuality' Seduction manoeuvres.

* 'Battle Hardened' talent has been renamed 'Alluring Presence', now requires Seduction skill and CHA 15+.

* 'Counterpunch', 'Dervish', 'Evasive Attack', 'Vanguard', 'Brace for Impact', 'Punishing Reprisal', 'Mind over Matter', 'Tower of Will' manoeuvres are now used as Reactions. 

* Modified saerid 'Chrysalis' talent to offer either wings, or +10 AP.

 

November 2018 update and devblog

Hi, it's been a little while since I've done an update, andso of course there's plenty of fixes and new stuff! 

One of the most important changes is the reduction of time used for learning new abilities. If you're paying for skills, talents, manoevures etc with Accolades, there's no time cost at all now. This helps reduce down time for characters and allows for faster paced campaigns.

Another improvement is that skill manuals now have expanded use, to speed and improve learning of related skills. 

For the scifi edition, there's an overhaul of the Telemetry station for starships, with expanded drone capabilties and damage control using repair bots, which helps spread the work around the ship more. Plus, there's the usual balancing of the system :)

I have been developing a base building system too, but it's not ready for release yet. It'll cover the ability to make bases of all kinds, in all eras, so that includes castles, warehouses, starports etc. It's been tested as I tweak things, so maybe it'll be ready to go for the holiday season! Anyway, that's all for now, peace out.

 

v1.05 Scifi Edition

Starship stuff

* Revamped starship hull species modifiers, and moved them to the starship design section for easier reference.

* Added 'Micro' sized drone.

* Drones now can only be made with Hull Parts, not regular Parts.

* Adjusted the cost of buying drones.

* Expanded details on how drones use fuel and capacitor.

* Added 'Stealth Mode' to drone actions.

* Added 'Stardrive' drone upgrade.

* Added 'Mag Clamps' drone upgrade.

* Added a separate weapons table for drones, including demolex and plasma grenades for suicide drones.

* Replaced 'Drone Slaving' upgrade with 'Drone Swarm' upgrade, and added a section on how drone swarms work.

* Removed 'Drone Swarm' talent, and put its abilities into the upgrade.

* Added electronic warfare and jamming/amplifying communications to the list of functions handled by the defence operator.

* Added 'Lock Target' as an action for defence operator.

* Removed 'Partial Shields' starship manoeuvre and replaced it with a talent.

* Added 'Jam Communications', 'Overload Sensors' and 'Amplify Sensors' defence systems manoeuvres.

* Removed 'Study' on starships, replaced with improved 'Library' upgrade.

* Updated the engineering and telemetry ship sheets.

* The console bonus for the Telemetry station has been changed to +2 movement for drones and repair bots.

* Added 'Precision Repair', 'Extensive Repair' and 'Transfer Power' Telemetry/DC manoeuvres.

* Added a 'Worn-Out' condition for starships.

* Altered 'Emergency Battery' ship upgrade to instantly provide 20 Capacitor Points.

* Altered 'Cloaking Device' to provide the ship with a +40% result bonus to a Stealth Mode action, and allows going stealth in plain sight of enemies. Requires 1 slot per ship hull size.

* Added clearer information to the ship combat section (defence and damage) about the order defensive actions should be taken.

* Emergency repairs to a ship now last 1d6 hours. 

* 'Remote Operations' talent is now listed under Telemetry systems.

* 'Targeting Expert' talent now called 'Fast Targeting', can also be taken by defence operator.

* Clarified that weapon linking cannot be applied to point defences.

 

Steampunk (Industrial Era tech)

* Added details to the individual invention sections on how Clockwork and Steam robots function.

* 'Neural programming' talent can now also be taken for Clockwork and Steam robots.

* Added 'Steam Golem' industrial era invention. 'Clockwork Golem' invention now only requires 50% skill to take.

* Added 'Clockwork Part' invention, necessary for making clockwork parts!

* Revised the components for making clockwork engines.

* Added 'Clockwork Engine, Medium' and 'Steam Engine, Medium' inventions.

* Reduced the cost of 'Science Goggles' invention.

* Mechanic and Scientific toolkits are now listed as being available in the Industrial era.

 

Age Category

* Modified the skill bonus to age categories.

* Veiran are now listed on the age table.

* Age categories and advanced character templates now also gain additional professional skills.

 

New Stuff!

* Added 'Inspiration' leadership manoevure.

* Added 'OmniTool', 'Sonic Ratchet', and 'Laser Scalpel' devices.

* Added 'Auto-defib' high-tech device.

* Added 'Crush' shifter species manoeuvre.

* Added quick links to the header of the weapons section.

* Added 'Battery Pack' modern era device.

* Added a table for robots showing the size of power source they need for each body type.

* Added 'Macro Link' robot upgrade.

* Added 'Repair Bot' robot upgrade, converting a robot to integrate with a starship's telemetry station.

* Added 'Lip Reading' to the skill list.

* Added an 'encyclopaedia' system for researching using the Knowledge skill.

 

Changes

* Stipulated that Antiseptic can only be used once per 24 hour period.

* 'Substitute' evade manoeuvre has been altered.

* Removed 'Energy Drink'.

* 'Coca Wine', 'Pinpoint' and 'Race' narcotics now remove all fatigue levels for their duration.

* 'Coffee', 'PowerAid' and 'EnergyX' now also remove some fatigue levels.

* Verified that 'Crouch' is in the list of special movements in the actions and reactions section (altered from 1/2 movement to 1 movement cost).

* Removed 'Reinforced Servos' robot upgrade, combined its ability into 'Heavy Suspension'.

* 'Tracked' upgrade now also increases ENC score by +10, reduced climb penalty to -20% and replaced loss of a Reaction with -10% to Evade results. Removed difficult terrain bonus.

* 'Quadruped' robot upgrade now ignores difficult terrain altogether.

* Adjusted prices on modern era heavy weapons to reflect actual costs (i.e. costs came down a lot).

* Altered the 'Worn Out' condition for weapons and equipment to make it less onerous.

* Energy AP now stacks with itself, but stipulated that only one forcefield can be active on a person, vehicle or ship at a time.

* 'Second Wind' and 'Adrenaline Surge' have no effect on robots/automatons.

* Modified 'Aimed Shot' longarm manoeuvre.

* Antiseptic now heals 1d4+2 instead of 1d6.

* Created a new subcategory of devices for high-tech toolkit devices. 

* Reduced battery life on medi-lab, nanobot lab and science lab devices.

* Added Mechanic to the list of possible Robot Programs.

* Revised Medi-labs and Science Labs to function just like toolkits but with a +10% skill bonus, and reduced their size to 2 ENC.

* Mini-drones and sentry turrets now also have a Hit Point figure.

* Robot 'Power Link' Upgrade is limited to 10 ammo per spirit point.

* Clarified that 'Automated Worker' robot upgrade can be used for repetitive tasks.

* Added Mounts to the Livestock section.

* The Manoeuvres section now includes a column denoting the activation time for each manoeuevre. 

* Added a note in the herb section that fully grown plants can be bought for 10x the listed value.

* Expanded upon the use of skill manuals, and adjusted their prices.

* Spending Accolades on a new skill, manoeuvre, psi discipline, invention etc doesn't take any time (you're applying learned experience). Revised all the tables related to this.

* Lowered the minimum Intelligence requirement for most Science talents.

* Cybernetic designs now use the same learning cost table as other systems.

* Improved the companion sheet layout.

* Space Cadet background has Astronavigation instead of Science, gains 'Space Pilot' talent for free but loses a Background Event. Has Academic contact instead of Nomadic.

 

v2.87 Fantasy Premium Edition

* Spending Accolades on a new skill, manoeuvre, spell etc. doesn't take any time (you're applying learned experience). Revised all the tables related to this. Spell costs have gone up, if learned from a teacher.

* Added a note in the herb section that fully grown plants can be bought for 10x the listed value.

* Expanded upon the use of skill manuals, and adjusted their prices.

* The Manoeuvres section now includes a column denoting the activation time for each manoeuevre. 

* Modified 'Aimed Shot' longarm manoeuvre.

* 'Substitute' evade manoeuvre has been altered.

* Added 'Inspiration' leadership manoevure.

* Added 'Lip Reading' to the skill list.

* Added an 'encyclopaedia' system for researching using the Knowledge skill. Manuals and Encyclopaedias are available under the tools section.

* Added a number of Drive skill manoeuvres.

 

v1.72 Fantasy Basic Edition

* Spending Accolades on a new skill, manoeuvre, spell etc. doesn't take any time (you're applying learned experience). Revised all the tables related to this. Spell costs have gone up, if learned from a teacher.

* Added a note in the herb section that fully grown plants can be bought for 10x the listed value.

* Expanded upon the use of skill manuals, and adjusted their prices.

* The Manoeuvres section now includes a column denoting the activation time for each manoeuevre. 

* Modified 'Aimed Shot' longarm manoeuvre.

* 'Substitute' evade manoeuvre has been altered.