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Sabre 2.7 update and February Devblog

Hello all, this month we have a few tweaks and additions to the core system, and an update on that pesky scifi system that refuses to be ready for release. 

Leadership is something I've wanted to expand upon for some time now, so I've added a bunch of new talents pegged to using Luck Points, which are themselves linked to high Charisma. They let you play a party support role and make high CHA characters very useful (it's not always a dump stat!)

In addition to this, I've modified the penalties for playing a character of the Young age category. Now they're just lower on Strength, which makes more sense, but to compensate for this and their lower starting skill points, they can learn new skills at half the usual time and cost. This should make younger characters more interesting to play, instead of having to deal with a lot of negatives to stats and skills with no upside.

Finally, I tweaked the bonus you get from your Damage Modifier to your Brawn skill. It was a bit bonkers having a +10% result bonus per point, so I've pegged that back to 2%. Soon, I'll be going through the Bestiary to update the monsters with this and a few other tweaks, but for now this will do.

Scifi

So, I nearly gave up on releasing the scifi game, as the art issue was really bothering me. My style isn't yet professional quality, and pushing myself to lift my style is wearing me out. With all the projects I've been juggling I decided to delay further development indefinitely, until I could scrounge together enough money to pay a proper artist to get the art done. Creating a Kickstarter campaign to generate the money needed to pay an artist to do the job was very appealing too, but after I had some time to think about it, I realise I'm not too far off in terms of art quality and I just need to keep practicing and get these done. There are ten species, so that's ten pieces, and I have three completed as of today. 

 

This third piece I just finished is an alien race and it's been very challenging, as I have been designing the look as well as creating the image itself. So much for getting all this done by the end of the month! Some species will be easier than others, such as androids (basically human in appearance) while others will be very challenging indeed. At least my style is evolving, no longer needing the heavy outlines I've been using in earlier works. So when I get all of these done, and a cover for the Encounters manual, then it's ready for release. I'm hoping that'll be before April but I'm not going to give hard dates anymore! I now understand why developers of games often miss release dates or just give a generic Soon(TM) for when it's going to get done. Rest assured it's being worked on and it's going to happen in the near future!

 

v2.7 Premium Codex Changes

* Brawn skill bonus when grappling or other contests of strength is now +2% per DM point.

* Herbs and Poisons moved to their own section in the manual.

* Replaced mentions of 'Tincture' with 'Tonic' (basically the same thing, more commonly used word).

* 'Strong Back' talent now requires 50% Endurance skill, and can be taken additional times.

* The 'Engineering' skill is now part of the 'Lore' skill.

* 'Assault Formation' and 'Defensive Formation' Leadership manoevures now have a 5 metre range.

* Removed 'Leaders Luck' leadership manoevure.

* Added 'Leaders Luck', 'Battle Hardened', 'Comrade in Arms', 'Legendary Leader' and 'Not on my watch' leadership talents. 

* 'Blind Sense' talent now also reduces unopposed perception check difficulty penalities by 10%.

* 'Blunt Trauma' club talent causes Hit Point loss, not damage.

* Clarified in the Career stage of character creation that you can't put points into background OR species skills, only new skills that you buy (the idea being to spread skill points around).

* Characters of the Young age category now only have -2 to their STR attribute, and can learn new skills at half their normal cost.

 

v1.64 Basic Codex Changes

* Brawn skill bonus when grappling or other contests of strength is now +2% per DM point instead of 10%.

* Herbs and Poisons moved to their own section in the manual.

* Replaced mentions of 'Tincture' with 'Tonic' (basically the same thing, more commonly used word).

* The 'Engineering' skill is now part of the 'Lore' skill.

* 'Blunt Trauma' club talent causes Hit Point loss, not damage.

* Clarified in the Career stage of character creation that you can't put points into background OR species skills, only new skills that you buy (the idea being to spread skill points around).

* Characters of the Young age category now only have -2 to their STR attribute, and can learn new skills at half their normal cost.

January Devblog & v2.6 Fantasy System Update

Hi, I hope your 2018 is going well so far! As you may recall, I skipped the December update due to only having 3 items to change in the Codex, and I hadn't finished any new artwork. Well, I've been running myself ragged trying to get this scifi system done, and hey, who knew a system with heavy science and math would be so difficult? :D

So yeah, still no new art at this point but the good news is that the scifi system is just about ready. Thanks to the games I've been running (and the feedback from those games), I've tweaked the advanced weapons rules and damage output and finished the vehicle system. This is pretty cool, as you can design your own ground vehicles, air vehicles, boats, grav cars, flying cars etc. In the campaign I ran, the party had a cabin cruiser they'd armoured up and installed a minigun turret on the bow. We had a few combats which played out beautifully (though the last one did result in their boat blowing up!) so that part of the system is done. 

Alongside developing those rules, I've been adding NPC templates to a separate manual I'm calling 'Scifi Encounters', which is over 250 pages long and features templates for modern and high-tech NPCs, as well as vehicles and yes, even a few starships. So yeah I've been busy!

After finishing the vehicle system, I was pretty burned out. The calculations involved were very demanding and I'm an artist, not a mathematician! Still, I got it done but it cost me a lot of creative energy. I'm just finishing up the starship system now, but I'm plodding along as I'm pretty much spent. Before I release it, I need to see more of how it all works in play, so the party just got their hands on an old starship and over the next couple of sessions, we'll see how it goes. I'm sure there will be tweaks required, and during the next month, I can get going on the Scifi species artwork. I'd really like to have them all done before I release it this time, so I'll make that a priority as of this week. 

In the meantime, some core mechanics needed adjusting and of course, they translate across to the fantasy codex too, so here's the update for this month. See you at the end of February when I hope to have scifi ready to go (finally)!

 

v2.6 Premium Fantasy Codex Changelog

* Avoiding death with an Endurance roll is now correctly an opposed check where appropriate, and can only be made if the total damage is less than your maximum Hit Points.

* Added 'Renowned Surgeon' healing talent.

* Tweaked the language on 'Mental Projection' spell, so that a projection has to fit well into the scene in order to prevent the subject being able to try and disbelieve the illusion.

* Slightly revised the text on the Blind condition.

* Tweaked the language on 'Blind Sense' talent.

* Tweaked the language on 'Mind Control' psionic spell.

* Clarified that 'Sensory Cascade' psionic spell requires a resolve skill check at the start of the victim's turn to break the effect or the effect ends.

* Fire & Steel no longer requires the use of a Reaction.

* The Teach skill now requires 100cr per day regardless of the skill level.

* Purchasing talents with money is now 10x more expensive.

* Updated the advanced character packages for more even and balanced distribution of skills and abilities.

 

v1.63 Basic Fantasy Codex Changelog

* Avoiding death with an Endurance roll is now correctly an opposed check where appropriate, and can only be made if the total damage is less than your maximum Hit Points.

* Slightly revised the text on the Blind condition.

* The Teach skill now requires 100cr per day regardless of the skill level.

* Purchasing talents with money is now 10x more expensive.

* Updated the advanced character packages for more even and balanced distribution of skills and abilities.

November Devblog & v2.5 Fantasy System Update

Just a short blog post this month, for the main part of this update is in the form of pictures! 

My style is slowly evolving, and I'm starting to push the boundaries a little further each time. I'm very proud of the little hedge dragon picture, I actually managed to capture both its cuteness AND dragon-ness! 

I'm almost halfway through now, having just hit 51 out of 117 pieces. Yeah, there's a lot to do but I'm enjoying it immensely. 

Codex

As usual, there's a few tweaks to the core rules which develop over the course of running my local games. The beauty of Sabre is the fantasy and scifi systems interlink almost perfectly, so issues that pop up on one can be addressed in all. 

One of these was swapping out weapons during combat, which wasn't written very well and made the 'Quick Draw' talent pointless. That's been addressed in a way that I feel adds to realism, where lighter weapons are much easier to draw and sheath than heavier ones (very important when wielding a minigun!)

Corvids

This is a little embarrassing. The corvid race was always supposed to be more intelligent than others, and it even says this in the flavour text, yet I'd used the raelani pages as a template for the corvids and forgot to move the listed attribute bonus from willpower to intelligence! All fixed now, sorry for any inconvenience. 

Stealth

More and more people in my games have been using stealth much in the way invisibility would work, which isn't right. So I've clarified the skill description to ensure players understand that even if you make a successful stealth check, moving right in front of someone is going to result in you being seen *unless* they're distracted, or looking the other way. So there's a few things in there to address this, such as the 'Distract' manoeuvre, and a 'Quick Spot' manoeuvre for Perception to make it easier to spot them. Still powerful, but now has to be used intelligently.

Advanced Characters

In a modular system like Sabre, it has been a little tricky to implement a system for creating more advanced characters to begin with, those with more experience under their belt. Just adding big blocks of skill points sometimes resulted in starting with maxed out skills, so a better way has been created and my numbers people tel me it looks good. 

Scifi!

My two gaming groups are still playing the system and enjoying it greatly. I've made good use of this time to tweak things as we go, even as I work towards completing the manual. I'm not far off finishing the starship design system, at which point I'll be making NPC templates for vehicles and starships, testing it all out in-game and see how the numbers look. Then my groups will be facing suitable challenges to really give it a test run.

So until next month, farewell!

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v2.5 Premium Codex

* Corvids now correctly have Intelligence as one of their bonus attributes instead of Willpower.

* 'Haggler' commerce talent now gives a 5% bonus to opposed haggling checks each time it is taken.

* Added 'Commodities' talent to give haggling bonus and information about trade.

* Clarified that the Stealth skill primarily reduces noise, and requires shadows, cover, or avoiding direct line of sight in order to work. It's not an invisibility spell!

* Added 'Quick Spot' Perception manoeuvre.

* Added 'Distract' Stealth manoeuvre.

* Sheathing or drawing a weapon is now an action.

* 'Courage' manoevure now stipulates that it removes the frightened condition, so you need to have it before using this ability.

* Added a maximum age in the age categories section.

* Revised the method of creating characters of higher experience, under 'Advanced Characters'.

* Death Blow action can no longer be used on Stunned creatures.

* Quick Draw' talent is now listed under Combat Talents, and has no effect in surprise rounds.

* 'Twin Shooters' talent limits the size of the off-hand pistol to Medium.

* 'Stock Slam' talent now allows any sized ranged weapon to be used.

 

 

v1.62 Basic Codex

* Clarified that the Stealth skill primarily reduces noise, and requires shadows, cover, or avoiding direct line of sight in order to work. It's not an invisibility spell!

* Added 'Distract' Stealth manoeuvre.

* Sheathing or drawing a weapon is now an action.

* Added 'Quick Draw' talent.

* 'Courage' manoevure now stipulates that it removes the frightened condition, so you need to have it before using this ability.

* Added a maximum age in the age categories section.

* Revised the method of creating characters of higher experience, under 'Advanced Characters'.

* Death Blow action can no longer be used on Stunned creatures.

* 'Giant Slayer' sword talent is now 'Sword Specialist'.

* 'Twin Shooters' talent limits the size of the off-hand pistol to Medium.

* 'Stock Slam' talent now allows any sized ranged weapon to be used.

 

October Update & v2.4 Fantasy System Change Notes

Hello everyone, hope all is well with you! We've got a small update to a few things for the premium and basic fantasy manuals, and some news about the scifi system's development too. But let's start with the Bestiary update coming later this week, because ART!

This is the Sa'quaarin artwork, appearing pretty much as it has in my head for the past ten years. There's a few other pieces coming along too, though they aren't quite done yet. I also need to update manoeuvres on the npc templates with the new additions and changes, and properly recalculate spirit points which will probably go down a little. So keep an eye out for that.

Unarmed Fighting 

At the end of last year I revised unarmed and martial arts abilities, effectively shunting much of the potential high-level damage and size over to magic spells such as Psi Warrior or Spectral Gauntlets. I think that went a little too far, and I'd like to see non-magical martial artists using unarmed techniques a little more, so the Iron Fist talent has been buffed, and those spells can no longer increase effective SIZ of the unarmed attack. There's also a few new manoeuvres for Unarmed (and Martial Arts) that can buff damage some more.

Manoeuvres

There are manoevres for the Resistance skills, but only 3 each or thereabouts, and they weren't particularly useful. They've now been revised and expanded, with lots of interesting options to enhance gamplay. I've added some of these to the basic edition too, which was a bit spartan in this area.

Price

Since the system is very much out of beta now, and settled in nicely, I feel the time is right to increase the price of the premium edition to $9.99 US, as it's a big manual with plenty of gameplay options, and art! Plus all updates for the future are free, so I think it's a pretty good deal. Same goes for the Bestiary, which is getting artier by the month, though still not as fast as I'd like because...

Scifi!

The system is developing at breakneck speed, due to other people in my groups running their own games and identifying areas that needed addressing, such as automatic weapon use and other new rules. They've been ironed out now, and I just need to get the vehicle design system finished, and then use that as a basis for starship design. Up until recently, these areas had only basic pre-made templates, but now you really can make your own car, tank, jet, grav vehicle or boat. It's fun! Also, a little on the complex side, but I'm streamlining as I go. I'm also making an encounters manual, sort of like a bestiary but it's made up completely of NPC templates from all the species, from ancient, modern and future eras, plus vehicles and soon, starships. It makes setting up encounters a lot easier and I will be releasing both of these side-by-side when the time comes.

As demands on the development subside, I have more time for artwork and I'd like to get 8 species artworks done for release. Lots happening! Okay, I better get back to it. Game on!

 

v2.4 Premium edition changelog

* 'Second Wind' manoeuvre is now a Quick action to use, can only be used in combat. 

* 'Covered Retreat' Endurance manoeuvre is now 'Vanguard', can be used on any attack.

* Added 'Adrenaline Surge', 'Brace for Impact', 'Heavy Lifter' and 'Unbreakable' Endurance manoeuvres.

* 'Tower of Will' Resolve manoeuvre ony affects Terrified, Stunned and Paralysed conditions.

* Added 'Courage', 'Mental Fortress' and 'Mind over Matter' Resolve manoevures.

* Evade manoeuvres require light or no armour.

* Removed 'Sidestep' evade manoevure.

* Added 'Quick Dodge', 'Dervish', 'Narrow Escape' and 'Fast Mover' Evade manoeuvres.

* Mail gloves and Gauntlets have had their damage bonus increased by +1 each.

* 'Glancing Shot' pistol manoeuvre now only requires a hit (not damaged) to work.

* Added 'Thunder Fists' Unarmed (and martial arts) manoeuvre.

* Revised the icon for Lightning damage.

* Added Expanded Fumble and Resistance Skill Expanded Criticals to the Threat Level Calculator.

* Reduced the option to increase unarmed SIZ from 'Bestial Ferocity', 'Spectral Gauntlets' and 'Psi Warrior' spells.

* 'Iron Fist' talent now provides better damage and effective SIZ at higher skill levels.

 

 

v1.61 Basic edition changelog

* 'Second Wind' manoeuvre is now a Quick action to use, can only be used in combat. 

* 'Covered Retreat' Endurance manoeuvre is now 'Vanguard', can be used on any attack.

* Added 'Dervish', 'Substitute', 'Evasive Attack' and 'Fast Mover' Evade manoeuvres.

* Added Thrown Weapon manoevures.

* Added 'Shield Push' shield manoeuvre.

* Added 'Courage' and 'Mind over Matter' Resolve manoevures.

* Added Unarmed manoeuvres (these can be used with Martial Arts too).

* 'Iron Fist' talent now provides better damage and effective SIZ at higher skill levels.

* Mail gloves and Gauntlets have had their damage bonus increased by +1 each.

* Updated the Lightning damage icon.

September Update & v2.3 Fantasy Codex Change Notes

Hi everyone, hope you're keeping well :)

We've got a few tweaks to the system this month, implemented during the evolution of Sabre Scifi. Since the core systems are the same, some of these changes are useful for the fantasy system too! That's one of the great benefits of what we're working on here - the scifi and fantasy systems will be completely compatible and integratable. 

Want to have wizards on starships? Done.

Want a mad scientist archetype with steampunk science inventions in your fantasy setting? We got that.

Want to do a time travel adventure with a modern cop in medieval times? We can do that!

How about a mad-max type setting with vehicles, upgrades and fast-paced combat? Yeah baby!

Want to use a minigun to slay a dragon? Absolutely (I've been looking forward to this one for years).

I'm running two separate scifi games at the moment, both following the same campaign a few episodes apart. It's helped me move along development at a brisk pace, especially when I learned a couple of guys eagerly wanted to start their own scifi campaigns with this system, to which I whimpered "...it's not ready yet!" (my campaign is a post-EMP apocalypse with mostly swords and bows, with high-tech weapons and devices taking the place of magic, whereas the other guys want to run futuristic era stuff, which needed parts I hadn't finished yet).

So I've redoubled my efforts to get it up to speed, fleshing out the vehicle, science and starship areas which hadn't been completed yet, as well as creating NPC templates to help GM's easily flesh out their cabal of bad guys. I personally can't remember how I got by without them, so I've spent a couple of weeks cranking out modern and high-tech era templates for my campaign. The upside of this is you'll have access to the scifi system sooner than I thought. The downside is I've neglected the bestiary artwork, since I'm just swamped with system development. I think game mechanics and gameplay take priority over shiny pictures, though they're important too! 

So, my checklist is:

  • Finish the vehicle section.
  • Finish off the starship section.
  • Finish off the steampunk invention section. (The invention system lets you make designs from modern and high-tech settings too, it's pretty cool!)
  • Have a nap.
  • Get back into the art side of things, the list of which now includes 10 new race pictures for the scifi system.
  • Finish off the Feydwiir atlas.
  • Figure out what I'll do with the rest of my day (ha!)

I'd prefer to release the scifi manual with the artwork already done. The cover art is complete, but I think the race art makes an important statement about the visuals for the system. Once the above things are done to the scifi manual, I'll be focusing completely on the artwork in general. I've missed it, so look forward to getting back into that side of development.

That's about all for this month, I hope to have a few pictures and some more news about scifi development next month. With luck, I might get it released by the end of the year :D

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v2.3 Premium Edition Change Notes

* Updated the falling and collision damage table, and fixed this entry on the GM reference sheets.

* Tweaked the rules on suffocation.

* Added 'Jewellers Tools'.

* Revised the Weapon Modification section.

* The 'Death Blow' action no longer applies to the Stunned condition.

* 'Sleep' & 'Somnolence' spells now render subjects Stunned instead of Unconscious.

* Fire damage of any sort now causes 2 Hit Points to be lost at the start of the subject's next turn.

* Improved the construct's 'Mighty Fists' and 'Massive Fists' enhancements.

* 'Tiny Warrior' talent now grants its damage bonus to any damage dealt.

* Revised the Leadership manoeuvres and added new abilities.

* 'Sidestep' evade manoeuvre now takes away 2 Reactions from attacker.

* Removed 'Quick Draw' pistol manoeuvre, replaced with 'Double Tap'.

* Tweaked the language for the Quick Draw talent.

* 'Braced Shot' longarm/crossbow talent now also grants +2 damage while prone or in full cover.

* Removed 'Hard Shell' Saerid talent.

* 'Thick Carapace' Saerid talent now grants extra AP as Endurance skill increases.

* 'Resolute', 'Graceful' and 'Stalwart' talents have had their skill requirement reduced to 70%.

* 'Sweep Kick' and 'Sweep' manoeuvres no longer work on targets of 250cm height or above.

* Removed 'Stronger Parry' melee manoeuvre and added its bonus to 'Swift Parry'.

* Added 'Staggering Blow' and 'Gut Punch' melee and unarmed manoevures.

* The 'Blindside' talent now works if allies are within melee weapon reach.

* The 'low-carat diamond' entry in the 5000cr gem section is now a 'mid-carat diamond'.

* Fixed the 'diamond' entry for the Prospecting skill.

* Added 'Zen Master' martial arts talent.

* Added 'Black Powder Ingredients' to the Prospecting skill.

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v1.6 Basic Edition Change Notes.

* Updated the falling and collision damage table, and fixed this entry on the GM reference sheets.

* Tweaked the rules on suffocation.

* Added 'Jewellers Tools'.

* The 'Death Blow' action no longer applies to the Stunned condition.

* 'Sleep' & 'Somnolence' spells now render subjects Stunned instead of Unconscious.

* Fire damage of any sort now causes 2 Hit Points to be lost at the start of the subject's next turn.

* Removed 'Quick Draw' pistol manoeuvre, replaced with 'Hold & Shoot' and 'Double Tap' manoevures.

* 'Braced Shot' longarm/crossbow talent now grants +2 damage while prone or in full cover.

August Update and 2.29 notes

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

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

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

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

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

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

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

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

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

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v2.29 Premium Edition

* Added 'Teleporter' artifice spell.

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

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

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

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

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

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

* Added names to the background events.

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

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

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

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

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

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

* Added 'Heavy Mace' melee weapon.

* Removed Vanish from the TL calculation.

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

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v1.59 Basic Edition

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

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

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

* Added names to the background events.

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

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

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

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

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

* Added 'Heavy Mace' melee weapon.

* Removed Vanish from the TL calculation.

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

July update and 2.28 change notes

Hi everyone, we've got a few small changes to the codex and a whole lot of art for the bestiary this month. As usual, we'll start with art!

Bestiary

The term 'practice makes perfect' is certainly true in this case, as while my animal pictures are mostly working from photos of animals, the techniques I'm using to capture the essence of the beasty has certainly evolved. LIke most artists, I shudder when I look at my earlier work and so have redone a few of the earlier attempts. I'm getting more confident with the style and easing back on the hard outlines too. So I've done all the small animals, beasts and dire beasts, taking a big chunk out of my to-do list.

Drawing animals is the easy part - some greater challenges are coming up but I think I'm up for it!

Codex

There's a few balance tweaks here to keep individual effects from breaking the system, discovered after certain players in my local groups kinda broke the system a little. I've also revised the bonuses for character age categories, and brought the age section forward in the creation process so you can find out the number of skill points you can spend in the background and career stages.

The 'Grit' talent has also been tweaked, making it harder to get and it doesn't keep a character conscious past th end of the fight. It's a cool talent but quite powerful, effectively doubling Hit Points, and as such it's now listed on the Threat Level calculator, raising your total TL by 1 step.

Contact poisons are now more effective in combat, kicking in almost straight away instead of two rounds later, and the human 'Highly Skilled' trait has been changed. It wasn't a great bonus before (+5 to three common skill results), but I found something better - Expanded critical on a skill of your choice, because everyone's great at something! 

Scifi

By strange co-incidence (and an unexpected party wipe), both of my local groups are starting new campaigns in the Sabre Scifi system, the cousin of the fantasy version you're familiar with. The backbone is the same, but with less magic (only 1 type, and it's "Psi Powers") and lots of cool equipment to use. It's really an equipment based system, with lots of things you can do such as salvaging wrecked vehicles, upgrade weapons, verhicles, armour etc, build robots, BE a robot or android, or a silicon-based alien etc. It's very cool :D

So when is it going to be released? I just need to finish a few sections regarding starship rules (yes it has those too), and it's technically ready to go, but I have this dream of finishing the artwork before I release it this time. There's 10 races, so that'd be 10 pictures. Sure, I could use the current human, corvid and saerid artwork (they're basically the same in this system too) but I think the system deserves new art. The only problem with this approach is that the bestiary is the top art priority and there's a LOT more art to be done before i can get to the scifi system. I suppose I could release it without the art? I'm reluctant to do that again. I'll think about it. There's no rush, probably another month until I've finished documenting things.

Anyway, that's all for this month, more bestiary art next month!

v2.28 premium codex

* Reduced the Accolades given for advanced age groups but added another column for skill points given at the career stage.

* The Age category section now comes before background so you can pick your age and apply the right amount of skill points later.

* Added 'Chirurgeon' background.

* The 'Grit' talent now requires 90% Endurance skill and only keeps you conscious until the end of combat.

* Stipulated in the Criticals and Fumbles section that a fumbled melee attacker can't attack next round. 

* Better clarified how movement in combat works in the combat section.

* The 'Unyielding' talent stipulates that concentration effects are still broken, but can be used round-by-round.

* Contact poisons now affect victims at the start of their next turn (within 6 seconds basically), and require a piercing or slashing weapon to deal damage in order to apply.

* Stipulated in Martial Arts and Unarmed skill descriptions that weapons and abilities requiring the Unarmed skill can also be used with Martial Arts.

* Spells that grant extra blast radius when increasing Spell Power now only grant 1 metre of extra radii instead of 2.

* 'Blood Mirror' sorcery spell now only inflicts 1 damage for every point taken.

* 'Angelic Transformation' sorcery talent healing ability has been tweaked, and it now notes that the sorcerer can carry 100kg while flying.

* 'Blighted Soul' undead sorcery talent now no longer provides healing.

* 'Ancestral Legion' shamanic spell now has a 1 minute casting time and 1 hour duration. 

* Tweaked the text on 'Mirror Image' wizardry spell.

* Added 'Pocket Dimension' spell to Summoning.

 

* Changed human 'Highly Skilled' trait to grant expanded critical to one skill.

________________________________________________________________

v1.58 basic codex

* Changed human 'Highly Skilled' trait to grant expanded critical to one skill.

* Reduced the Accolades given for advanced age groups but added another column for skill points given at the career stage.

* The Age category section now comes before background so you can pick your age and apply the right amount of skill points later.

* Added 'Chirurgeon' background.

* The 'Grit' talent now requires 90% Endurance skill and only keeps you conscious until the end of combat.

* Better clarified how movement in combat works in the combat section.

* Stipulated in the Criticals and Fumbles section that a fumbled melee attacker can't attack next round. 

* Contact poisons now affect victims at the start of their next turn (within 6 seconds basically), and require a piercing or slashing weapon to deal damage in order to apply.

* Stipulated in Martial Arts skill description that weapons and abilities requiring the Unarmed skill can also be used with Martial Arts.

* Spells that grant extra blast radius when increasing Spell Power now only grant 1 metre of extra radii instead of 2.

June update and 2.27 change notes

I had planned to leave this update until next week, to add more art to the bestiary, but decided that since the manual is basically done (wooo) it'd be good to get it 'out there', especailly since it has a lot of cool stuff inside. So without further ado, let's get to it starting with...

ART!

With this release, the character race art is complete! 13 pictures in all, not a bad effort for an 'enthusiastic amateur'. I had thought of adding weapon and armour art, but I figure people know what swords look like, but they don't really know what a lot of the monsters in the bestiary look like so it'd be prudent to get on with that instead. 

Summoning Magic

I've added another style of magic to the system, allowing a caster to specialise in the summoning of monsters and other critters to do your bidding. I've been informed that summoning in certain other game systems is redonkulous (thought I've never looked into it closely), but I've got a pretty good idea of how to balance this concept alongside pets and squires in Sabre. We've done a few tests and they seem powerful enough without being broken, so we'll see how it goes over the next few months, but I reserve the right to tweak things as needed of course :) 

The biggest part of this change was the overhaul to the Bestiary it required. That's where you'll see the biggest improvement, and that manual is required to make summoning magic work, naturally. I've given the Bestiary an overhaul in appearance, and added a bunch of new pictures to it as well. Mostly just animals for the time being, but once they're done I'll delve into proper monster art and see what I can manage ;)

Damage Reduction

Part of this month's development has been ironing out old mechanics that were clunky and caused difficulty during a game. The old Reduction concept, which halved damage taken after calculating through AP always bothered me, but thanks to some player discussions we came up with a simpler way. 

Damage Reduction now adds to Armour Points versus certain types of damage, such as "+5 AP of Damage Reduction vs. fire". It helped iron out a lot of issues and allowed me to bring in my high-end fantasy metal, Auldsteel. This is probably the only area that will need balancing (fingers crossed), but I think it's a big improvement on how it was handled in the past. Spells that grant DR now give it in a disposable, "ablative" form so it provides more protection for a short time, usually only one big hit, and then disappears. 

Traps

I love the concept of playing a trapper, but since I've never actually had the chance to play Sabre (GMing doesn't count in this case) I've never given that part of the system a proper test until now. The system is much more flexible, easier to use and understand, and just plain fun. There's no need to fabricate a trap from various components, it's all done in the form of 'trap kits', or 'fixed traps', and there's even some new talents to improve your capabilities. 

So the manual is done?

For the time being, yes. I even went to the trouble of running the spellchecker, which is a pain in the backside as 80% of its results are false positives, due to so many abbreviations and uncommon words. Still, a lot of errors were fixed too so it's looking much better. I'm even going to print myself a copy, that's how confident I am!

What about Siege Warfare?

I made a start on this, then decided it was a huge undertaking but with the potential to essentially be a stand-alone sub-game. So I want to do this properly when the time comes and make it a separate supplement for the system. The codex is over 400 pages now and I think it needs to just, you know, stop growing! I don't have a specific timeframe for tackling siege warfare or invention, but given the amount of art I need to make for the Bestiary, I think it'll be next year. I'll make it worth the wait though.

So what's next?

Mostly, Bestiary art. It'll take me a while to get it all done, but I've made a start on the easier ones and formulated plans for the more challenging works. I'm happy to let the codex sit as-is for a good six months, barring any error or balance fixes that may be required, of course. In the meantime, one of my local groups is eager to try out the scifi version of sabre (called Sabre Sci-fi!) so I've dusted off the manual and are currently bringing that up to speed with the core rules from the fantasy system, so I can run a campaign. 80% of this work will involve expanding the fledgling campaign world I drew up about 2 years ago, because when you have a gravcar capable of over 300kph, you can cover a lot of ground very quickly!

I do intend to release the scifi system eventually, but I thought it'd be nice to get the race art done for it before I put it up for sale, so I might aim for getting this out by the end of the year. Lots of art in my future!

Anyway, signing off for now so enjoy the system confident in the knowledge that its finally come of age and won't be significantly altered anytime soon, if ever again.

__________________________________________________________

v2.27 Premium Codex (system stable!)

 

New!

* Added 'Flexible', 'Wanderlust' and 'Night Owl' race talents.

* Added 'Vial of Holy Water' thrown weapon.

* Added Investigator's Kit to the tools list. 

* Added art for the Feylin and Dracari races, completing the race art.

* Added 'Exorcise' divine spell.

* Added the 'Summoning' field of magic spells.

  -'Affinity' talents for summoning.

  -'Warlock' and 'Summoner's Pupil' backgrounds.

  -'Summoning' professional skill.

* Added 'Foil' blade weapon.

* Added 'Conflagration Bomb' alchemy spell.

 

Damage Reduction

* Adjusted the Damage Reduction system as follows:

  -Damage Reduction now grants a bonus to AP vs. specific damage types, usually in increments of +5.

  -Dracari and Daemon races now have +5 AP of Damage Reduction to their respective damage types. 

  -Revised the text for the 'Damage Reduction' section which now also covers how Invulnerability vs Mundane Weapons works. 

  -Adjusted the Incorporeal trait.

  -'Freeze' now gives Invulnerability while frozen.

  -Protective Potion, Stoneskin Potion, & Barkskin no longer have the option for Reduction.

  -Added 'Elemental Potion' alchemy spell, 'Ablative Armour' wizardry spell, 'Elemental Sheath' druidry spell, 'Soul Shield' divine and shamanic spells, and 'Fortified Body' psionic spell.

  -'Elemental Aura' sorcery spell now grants some Damage Reduction against that damage type.

 

Magic

* 'Whispering Voices' charm spell now uses a Reaction to cast.

* Altered the way summoned creatures are maintained - the Resolve check is only required if the caster is damaged.

* Summoned creatures now require 1 Reaction to command (just like pets).

* 'Fireblast', 'Brimstone', 'Combustion Energiser' and 'Eruption' spells now deal 1d12 base damage instead of 1d6+6. Eruption's continuing damage is now half the original amount.

* 'Ancestral Legion', like 'Mirror Image', now only protects against direct damage (not aoe damage).

* Clarified that only Quick spells can be effectively used from stealth.

* Corrected the text for 'Adapt Weapon' shamanic talent to explain that all damage from that weapon counts as the new damage type.

* 'Blighted Soul' sorcery talent only provides its healing bonus against necrotic spell damage.

* 'Wrack' Sorcery spell can now increase the penalty with additional Spell Power.

* 'Arc Lightning' sorcery spell now correctly deals 1d8 as its base damage.

* Spells which grant flight now let you carry 100kg of extra stuff above your body weight.

* Added Cold Iron and Silver material entries for the artificer's construct.

* Artificers can now remove enhancements and reclaim materials from their construct.

* Added 'Exotic Weapons' enhancement to allow a construct's fists to be composed of a different material.

* Shields larger than a Buckler prevent the use of Greater Magic, or Stealth, Acrobatics and Swim skills.

* Backgrounds which allow casting Greater Magic while wearing armour also allow the use of shields up to Heater in size.

* The material cost of ressurection-type spells is now 5000sp

 

Traps

* Rewrote the Lockpicking and Mechanism skill text to clarify how they work.

* Removed reference to making little gadgets with the mechanisms skill - I will expand upon this 'invention' concept at a later date.

* Removed the Locks & Traps section from 'Game Mechanics'. Pertient rules have been moved to individual skill descriptions, and the traps themselves are detailed under a new Traps section.

 

Talents

* 'Spell Synergy' stipulates that spell stacking and concentration spell limits apply to all involved characters.

* 'Firm Resolve' and 'Robust Health' talents can now be taken 4 times, bestowing +5% to relevant results each time.

* Replaced 'Twin Blade Defence' talent with 'Fencer' talent, which adds x2 your Damage Modifier when using a single blade.

* 'Animal Bond' talent now requires 1 Spirit Point per baseline Threat Level of the creature to be bonded with, and it earns Accolades just like any other party member. It no longer requires you to use your Accolades to advance it (it has its own) and can now also access the General Talents section for more to chose from.

* Squires obtained through the 'Squire' talent can no longer themselves take the Squire talent, creating a never ending line of plucky young go-getters to delegate tasks to.

* Squires now gain their own Accolades just like player characters.

* Improved the 'Quick Draw' general talent.

* Psionic 'Two Minds' talent now only benefits psionic spells.

* A character can remove a known talent at any time, but can only do this three times over the character's life. Accolades spent are considered lost.

 

General

* Revised and improved the Advanced Characters section under Accolades and Advancement.

* Split race talents into their own table under the General Talents section.

* Expanded the usefulness of 'Sawtooth' weapon modification.

* Tweaked the Threat Level calculator so that it now covers all negative conditions a character can inflict.

* Correctly calculated the SP per year earned as part of character income between adventures

* Added a 'Magical Practitioner' entry as a profession's income for spellcasters who offer services to the public.

* Expanded the Random Encounter tables I'd started but totally forgot about.

* Adjusted the damage modifier for falling damage's weight calculation. Dragons will no longer explode when falling more than 3 metres.

* Slightly adjusted the falling table's spread.

* Pets need 50% endurance to wear Medium Barding, and 90% to wear Heavy Barding, just like people.

* Corrected the tincture and poultice healing amount to 1d4 (in line with other references to these items).

* Silvered armour now makes metal armour non-conductive and can't be damaged by acid, reduced AP penalty to -1.

* Cold Iron armour gives +20% resist bonus to Resolve check results vs magic, removed AP penalty.

* Dragonscale AP bonus now correctly reads +2 instead of +5.

* Shurikens are now Thrown Weapons but kept on their own little table in the Exotic Weapons section.

* Added information about Auldsteel to the crafting section, glossary and expanded the 'Auric Weapon' section to cover details of this material.

 

v1.57 Basic Codex

* Revised and improved the Advanced Characters section under Accolades and Advancement.

* Removed an eroneous link to the old 'Arcane Warrior' talent in the magic talents list.

* Rewrote the Lockpicking and Mechanism skill text to clarify how they work.

* Removed reference to making little gadgets with the mechanisms skill.

* Removed the Locks & Traps section from 'Game Mechanics'. Pertient rules have been moved to individual skill descriptions, and the traps themselves are detailed under a new Traps section.

* Tweaked the Threat Level calculator so that it now covers all negative conditions a character can inflict.

* Added 'Shuriken' thrown exotic weapon.

* Added 'Foil' and 'Knuckledusters' weapons.

* Separated Lance into 'Lance, Heavy' and 'Lance, Light'.

* Adjusted some numbers of the cost and ENC of weapons.

 

Damage Reduction

* Adjusted the Damage Reduction system as follows:

  -Damage Reduction now grants a bonus to AP vs. specific damage types, usually in increments of +5.

  -Revised the text for the 'Damage Reduction' section which now also covers how Invulnerability vs Mundane Weapons works. 

  -Adjusted the Incorporeal trait.

  -Added 'Ablative Armour' wizardry spell, and modified the 'Soul Shield' divine spell.

* Altered the way summoned creatures are maintained - the Resolve check is only required if the caster is damaged.

* Summoned creatures now require 1 Reaction to command (just like pets).

* 'Brimstone', spell now deal 1d12 base damage instead of 1d6+6. 

* Spells which grant flight now let you carry 100kg of extra stuff above your body weight.

* Shields larger than a Buckler prevent the use of Greater Magic, or Stealth, Acrobatics and Swim skills.

* Backgrounds which allow casting Greater Magic while wearing armour also allow the use of shields up to Heater in size.

* Added 'Templar' background.

* The material cost of ressurection-type spells is now 5000sp

* Adjusted the damage modifier for falling damage's weight calculation. Dragons will no longer explode when falling more than 3 metres.

* Slightly adjusted the falling table's spread.

May 2.26 Update and Changelog notes

Greetings, sabre-liking people! I'd planned to put this update out at the end of the month with a couple of extra pieces of art, but I've come down with something and it doesn't look like I'll get much more done in the next week, so this will suffice. Let's take a quick look at this month's update:

Art!

As usual, there's some new character race art, though I only had time to get two done this month. I've settled into a style now and I feel really confident as I work on each one, so I expect things to keep on improving! Check out the Celestrel and Daemon races for the shiny new pictures, and I've tweaked both races to make them more useful and to fit the lore I had in mind when making them.

Templates

So instead of working on the siege warfare section, I did this because as a GM, it's good to have well-made character templates read to go, and the ones in the bestiary are old and not very well designed. I also wanted to see the NPC's arranged by combat style, since it's much more distinct in the modern version of sabre (but used to be much blurrier in the past). I ended up making 80 single-page templates, which was far too many to include in the codex, so I simply replaced the current ones with 20 for the premium edition (and 18 for the basic edition), ranging from Threat Level 2 to TL 5. The bestiary has up to threat level 9, with a more diverse selection of builds and they make running a game (especially an improv game) so much easier. 

Additionally, while making templates of the different styles, I found glaring gaps in capability for the lesser-used things, like thrown weapons or longarms. So as I went, I created (or modifier) a bunch of manoevures and talents to make every combat style count, as they should. There's nothing like building a whole bunch of characters to get a real feel of what they can do! This includes mounted combat and the used of shields as off-hand weapons, which makes more sense and works better than the previous iteration.

Magic

Both Alchemy and Psionic talents have been divided up into three catagories, fields of study for their respective areas, just like the other fields of greater magic. Artifice won't need this as the construct provides more than enough creative options for players, so this ends the update to greater magic! 

In closing

I've managed to figure out how to turn on visible bookmarks in the document, so I could see the missing ones and fix a huge number of broken or missing links, which should make navigation much less frustrating. Next month, I should have the character art finished (2 to go!) and I'd like to do pictures of all the weapons and armour, too. I'll finally get to doing siege combat, and make a start on the new field of magic, Summoning. This will bring to a close the frenetic development of sabre this year, and I'll drop back updates on the codex to once every six months (yay!) Then I'll focus on the Bestiary and Atlas to finish them off too. I'd like to make a few story modules too, as I have lots of notes from my sessions and some of them would make great stand-alone adventures. But enough of that for now, check out the notes below and enjoy your gaming!

__________________________________________________________________________________________

v2.26 Premium Edition

 

General

* Added art for the celestral & daemon races.

* Revised the celestral race abilities a little, allowing them to be not just half-human celestials, but half of one of many other races too.

* Revised the daemon race abilities. They lose their +3 CHA and deceit bonus, and gain Intimidate as a bonus skill and a +10% to intimidate checks, but they can also pick a special trait from their parent race.

* Revised the NPC templates and provided 20 of them here for the premium edition. 80 available in the Sabre Bestiary.

* Revised the gem value table to include higher quality varieties at 99 and 100 percent.

* Fixed many, many broken links throughout the manual.

* Added 'Reach', 'Longreach' and 'Mount' to the Threat Level calculator (+3).

* Added 'Climber' general talent.

* Clarified that Spirit regen rate is calculated from your current maximum Spirit Points, not the original amount if modified from a special ability.

 

Manoevures

* Added 9 Thrown Weapon manoeuvres.

* Added 'Sweep Kick' martial arts manoeuvre.

* Added 'Bullseye' bow manoeuvre.

* Added 'Hold & Shoot' pistol manoeuvre.

* Added 'Clear Barrel' pistol manoeuvre.

* Added 'Fusilade' pistol manoeuvre.

* Added 'Opening Salvo' longarm manoeuvre.

* Added 'Wrecking Shot' longarm manoeuvre.

* Added 'Assassinate' stealth manoeuvre.

* Improved 'Vanish' stealth manoeuvre.

* Moved 'Backstab' manoeuvre to the stealth category and improved how it works.

* Revised the 'Silent Kill' stealth manoeuvre.

* 'Forceful Strike' melee manoevure now grants +1 damage for every spirit point spent, limited by usual skill level progression.

* Lacerate and Pierce melee manoevures now only require 50% skill to take.

* 'Flying Kick' martial arts manoeuvre automatically renders the target prone if they take damage.

* 'Body Throw' martial arts manoeuvre now deals collision damage.

* 'Sucker Punch' martial arts manoeuvre has no skill level prerequisite.

* Improved 'Roundhouse kick' martial arts manoeuvre.

* 'Sweep' melee manoeuvre causes damaged targets to fall prone.

* 'Blistering Assault' martial arts manoeuvre can now apply to any martial arts weapon, requires 90% skill to gain.

* 'Crushing Impact' martial arts manoeuvre requires 99% skill to learn, improved effectiveness, renamed to 'Damaging Impact'.

* 'Point Blank Shot' pistol manoeuvre now ignores half target's AP on adjacent target, ignores adjacent penalty, 90% requirement.

* 'Diving Fire' pistol manoeuvre now requires only 70% skill, allows you to fire a pistol in each hand, and you travel out to your normal movement.

* Removed 'Sneak Shot' pistol manoeuvre (already duplicated with Deadshot talent).

* Removed 'Lucky Shot' pistol talent and replaced with 'Twin Shooters' talent.

 

Weapons, Armour & Combat Abilities

* Adjusted price and stats on the falchion and sabre.

* Added a new melee weapon trait: Agile. Agile weapons have -2 AP for their SIZ but deal +2 damage on a critical hit.

* 'Control Movement' talent can now be taken by the Martial Arts skill and clarified that a failed attempt means you can't try again against the target this turn.

* 'Medium Armour Training' talent now also requires 50% Endurance skill to take.

* 'Heavy Armour Training' talent now also requires 90% Endurance skill to take.

* The reload time of the Staff Sling has been reduced to 0 and its range has been improved.

* Culverin Explosive Balls have been renamed to Culverin Grenades, can also be used by Staff Slings.

* Shortspear can now be used 1 or 2 handed.

* Improved the stats on the Trident, which can now be used 1 or 2 handed (even when thrown).

* Improved the range on the Sling.

* Added 'Interrupt Loading' Reaction.

* Replaced 'Set weapon' Reaction with 'Counterattack' Reaction, allows the victim of a charge to attack someone charging them instead of defending.

* Added Nunchaku martial arts weapon.

* Added Light Lance weapon, old lance is now the Heavy Lance.

* Added Knuckledusters weapon.

* Added a dice progression diagram for size increases, under the Damage Rolls section.

* 'Shorten Chain' talent now lets the user have Reach or not until the start of their next turn.

* Mentioned under the Armour section that if an armour piece's AP is reduced to 0, it is destroyed.

* Mentioned that damaged Natural Armour regrows at a rate equal to your Heal Rate when you rest.

* 'Close Range' movements can now also use Parry, provided the weapon is no less than 1 SIZ smaller than the opponent's. 

* 'Cavalry Bane' polearm talent now increases dice size by 2 steps.

* Revised 'Guardian' polearm talent.

* Replaced 'Concussive Throw' talent with 'Disrupting Throw'.

* 'Spellbreaker' talent has been adjusted to function just like the 'Snap Shot' bow talent (a superior mechanic).

* 'Steel Wall' polearm talent now only grants 1 free 'Keep at Range' Reaction per round.

 

Archery

* Corrected the text of 'Snap shot' archery talent to read that the attack cannot be defended against.

* Baseline crossbow damage has been increased by 2 points.

* Bodkin arrows have tripled in price, from 1sp to 3sp and now simply give +2 damage (effectively the same as ignoring 2 AP in most cases).

* Broadhead arrows are now 2sp each.

 

Firearms

* 'Muzzleloader' pistol talent is now at 50%.

* The reloading time for a three-barrel pistol is now correctly listed as 2.

* Blunderbuss damage is now 1d8+8.

* Arquebus damage is now 1d8+10.

* Blunderbuss reload time has been reduced to 2 rounds, can now be reloaded on horseback.

* 'Age of Fire' firearms talent now increases damage dice by 2 steps (yes, culverin goes to 1d20+12).

 

Mounted Combat

* Added 'Trample' mounted combat talent.

* The damage bonus for flying or mounted combat now correctly says that this only applies to targets on foot.

* 'Cavalry Archer' now only requires 70% skill.

* 'Mounted Archery' now only requires 50% ride skill and completely eliminates the penalty.

* Removed 'Horse Archer' talent (no longer required).

* 'Warhorse Command' now requires Ride skill at 50%, and allows you to use the mount's manouvres or make an attack by spending one of your character's Reactions.

* Mounts cannot make attacks on their own during combat unless commanded via the Warhorse Command talent.

 

Shields

* Clarified that Shields use the Weapon table when crafting.

* 'Shield Bash' talent has been revised.

* Added 'Heavy Bash' shields talent.

* Shields with the 'Fast' trait now don't use a Reaction as part of a Shield Bash.

* Tower shields now have the proper Partial Cover bonus.

* Added 'Partial Block' shields talent.

 

Magic

* Added psionic 'Discipline' talents, with three categories to choose from.

* Separated Alchemy talents into three new categories called 'Sciences'. Added new talents to fill out each category.

* Changed the bomb creation system into a single batch mechanic. Alchemy materials are no longer listed as 'charges' - you use one batch of these materials when you attempt to make 10 bombs at once. 

* Failure to successfully throw a bomb raises your alchemy skill just like other skill failures.

* Corrected the text for alchemy 'Spirit Potion' effectiveness.

* 'Blight' druidry spell now deals 0 damage on a successful resist.

* Magic Resistance sorcery talent now requires 99% skill.

* 'Velocity' & 'Celerity' spells now have the option to gain addition Quick actions instead of Normal actions.

* Increasing an artificer construct's Attributes also increases related skills. 

* Corrected the text on the 'Augmentor' spell to show that doubling the power can only be used once, Attribute buff is +3 base now.

* Corrected the language on the Scroll Use table for a critical success.

* Tweaked the text on 'Dragon Warrior' sorcery talent, which is now has a 70% skill requirement.

* 'Dragon Companion' talent now requires 90% skill and requires 2 spirit to take instead of 3.

* 'Draconic Transformation' now also gives you +5 STR and the Breathe Fire effect is limited only by your Spell Power (Max output becomes 5d6).

* 'Storm Totem' now correctly lists as having a resistance check.

* 'Sleep' spell now correctly listed as 1 minute duration.

* Improved the damage for 'Gravity Well' psionic spell.

*'Control Weather' is increased to +200 metres per extra spell power, and gains the benefit of the 'Force of Nature' druidry talent.

 

Backgrounds

* 'Monastery Orphan' background now gets +2 Natural Armour.

* 'Ranger' background now correctly lists medium armour as part of its bonus.

* Added 'Field Scientist' alchemy background.

* 'Arcane Warrior' is now correctly listed as 'Arcane Blade'

* Escardi can correctly take the 'Shaman's Initiate' background.

* 'Dragonborn' background now gives +2 to damage from spells you cast.

* 'Gifted Artificer' now gets +2 to each of your constructs AP, HP and DM.

* Replaced the 73-75 background event with a new one that gives you a military contact.

 

__________________________________________________________________________________________

v1.56 Basic Edition

 

General

* Revised the NPC templates and provided 18 of them here for the basic edition. 90 available in the Sabre Bestiary.

* Revised the gem value table to include higher quality varieties at 99 and 100 percent.

* Added 'Reach', 'Longreach' and 'Mount' to the Threat Level calculator (+3).

* Clarified that Spirit regen rate is calculated from your current maximum Spirit Points, not the original amount if modified from a special ability.

* Moved 'Backstab' manoeuvre to the stealth category and improved how it works.

* Improved 'Vanish' stealth manoeuvre.

* 'Forceful Strike' melee manoevure now grants +1 damage for every spirit point spent, limited by usual skill level progression.

* 'Lacerate' and 'Pierce' melee manoevures now only require 50% skill to take.

* 'Sucker Punch' martial arts manoeuvre has no skill level prerequisite.

* 'Celerity' wizardry spell has the option to gain addition Quick actions instead of Normal actions.

* Corrected the language on the Scroll Use table for a critical success.

* 'Sleep' spell now correctly listed as 1 minute duration.

 

Firearms

* 'Muzzleloader' pistol talent is now at 50%.

* The reloading time for a three-barrel pistol is now correctly listed as 2.

* Blunderbuss damage is now 1d8+8.

* Arquebus damage is now 1d8+10.

* Blunderbuss reload time has been reduced to 2 rounds, can now be reloaded on horseback.

* 'Point Blank Shot' pistol manoeuvre now ignores half target's AP on adjacent target, ignores adjacent penalty, 90% requirement.

* Removed 'Lucky Shot' pistol talent and replaced with 'Twin Shooters' talent.

 

Weapons, Armour & Combat Abilities

* Adjusted price and stats on the falchion and sabre.

* Added a new melee weapon trait: Agile. Agile weapons have -2 AP for their SIZ but deal +2 damage on a critical hit.

* Added 'Control Movement' combat talent.

* 'Medium Armour Training' talent now also requires 50% Endurance skill to take.

* 'Heavy Armour Training' talent now also requires 90% Endurance skill to take.

* The reload time of the Staff Sling has been reduced to 0 and its range has been improved.

* Culverin Explosive Balls have been renamed to Culverin Grenades, can also be used by Staff Slings.

* Shortspear can now be used 1 or 2 handed.

* Improved the stats on the Trident, which can now be used 1 or 2 handed (even when thrown).

* Improved the range on the Sling.

* Added 'Interrupt Loading' Reaction.

* Replaced 'Set weapon' Reaction with 'Counterattack' Reaction, allows the victim of a charge to attack someone charging them instead of defending.

* Added a dice progression diagram for size increases, under the Damage Rolls section.

* Mentioned under the Armour section that if an armour piece's AP is reduced to 0, it is destroyed.

* Mentioned that damaged Natural Armour regrows at a rate equal to your Heal Rate when you rest.

* 'Close Range' movements can now also use Parry, provided the weapon is no less than 1 SIZ smaller than the opponent's. 

* 'Cavalry Bane' polearm talent now increases dice size by 2 steps.

* 'Steel Wall' polearm talent now only grants 1 free 'Keep at Range' Reaction per round.

* Updated the 'Grit' talent.

* 'Shield Bash' talent has been revised.

* Shields with the 'Fast' trait now don't use a Reaction as part of a Shield Bash.

* Tower shields now have the proper Partial Cover bonus.

 

Mounted Combat

* The damage bonus for flying or mounted combat now correctly says that this only applies to targets on foot.

* 'Cavalry Archer' now only requires 70% skill.

* 'Mounted Archery' now only requires 50% ride skill and completely eliminates the penalty.

* Removed 'Horse Archer' talent (no longer required).

* 'Warhorse Command' now requires Ride skill at 50%, and allows you to use the mount's manouvres or make an attack by spending one of your character's Reactions.

* Mounts cannot make attacks on their own during combat unless commanded via the Warhorse Command talent.

 

Archery

* Corrected the text of 'Snap shot' archery talent to read that the attack cannot be defended against.

* Baseline crossbow damage has been increased by 2 points.

* Bodkin arrows have tripled in price, from 1sp to 3sp and now simply give +2 damage (effectively the same as ignoring 2 AP in most cases).

* Broadhead arrows are now 2sp each.

April v2.25 Update & "Das Uberblog!"

It's that time of the month again, and what a month it's been. Being a 'team player' kind of guy, I do prefer to bounce ideas off others and work together to solve problems, so you can understand the challenge of being a solo developer. Even with the help of my local groups, I found we all eventually lose sight of how a new player looks upon the system. So when I made the decision to get sabre 'out there' in the public space last year, I knew it wasn't quite ready but I needed people to engage with it and give me feedback so I could continue development in the right direction.

So I've been really pleased with other gaming groups giving sabre a try and relaying back their experiences, which is largely what this update consists of. Believe it or not, we're actually getting close to 'system stable' where updates are wound back to every six months, and I get to put my feet up for a change! (kidding, too many other things in the pipeline.) I'll go into detail about what the development plan is towards the end of this blog. Anyway, let's get to it.

Art! 

I've completed art for the escardi, corvid and saerid races in the premium edition. Being the most exotic in the system, it was good to have these done so people know what they look like. My style is developing nicely I think, with clear signs of improvement though I still have much to learn. 

Crafting Improvements

I've had a few requests for a more detailed crafting system, specifically for weapons and armour, so here it is! The premium edition has a new 'crafting equipment' link in the Equipment section, and it's linked from the Craft skill in the professional skills section too. It has material types with prices, from which you can craft any of the weapons and armour listed in the game. 

Armour prices are precisely calibrated so I used them as the baseline to come up with material costs, then adjusted weapon costs accordingly, based on their size (or SIZ if you prefer). Some went up in price, some went down, and I tweaked a few numbers for the wooden weapons too. It was at this point I realised that weapon Hit Points were irrelevant, so I removed that stat and just left them with AP, which is a more elegant system used by shields and armour. 

Finally, masterwork items have had a major overhaul in how they're made. It's no longer simply a matter of being lucky when crafting and getting a critical. Masterwork items require a 70% talent, and then you can just choose to make one, but they take much longer to construct and use more materials too. 

Shamans

We've come up with some new talents under the heading of 'Shamanic Traditions' to flesh out this style of magic which should spice it up. It's always fun coming up with ways to enhance magic styles, though this one was challenging! Hopefully it'll work out (I salute all shaman guinea-pigs!)

The freedom of magic

One of the big things I've heard from groups playing sabre is that magic is cool and fun, but too restrictive in certain ways. I must confess that in coming up with the backgrounds, I've been thinking in terms of how races interact in my own fantasy world, but they shouldn't be restricted like this for others. So, I've greatly reduced the restrictions on which races can take what backgrounds, allowing far greater flexibility for characters.

Furthermore, there's a general feeling that characters are punished for not wearing as much armour as they can, as combat in sabre can be quite brutal. While this was sort of intentional, the overhaul of the magic system I completed in January did go a little too easily on damage output and damage absorption. I figured if players wanted to be on the front line, they should be in armour! I very much liked the distinct line between fighters and spellcasters too, but there's certainly room to expand on this. 

So, the backgrounds that let you wear light armour and cast greater magic have been expanded to allow medium armour too. I still want heavy armour to be the providence of dedicated fighters though, so that restriction remains. I still would like 'cloth-wearing casters' to be a thing though, so I've boosted the spirit points from dedicated spellcaster backgrounds to +5. 

'Magical Prodigy' has proven to be a very popular background to take, and this remains unchanged but now has some stiff competition for different styles of magic users. When recalibrating the value of backgrounds recently, I wasn't sure how to weight this one, and clearly underestimated the appeal of two separate greater magics. So now you can choose this, heavier protection or more spirit to choose from, much in the same way melee and ranged combat have their different styles as well.

Furthermore, I've increased the baseline damage output from most spells so you can be more effective while blasting things to bits. Additionally, I've modified the 'Block' type reaction spells so they simply grant a big chunk of armour against one damage source, which should help magic users survive on the battlefield without making them permanent fixtures. Ideally, fighters should be using 'Control Movement' to keep other fighters at bay, allowing ranged and magical combatants to do their thing without being hassled. 

Stealth

Speaking of combat imbalance, I've done some work on improving stealth options this month too (everyone gets something!) The 'Advantage' talent, essential for any stealthy assassin character, has been boosted to +5 which makes a big difference when attacking an unsuspecting target. But actually remaining undetected and staying alive while in light armour was definitely lacking.

So, 'Honed Reflexes', 'Sneaky' and the new talent 'Sharp Eyes' now add a lot to stealth gameplay options. Instead of a fixed 5% bonus (or in the case of Sneaky, Expanded Critical which really functions as luck more than expertise), you can now take these talents 4 times at regular skill intervals (50, 70, 90, 99) for +5% each time. So, evade checks can get a +20% bonus which really helps these squishy characters stay alive, and perception checks get the same benefit to help spot the new super stealthy characters.

Because the stealth bonus can go much higher now. There's the +20% from 'Sneaky', along with up to +10 from the 'invisibility' type spells, and +10% from Shadowcat leather armour. Add the 'Soft Step' manoeuvre to the mix and you can get a +50% result bonus for that added 'ninja vanish!' flourish. Oh, and the Ninjato weapon has been improved now too, adhering much more accurately to the size and ability of the weapon so it's actually the best weapon for a stealthy character. I have a corvid NPC assassin travelling with one of my gaming groups, he's rather effective!

Fatigue

The fatigue system was a hitting characters a little too heavily, so I've tapered the penalties back to 5% per level, but also added two levels to the scale. 

Serious Wounds

The dice roll for going down at 0 Hit Points was a little tedious, so I've changed it to simply make the character unconscious and bleeding at this point. The 'Grit' talent lets you stay conscious, but you're restricted in similar ways to how it is now – the main thing is, the roll to stay conscious is gone. Hopefully the additions to character survivability (bonuses to evade and magical AP) will keep non-armoured characters alive longer. Healing from potions and salves has been reduced (they were making divine casters look weak!) but I still want to keep healing in combat greatly restricted. It should always be easier to destroy than create, or in this case, easier to harm than to heal. It keeps the fights from going on too long as well. Healing should be for after a fight, not right in the middle.

Threat Levels

Lastly, gauging the power of a character should be easier, mostly for GM's so they know how to challenge their group without obliterating them. The Threat Level calculator has performed this task in the past, but it was never front-and-centre, and it was a bit clunky too. 

It's been overhauled to focus on the most important aspects of a creature's combat ability, with less relevant stuff removed and the calculations more straight-forward. It's actually possible to calculate a character's Threat Level off the top of your head, once you've had a little practice! The TL calculation has also been moved to the character creation section, with a space in the top-right of the character sheet, so players should be able to figure out the number for themselves. Most starting characters are TL 1 anyway so the initial calculation is easy. 

Coming Attractions!

Earlier in the blog I mentioned that the system is close to becoming stable, which means far fewer updates, completed art and a relaxed and satisfied developer. Next month, I hope to have the 4 remaining pieces of race art done, and I might even get the siege warfare mechanics completed too. 

The month after that, I want to have pictures of all the weapons arranged into their respective groups, as well as the armour types. I'll also have psionic talents done in the same way as the other greater magic styles.

The month after that, I embark on creating the final greater magic style which has constantly been pushed back, ever since the start of sabre development - Summoning magic. It's a whole slew of spells that are big enough to warrant its own field of study, effectively. With the bestiary in good shape, being able to summon monsters, or at least aspects of monster physiology for your own use is a very cool mechanic and it'll be coming eventually!

After that, I'll finish off the Feydwiir Atlas and commence work on the art for the bestiary entries. Lots to do, but they're smaller so it's not so bad. Once that's out of the way, I'll have a go and making a big splashy cover for the codex. I think my skills have advanced enough 

So ends the biggest blog I've written, and probably the biggest month of updates yet. I hope you're enjoying the system!

________________________________________________________________________________________

v2.25 Premium

New stuff!

* Added art for the saerid, corvid and escardi races.

* Added 'Sharp Eyes' general talent.

* Added 'Chameleon' saerid general talent.

* Added 'Dive Bomb' corvid general talent.

* Added 'Rock' thrown weapon, the latest in advanced ranged weapon technologies.

* Added Naginata martial arts weapon.

* Added Shamanic 'Traditions', 4 fields of expertise with 4 talents each for specialising the style of shaman magic you wish to pursue.

* Added 'Fast Knockdown' and 'Shove' Brawn manoeuvres.

* Added 'Teleport Pet' druidry spell.

* Added 'Shield Push' manoeuvre.

* Added a new set of heavy armour called Cavalry Plate, heavier and with better protection but with less mobility, mainly for use by mounted warriors.

* Added Pet armour to the barding armour section and gave it a link on the contents page.

* Added 'Intellect Fortress' psionic spell.

* Added 'Inside Reach' combat talent and combined it with effects from the now removed 'Grapple Expert' talent.

 

Crafting System 

* The ability to craft weapons and armour has been greatly expanded, with properly calculated time and material costs in greater detail (it has a link in the Equipment section).

* Creating masterwork items is no longer a fluke (i.e. a critical success), it's now planned for in advance and has a greater expenditure of time and materials.

* Masterwork weapons now gain +2 AP, +1 damage and +5% to related skill check results.

* 'Artisan Crafter' and 'Efficient Crafting' talents have been modified.

* Weapons no longer have a Hit Point value. They just have an Armour Point value just like shields and armour, and it functions the same way for damage purposes.

* Recalibrated the cost and size of weapons based on their material, time and skill requirements (some went up, some went down). 

* The 'Permanency' talent has been tweaked. It requires masterwork items, and the gem cost has been increased.

* The 'Aetheric Hammer' spell now also has an option to reduce crafting time.

* 'Aetheric Hammer' repair dice is now 1d4, with each point of Spell Power granting +1 to the repair bonus.

* Craft (Leatherworking) and Survival skills now mention they allow the character to skin animals to obtain leather.

* Longspear, shortspear and greatclub have had their damage reduced by 2 points, because they're wood, which isn't as good as metal for stabbing things with. Except vampires.

* 'Elemental weapon', 'Far Striker', 'Staff of power', 'Vampiric weapon' and 'Vorpal weapon' spells all grant additional AP to the enchanted weapon.

 

Fatigue system tweak

* Added 2 extra fatigue levels, and each fatigue level is now a cumulative -5% penalty to all skills for more granularity and is less onerous.

* Spirit Surge now gives +3 fatigue levels and subtracts 5 Spirit after 1 minute, can't go above max or below 0. Other fatigue inducing abilities are unaffected.

* Failing an Athletics skill check results in a normal failure (unsuccessful attempt) with no fatigue accrued. 

 

Artificer Construct

* Material costs and amounts have been adjusted according to the new equipment crafting system.

* There are no modifiers to working with different materials, except that working with mithral or dragonscale requires the Exotic Crafting talent, and flesh or bone requires Unethical Construct as usual.

* Construct begins with 15 STR and 10 CON (swapped them around to yield +1 damage).

* Construct enhancement 'mighty fists' now changes unarmed dice from 1d6 to 2d6, Medium sized enhancement.

* Added 'Massive Fists' construct enhancement for Huge or larger constructs, 3d6 instead of 1d6 damage.

* The 'Death Ray' construct enhancement is now able to be taken multiple times, choosing different damage each time.

 

Weapons & Armour

* Bodkin arrows ignore 2 AP instead of 1.

* Ninjato is now Medium in SIZ, can be used as a two-handed weapon and can also deal slashing damage.

* Sai and Sword-Catchers now have 1 ENC.

* The 'Impact' weapon trait now reduces the AP of a blocking shield by 1.

* Lochaber axes now correctly have the Impact trait, like all other axes. 

* Metal shields have had their damage bonus (for bashing) increased by 1.

* The ENC of shields has been reduced. 

* Medium and Heavy armour talents now merely let you wear the armour (removed mention of a penalty). You can't wear medium or heavy armour without taking the talent.

* Removed the restriction on charging with Longreach weapons (I doubt anyone was following this anyway).

* Reach and Longreach weapons no longer deal half damage to adjacent targets - they instead simply don't apply the character's damage modifier.

* Shield Bash can only be used against adjacent targets.

* Revised the ENC of Mail Shirt (now called a mail haubergeon) and Brigandine coat.

* Weapons made of wood now have the 'Wood' trait (important for shamans). This generally means the weapon has -2 AP and damage compared to similiar metal weapons.

* 'Expanded Cartridge' weapon mod now just reduces the reload time on crossbows by 1 (rapid fire arbalests = ridiculous). Weapon ENC is increased by 1.

* Repeating Crossbows now have the 'Burst' trait which reduces the need to make multiple attack rolls in a round. 

* Clarified that the shield block bonus applies to successful block results.

* Recurve bows now deal 1d6+1 damage, and composite longbows deal 1d8+1 damage.

* Hand crossbow is now correctly listed as a Small weapon.

* Dragon Pistol is now correctly listed as a Pistol-type weapon.

* The 'Scatter' weapon trait now removes penalty for firing at adjacent target and grants a +5% result bonus to your attack roll.

* All firearms with multiple barrels have the Expanded Fumble trait as these weapons were notoriously unreliable. Price has been greatly reduced though!

* Armour for corvid or raelani characters is half the listed price, and the ENC for each piece is reduced by 1 (minimum of 1).

 

Maneouvres

* Updated the section on learning new manoeuvres to bring it into line with the spell learning system.

* 'The ol' one-two' is now called 'blistering assault', can be applied to any martial arts weapon.

* 'Body Slam' manoeuvre now deals 1d6+DM collision damage.

* Added 'Leap' & 'Sprint' manoevures to each of the available standard mounts.

* Revised and improved the 'Sunder Weapon' manoeuvre which is now called 'Damage Weapon' to differentiate from the Axe talent.

 

Talents

* 'Blighted Soul' sorcery talent now gives you invulnerability against necrotic damage, which gives you 1 Hit Point of healing.

* Removed 'Brilliant Performer' talent, folded its benefit into the 'artist' talent.

* 'Sacrificial Spirit' Sorcery talent now stops any method of preventing the damage taken.

* 'Reciprocating Strike' talent now requires 90% shield skill and 'Block Magic' requires 99%.

* 'Tiny Warrior' talent now grants +3 damage instead of +2. (It's a tiny change but it helps, pun intended).

* 'Commander' Leadership talent has reverted back to using the highest party result instead of the Commander. Much better!

* 'Advantage' combat talent now requires 50% stealth skill and grants +5 damage instead of +3.

* 'Braced Shot' talent now also negates the penalty for firing longarms and crossbows from full cover.

* 'Hover' talent can now be taken by the saerid race too.

* 'Honed Reflexes' talent can be taken up to 4 times at successive skill levels for a maximum of +20% evade result bonus at 99%.

* 'Sneaky' talent requires 50% stealth skill and grants +5% result bonus instead of Expanded Crit. Talent can be taken up to 4 times at successive skill levels for a maximum of +20% result bonus at 99%. 'Vanishing Potion', 'Vanish', 'Invisibility', 'Obscurity Veil' & 'Bend Light' spells now grant stealth bonuses in 5% increments instead of 10%.

* 'Skill expertise' and 'Skill Mastery' talents have been changed to 'Combat expertise' and 'Combat mastery', only apply to combat skills.

* Tweaked the text for the 'Cleave Armour' axe talent.

* 'Construct Slayer' has had its damage bonus increased to +5.

* The 'Grit' talent allows a character to stay conscious with a Serious Wound, they get dazed instead.

 

Magic

* 'Obliterate' shamanic spell now deals no damage on a successful resist check, damage dice increased to d6.

* Acid damage now eats away at specific layers of AP. Auric, then Mundane, then Natural, only needing to be higher than one type in order to reduce it by 1.

* Enhanced the effectiveness and clarified the use of the 'Time Stop' sorcery spell.

* 'Heal Wounds' divine spell now has a baseline of 1d6+1 hit points healed.

* 'Aura of healing' is now a 1d6 baseline.

* Magic backgrounds which grant the ability to cast spells in light armour now also allow the wearing of medium armour. 'Templar' no longer charges double cost for this bonus.

* Magic backgrounds which grant +3 Spirit now grant +5 Spirit.

* Saerid are no longer forbidden from learning Greater Magic, though they are restricted to the armoured variety. They have also lost their 'Hunter' trait. 

* Almost all Greater Magic backgrounds are available to all races except now, aside from Chosen One & Dark Scion. 

* Many non-magical backgrounds are now unrestricted by race also.

* 'Arcane Warrior' and 'Arcane Warlord' magic talents have been removed, and damage spells have had their baseline damage increased where appropriate (i.e. not necrotic spells).

* 'Block' and similar shield-type spells now simply grant +10 AP against an attack.

* 'Forcefield' artificer spell now grants +2 armour as a baseline.

* Clarified in the 'Healing Energy' alchemy spell that potions and salves can also only be used once per day each.

 

General

* Made mention in the armour section that Swim and Athletics checks receive penalties while wearing medium or heavy armour.

* Cheap clothing is ruined if the wearer sustains a Serious Wound.

* 'Knockdown' action now pushes target back 1 metre in addition to making them go prone.

* Reduced the time required for learning spells by 1 day for each intelligence category.

* Redesigned the Threat Level Calculator that focuses on the important aspects of character combat ability. Easier to read and do the math.

* The Threat Level Calculator has been moved to Character Creation, so players can determine their own TL to help the GM know how powerful the group is.

* Clarified the height bonus for damage under "Mounts, Flying and Height Bonuses". Ranged weapons gain +2 damage and some extra range when firing against targets 3 metres below them.

* The carry weight stats for mounts have been revised so they can actually carry stuff now.

* Coloured the contents page to show that they are all, in fact, hyperlinks.

* Bonded Pets can now be taught general combat talents.

* Removed the 'Free Action' bonus of a druid's Bonded Pet as they now use Reactions instead of Actions to command anyway.

* Added an entry on the character sheet for 'Maximum Lift' (10xSTR in kg).

* Anyone can defend against charging now. 'Set' weapons just do their normal extra dice of damage. Charging requires minimum distance of normal listed Movement rate.

* Healing poultices and tinctures heal 1d4 hit points. Potions and salves heal 1d4+2 hit points. Spirit potions work the same way. 

* 'Gifted Artificer' background now grants +2 armour for a construct.

* A section has been added to the character sheet for 'Threat Level'.

* A Serious Wound now simply drops the character unconscious, and starts them bleeding.

 ________________________________________________________________________________________

 v1.55 Basic Edition

 

Fatigue system tweak

* Added 2 extra fatigue levels, and each fatigue level is now a cumulative -5% penalty to all skills for more granularity and is less onerous.

* Spirit Surge now gives +3 fatigue levels and subtracts 5 Spirit after 1 minute, can't go above max or below 0. Other fatigue inducing abilities are unaffected.

 

Weapons & Armour

* Added 'Rock' thrown weapon, the latest in advanced ranged weapon technologies.

* Added Naginata martial arts weapon.

* Weapons no longer have a Hit Point value. They just have an Armour Point value just like shields and armour, and it functions the same way for damage purposes.

* Recalibrated the cost and size of weapons based on materials, time and skill requirements (some went up, some went down). 

* Longspear, shortspear and greatclub have had their damage reduced by 2 points, because they're wood, which isn't as good as metal for stabbing things with. Except vampires.

* Craft (Leatherworking) and Survival skills now mention they allow the character to skin animals to obtain leather.

* Bodkin arrows ignore 2 AP instead of 1.

* Ninjato is now Medium in SIZ, can be used as a two-handed weapon and can also deal slashing damage.

* Sai and Sword-Catchers now have 1 ENC.

* The 'Impact' weapon trait now reduces the AP of a blocking shield by 1.

* Lochaber axes now correctly have the Impact trait, like all other axes. 

* Metal shields have had their damage bonus (for bashing) increased by 1.

* The ENC of shields has been reduced. 

* Medium and Heavy armour talents now merely let you wear the armour (removed mention of a penalty). You can't wear medium or heavy armour without taking the talent.

* Removed the restriction on charging with Longreach weapons (I doubt anyone was following this anyway).

* Reach and Longreach weapons no longer deal half damage to adjacent targets - they instead simply don't apply the character's damage modifier.

* Shield Bash can only be used against adjacent targets.

* Revised the ENC of Mail Shirt (now called a mail haubergeon) and Brigandine coat.

* Weapons made of wood now have the 'Wood' trait. This generally means the weapon has -2 AP and damage compared to similiar metal weapons.

* Repeating Crossbows now have the 'Burst' trait which reduces the need to make multiple attack rolls in a round. 

* Clarified that the shield block bonus applies to successful block results.

* Recurve bows now deal 1d6+1 damage, and composite longbows deal 1d8+1 damage.

* Hand crossbow is now correctly listed as a Small weapon.

* Dragon Pistol is now correctly listed as a Pistol-type weapon.

* The 'Scatter' weapon trait now removes penalty for firing at adjacent target and grants a +5% result bonus to your attack roll.

* Added the note that all firearms with multiple barrels have Expanded Fumble to the 'Multishot' trait. 

* Armour for raelani characters is half the listed price, and the ENC for each piece is reduced by 1 (minimum of 1).

 

Magic

* 'Block' and similar shield-type spells now simply grant +10 AP against an attack.

* 'Arcane Warrior' magic talent has been removed, and damage spells have had their baseline damage increased where appropriate (i.e. not necrotic spells).

* Almost all Greater Magic backgrounds are available to all races except now, and many non-magical backgrounds are now unrestricted by race also.

* Magic backgrounds which grant +3 Spirit now grant +5 Spirit.

 

General

* Added 'Advantage' combat talent.

* Added 'Inside Reach' combat talent and combined it with effects from the now removed 'Grapple Expert' talent.

* Updated the section on learning new manoeuvres to bring it into line with the spell learning system.

* The carry weight stats for mounts have been revised so they can actually carry stuff now.

* Added 'Leap' & 'Sprint' manoevures to each of the available standard mounts.

* Redesigned the Threat Level Calculator that focuses on the important aspects of character combat ability. Easier to read and do the math.

* Clarified the height bonus for damage under "Mounts, Flying and Height Bonuses". Ranged weapons gain +2 damage and some extra range when firing against targets 3 metres below them.

* Added an entry on the character sheet for 'Maximum Lift' (10xSTR in kg).

* Coloured the contents page to show that they are all, in fact, hyperlinks.

* Reduced the time required for learning spells by 1 day for each intelligence category.

* A Serious Wound now simply drops the character unconscious, and starts them bleeding.

* 'Honed Reflexes' talent can be taken up to 4 times at successive skill levels for a maximum of +20% evade result bonus at 99%.

* 'Sneaky' talent requires 50% stealth skill and grants +5% result bonus instead of Expanded Crit. Talent can be taken up to 4 times at successive skill levels for a maximum of +20% result bonus at 99%.