In this update: Casting limits, legendary item usage, Knight & Page bugfix, improved crit success/fail chance scaling, created new specubi macro grouping and function

-Casts Per Scene. The reason for bumping up to SKRUB .13. This drastically changes how noble powers are used by limiting how many and how powerful their use can be in a time period. This time period is a Scene, a highly subjective length that the dm and players can mess with, but think of a single scene in a movie, it’s not measured in actual time, but in a series of events. Within this time period, peers can be cast a limited amount of times, then reset for next scene. Now, in the last update, Power Ranking was introduced. The strength of a power was determined by its Bonus, +1 through +7. Now, a player can Cast their power at its highest value once per scene, then each of the values twice as many times as the value above. Let’s take the Prince of Life’s [destroy with life] which blows up stuff. Let’s say he has 27 Pulchritude, which means he’s at +5 (rank B) this means he can cast one +5 destructo beam per scene, two +4 beams, four +3, eight +2, and sixteen +1 beams. This adds a sort of fatigue to players, and the difficulty of having to choose when to use the more powerful use.

- Knight fix. Someday, I hope there will be a time where I don’t have to radically rework the knight class. Someday. Every classes powers have been restructured a little to make them castable, but that strongly changes how the Knight (and Page) function. Since the knights Armor is now cast-able in combat, it works as an overshield instead of a dr Boost, and causes an effect when it is depleted (and may prerequire combat scenarios or cause them by being activated). The knight now gets extra casts of his armor equal to the symbols of the aspect he has.

The other knight power, Utility belt, still has the wield item function that allows the knight to not have to roll to use items with his aspects powers. But the castable power is this, the knight can summon a symbol of his aspect that he owns, be it a weapon, item, or mount. The strength of what he can summon is dependant on the rank of the power used, which rolls off of his Vim.

The page works similar to how it did, but with limits. My Friends Fight for Me still gains power from his friends stats, but the amount of times he can cast the Utility belt portion of it it is equal to his pluck. And his I Fight for My Friends doesn’t have a cast limit, rather every time he boosted his friends, he can use that boost as his own power, which uses it up.

-item casting amount. Items also follow the above added casting amounts. But instead of being able to use every tier, a single weapon or item can only be use one of the tiers. So a +5 Prince weapon can use the +5 once, or +4 twice, not both.

-mounts. In combat, mounts basically just move you without you having to take an action to move. In order to use mounts, you have to make a power resolution roll, with your Ride the base of your power (though certain mounts can require Traits instead of a ride check)

-crit scaling.

>51 x1

>64 x2

>75 x3

>86 x4

>91 x5

>96 x6

>99 x7

The first number being the roll you have to get above on the d100 roll, and the second being the critical multiplier. With this general guide, it’s possible to make weapons that do insane things, 1% of the time.

-Wizardry. There are now three general categories strife Specubi fall under; melee, guns, and majykks. Melee have low range, but good blocking, miss and Parry chance. Guns have good range, but no defensive capabilities, bad miss chance and Parry chance, as well as need to be reloaded. that leaves Magykks. Magical weapons work in two parts, Spells and Catalysts. Spells are specific things, have damage volume and tone, specific miss and hit chance, specific shape and other quirks. Catalysts are used to cast them, and usually have no damage capability of their own, instead affect the spell being cast, like how they may affect range, lower or raise critical chance, amongst other things, but each catalyst has a limited amount of spells it can know. The benefit is that a single catalyst can use any of the spells it knows without having to switch weapons.

-denizens are the physical manifestation of the players who beat the game before you and made the game. You get to make your own denizen form.

-I’ve nearly completed the rules for Frog Breeding minigame, but I have to test it out for playability. I’ll release that by itself.

Slowly, ever so slowly I work towards the stable release. What a glorious horizon that is.