Last Call for Beta Testers: Final Beta (3.0) is Live

Last Call for Beta Testers: Final Beta (3.0) is Live

Augur’s Lore: Song of the Pale Stone Beta 3.0 is live!* This release represents the most definitive and complete version of the rulebook yet, bringing a wealth of new content and updates including: descriptions of the various cultures, religions, deities, languages, and cities of the Empire; even more new and gritty potential encounters; and a truncated version of a playable sample adventure campaign called “The Hounds of New Scorth”. Beta 3.0 also introduces mechanics for character generation and gameplay including: determining character sex (male, female, or intersex); dual-wielding melee weapons great and small; generating advanced level characters; and the accumulation of titles, recognition, and the effects of time during the course of an adventurer’s journey (for a complete list of changes and additions in the latest beta release, see the changelog below).

Augur's Lore sigil

This release launches us into the final round of play-testing and editing, making now an exciting time for prospective beta readers and play testers to join us and contribute to the development of Augur’s Lore: Song of the Pale Stone. We invite beta testers to provide feedback on the system, mechanics, and content represented in the latest version of the rulebook, and to establish or participate in a play-test campaign and share their adventures and experiences in the forums. Sign up here to participate in the last round of Song of the Pale Stone Beta testing. If you’re already reading or playing in a test campaign, we encourage you to submit your feedback and share your stories and characters in the forums in the next few weeks.

Beta 3.0 changelog (*including additional changes as of the latest version: 3.2):

Rulebook changes

  • Adjusted language throughout for term consistency.
  • Adjusted language and edited Introduction.
  • Edited wording on p. 8 at end of step one for clarity.
  • Wording edits in “Characters” steps for character generation.
  • Expanded “Step Two” in character generation.
  • Structural Change: “Step Two: Choose Race” becomes “Step Two: Determine Characteristics.”
  • Added wording specificity for character race.
  • Attribute modifier altered to read “attribute bonus/penalty” for clarity.
  • Redistributed attribute bonuses/penalties spread for balance.
  • Edited wording and chart structure on p. 14 for clarity.
  • Wording changed in Step Three description of character generation for clarity.
  • Language changed on p. 32, “Leveling Up” becomes “Level Advancement.”
  • Language changed on p. 53 in Armors, “AGI penalty” becomes “AGI modifier.”
  • Language changed in Armor charts, “AGI penalty” becomes “AGI Modifier.”
  • Language changed throughout, “his or her” becomes “their.”
  • Edited human height range in race description for balance.
  • Edited language in navigation difficulty ratings for clarity.
  • Altered Weather conditions outcomes for balance.
  • Altered language in “Adventure,” “Weather Conditions” for gameplay clarity.
  • Edited language in “Skills” chapter for clarity.
  • Added clearer description of “difficulty rating” in skills chapter for clarity.
  • Domesticate difficulty ratings rebalanced in “Beasts and Creatures of the Wild.”
  • Altered the Active Skill “Read Languages” changing it to “Decipher Code.”
  • Mechanic Change: Trap damage rolls and active effects have been rebalanced.
  • Structural Change: Added the “≥” symbol to make prerequisites, difficulty ratings, and additional tests more clear and consistent.
  • Edited the Craft “Confusion” description for clarity.
  • Added area of effect mechanic for Craft “Confusion.”
  • Edited the Lore “Blessing” wording for clarity.
  • Added an avoidance mechanic for Lore “Blessing.”
  • Clarified language in combat effectiveness, regarding Avoidance.
  • Structural Change: Incorporated “Base Avoidance” mechanic in general scores.
  • Structural Change: Multiple Mastery Bonuses added to level advancement chart.
  • Structural Change: Edited and reorganized the Aging Chart for balance.
  • Structural Change: Removed “Spell/Lore” resistance.
  • Structural Change: Added “Addiction” resistance mechanic.
  • Edited language in Pale Stone Encounter Chart for clarity.
  • Edited character generation pp. 14-15 for clarity.
  • Structural Change: Added enhanced rules to the “Time Commitment” mechanic to make it a dynamic part of gameplay and character generation.
  • Time Commitment expanded to include professional titles.
  • Structural Change: “Starting Age” becomes “Base Age.”
  • Structural Change: “Adventurer Age” becomes “Adventurer Starting Age.”
  • Structural Change: Professions “Primary Attribute” becomes “Source Attribute.”
  • Language added reflecting clearer definitions for “Source” and “Primary” attributes.
  • Edited language in the Professions chapter for consistency.
  • Mechanic Change: Active Skill “Tactics” moves source attribute “WIS” to “INT.”
  • Mechanic Change: Active Skill “Appraisal” moves “INT” to “WIS.”
  • Edited Appraisal skill description to account for the source attribute change.
  • Altered Active Skill “Find Medicine” to “Find Supplies,” for clarity.
  • Structural Change: Each profession now has a redistributed Active Skills list to choose from at Adventurer Level 1.
  • Structural Change: Each skill listed in the Professions section has been updated to reflect the source attribute of the skill.
  • Edited “Combat Effectiveness” wording for clarity.
  • Mechanic Change: “Capacity” now reflects a core base/level before attribute bonuses.
  • Mechanic Change: “Capacity” score now utilizes combat training score.
  • Mechanic Change: All Combat Training scores have been adjusted for balance.
  • Structural Change: Re-ordered Sorcery and Intrigue to put potions last.
  • Altered “Deadly Poison” potion option changed to “Poison.”
  • Expanded “Poison” into several different kinds with a variety of active effects.
  • Structural Change: “Enchanter” specialization moved to Craftsman profession under the INT secondary attribute.
  • Structural Change: “Carpenter” specialization moves to the WIS secondary attribute.
  • Structural Change: “Artisan” becomes longstanding title of Craftsman profession instead of a specialization.
  • Structual Change: “Evoker” moves to the Wizard profession under the CHA secondary attribute.
  • Edited language for Craft “Enchant Item” for craftsmen.
  • Mechanic Change: Added aging mechanic for level advancement, and for generating advanced adventurer level characters.
  • Mechanic Change: Time Commitment incorporates “Terms.”
  • Added title status regarding advanced level adventurers.
  • Mechanic Change: Survivalist profession altered to reflect precision as the archetypal specialization.
  • Mechanic Change: Added sex generation mechanic to step two of characters.
  • Structural Change: Ghost specialization “Diviner” becomes “Spider.”
  • Structural Change: Ghost specialization “Ravtu’ur” becomes “Diviner.”
  • Structural Change: Swapped the order of “Potions” and “Crafts” throughout in order to make sure that they were consistent with the flow of attributes.
  • Added “Wounds and Infections” Section to the Adventures chapter.
  • Edited the opening to the “Adventures” chapter for clarity.
  • Mechanic Change: Added “Pace” to movement and redistributed the math for distance, rate, and time for balance.
  • Added “Fast Travel” description in Modes of Long-Distance Travel.
  • Reworded “Settlements, Merchants, and Commerce” as “Commerce, Settlements, and Merchants.”
  • Added more foods options to the “Agriculture and Livestock” chart.
  • Added more mounts options to the “Mounts” chart.
  • Updated the price ranges for “Procuring Lodging.”
  • Mechanic Change: “Potion addiction” can now be resisted, and the percent chance for addictive potions has been updated.
  • NPC Added: “Superstitious mob” added for certain encounter types.
  • Mechanic Change: “Dual Wield” mechanic added to combat section.
  • Mechanic Change: “Haggle” rules added to commerce section.
  • Added “Tailor” and fabrics to commerce descriptions.
  • Mechanic Change: Enchantment now takes 24 turns to complete.
  • Language added for hiring specialists and the benefits they provide.
  • Mechanic Overhaul: All NPCs and Monsters descriptions have been rebalanced and overhauled with a spawns / locales language added
  • Structural Change: “Procuring Lodging” moved below “Commerce” in Adventures.
  • Structural Change: “Currency” moved above “Commerce” in Adventures.
  • Edited “The Civilied World” Overview for clarity.
  • Completed “Ten wonders of the world” entries.
  • Added “Cultures and Religions” before Languages.
  • Added “Notable Settlements” in “The Civilized World.”
  • Added “Naming Conventions” to the “Languages” descriptions.
  • Added a portion of the Sample Adventure, “The Hounds of New Scorth.”
  • Created an expanded d100 chart for Appearance and Distinguishing Features.
  • Updated language in Appendixes to reflect rulebook changes.
  • (3.1.4) Structural Change: Step Five & Step Six in Character Creation (Outfit Your Character & Encounter Pale Stone, respectively) have been reordered for story continuity.
  • (3.1.4) Mechanic Change: Combat Training values for Wizard & Scholar profession switched.
  • (3.1.4) Mechanic Change: Removed all attribute prerequisites from Active Skills and added a standard penalty of (-2) for all Active Skill tests utilizing untrained Active Skills.
  • (3.1.4) Mechanic Change: Decreased the number of Active Skills trained during Profession from (4) to (2) and introduced option to train additional skills (or increase training in initial skills) by rolling additional Terms in profession.
  • (3.1.4) Mechanical Change: A Term (pertaining to Time Commitment and Experience gains/Aging) is now determined by 1d6 + 4  (previously 1d6 + 6).
  • (3.2) Removed artwork and restructured document
  • (3.2) Added Specialization Bonuses
  • (3.2) Added language and clarification about advanced level characters
  • (3.2) Fixed prerequisite language in about Find Supplies
  • (3.2) Added rule clarifications in Utilizing Sorcery and Intrigue
  • (3.2) Added the Adventurer’s Pack to Basic adventuring gear
  • (3.2) Added Time Commitment calculations to each Profession section
  • (3.2) Adjusted pre-assembled Trap prices to better reflect cost of workings
  • (3.2) Changed Trap language for clarity
  • (3.2) Reordered titles and status and aging (swapped position)
  • (3.2) Added note about to Dual Wield in the Weapons section
  • (3.2) Fixed language in Wizard specializations

Character Sheet Changes

  • “Attributes:”
    • Removed the redundant “Character” from the title of the box
    • Redistributed the score box sizes to make room for adjustments
    • Changed “Modifer” to “Bonus / Penalty” for clarity
    • Realigned each text box for consistency
  • “Characteristics:”
    • Changed the box title from “Biography” to “Characteristics”
    • Redistributed column/row sizes for “Race”
    • Added “Sex” field, allowing more room for “Age”
    • Increased size of “Distinguishing Features” box
    • Allotted space for language in character background description
  • “Professional Profile:”
    • Redistributed column / row sizes to accommodate description
    • Increased “Time Commitment” box size for improved function
  • “Combat Effectiveness:”
    • Redistributed column / row sizes
    • Changed language in calculation sections for clarity
  • “Passive Skills; Training and Resistances:”
    • Redistributed text for alignment
    • Realigned Training & Resistances on the right for consistency with rulebook
  • “Active Skills:”
    • Changed language for consistency with rulebook
    • Realigned fields for consistency
  • “Outfit:”
    • Altered title to reflect other changes
    • Simplified the fields to account for Outfit Descriptions
  • “Damage and Mastery:”
    • Was formerly “Pale Stone Encounter Result,” is now on p. 2 of sheet
    • Formed fields for Damage, Mastery learned through level advancement, and special abilities
  • “Page 2:”
    • Redistributed all the columns to better allow for utility during gameplay and to facilitate story and record keeping
  • “Adventurer Level, Experience, and Aging:”
    • Included a place to record the aging effects, as well as time spent adventuring, and other notes

 

Follow Augur's Lore:

Augur's Lore is a system of tabletop RPGs inspired by old school gaming & procedural generation that facilitates immersive, gritty, and infinitely expandable settings & stories. Author / Publisher: Bret Woods & Descrypt Studios.

Leave a Reply