[18:59] <+Valhalla> Hello, my name is John Salvage. Thank you for joining us here today. I thought I would start off by telling you a little bit about the setting of the Valhalla Adventure Game and then open it up to whatever questions you have.
[18:59] <+Valhalla> Valhalla is a multi-genre RPG encompassing characters that range from ancient cultures to futuristic aliens, mythological creatures, gunslingers, knights, soldiers from World War II, or anything in between.
[19:00] <+Valhalla> The setting for the game is a world that has come to be known as Valhalla, though it does not much resemble the Valhalla of Norse Mythology. Instead, people that have died in our own world (or other worlds) wake up in this strange land with no clue how they got there. These people are commonly called Newbies.
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[19:00] <+Valhalla> There are also those that have been born in Valhalla. These people are known as Freebirths. As time has passed the number of Freebirths has grown to outnumber the Newbies.
[19:00] <+Valhalla> Once the initial shock wears off they rapidly discover that the world of Valhalla is not so unlike the worlds from which they come. There are the same needs, desires, fears and hatreds that existed in their old worlds. People still need to eat. They still die.
[19:01] <+Valhalla> They are not imbued with immortality when they cross over into Valhalla, nor are they given special powers or insights. Indeed they are often brought into the world with little else but the clothes on their backs and the weapon in their hands.
[19:01] <+Valhalla> With that brief intro, I will open the floor to questions.
[19:02] <+xyphoid> what if you die again? you stay dead?
[19:02] <~Dan> Thanks, Valhalla!
[19:02] <+Valhalla> Yes, you stay dead.
[19:02] <+Valhalla> Nobody knows what happens after someone dies in Valhalla.
[19:02] <+Valhalla> Of course, there are the undead, so they could come back that way.
[19:05] <~Dan> Does the status of the people as the dead have any direct impact on the setting beyond mixing together people from different times and places?
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[19:05] <~Dan> (Howdy, Monkoflords!)
[19:06] <+Valhalla> It doesn’t give them status per se.
[19:06] <+Valhalla> They are just normal people that happen to have moved into this strange world
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[19:07] <~Dan> So it’s more of a setting premise than anything else?
[19:07] <+Valhalla> Historical figures do make it to Valhalla, but they are outweighed by number of “normal” people.
[19:07] <+Valhalla> Yes.
[19:08] <+Valhalla> Once they are in Valhalla their actions and abilities are no greater than those of a Freebirth.
[19:08] <+Valhalla> They just have history.
[19:08] <+Valhalla> Occasionally they will encounter people they knew in the real world. Sometimes even confronting the people that killed them.
[19:08] <+Valhalla> That is up the GM though.
[19:09] * ~Dan nods
[19:09] <~Dan> What races are available as PCs?
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[19:10] <+Valhalla> The basic races are: Human, Elven, Dwarven, Amazon, Iclavian (aliens using psionics), Gorgonians (super-advanced aliens), and human-animal mutations.
[19:11] <+Valhalla> Oh, and enforcers, which are essentially mechanized humans.
[19:11] <~Dan> How similar are the elves and dwarves to the usual fantasy stereotypes?
[19:12] <+Valhalla> Elves are fairly similar, but dwarves are totally different.
[19:12] <+xyphoid> so the people showing up are from multiple worlds you say – are the fantasy races from particular other worlds?
[19:13] <+Valhalla> I decided to make dwarves with very short life-spans. This increases their impetuous natures. They tend to be reckless.
[19:13] <+Valhalla> Yes, many of the mythological races all come from the same home world.
[19:13] <+Valhalla> Not all though.
[19:14] <+Valhalla> The creatures known as Goblins are actually alien creatures. They just were called goblins early on and the name stuck.
[19:14] <+Valhalla> Those that encountered them assumed that they were the goblins of legend.
[19:15] <~Dan> Can you say a bit more about the alien races?
[19:16] <~Dan> (The PC ones, I mean.)
[19:16] <+Valhalla> Sure.
[19:16] <+Valhalla> The Iclavians use psionics.
[19:17] <+Valhalla> I don’t have a whole lot of the psionics rules in the core rule book, but it does elaborate their natural powers, which are all telepathic in essence.
[19:17] <+Valhalla> They opperate in groups of 5.
[19:17] <+Valhalla> When they are in such a group they can actually share powers.
[19:18] <+Valhalla> They are always about the greater group. A number of Iclavians will eagerly kill themselves if it means the group will survive.
[19:18] <+Valhalla> The Gorgonians are high-tech.
[19:19] <+Valhalla> They are the only beings that have figured out teleportation (non-magical that is).
[19:19] <+Valhalla> They are much more independent and are in constant combat with each other to see who is superior.
[19:20] <+Valhalla> They are big into ritualized combat.
[19:20] <~Dan> How high-tech is high-tech aside from teleportation?
[19:20] <+Valhalla> They are also very reluctant to let anybody into their home territory. It is strickly a no-fly zone.
[19:21] <+Valhalla> Mostly it expresses itself in greater weapons and armor.
[19:21] <+Valhalla> They arrived in a damaged spaceship (the entire space ship was destroyed in their own world and them brought to Valhalla as a shell of itself).
[19:22] <+Valhalla> They have not been on the planet long and have not been able to get all of their technology back up to snuff.
[19:22] <+Valhalla> It is a long, slow process for them.
[19:22] <~Dan> Are they the pinnacle of tech in the setting?
[19:23] <+Valhalla> They are the highest tech, yes.
[19:23] <+Valhalla> Just under them are humans of the future.
[19:23] <+Valhalla> Plasma weapons, cybornetics, etc.
[19:25] <+Valhalla> I should tell you a little bit about the tech zones.
[19:25] <~Dan> Sure!
[19:25] <+Valhalla> Tech Zones are used to alter the power of magic and/or technology to make sure that neither one can be used to tip the delicate balance of power.
[19:25] <+Valhalla> In game terms it results in a penalty to attack (or cast a spell) depending how far removed the character’s weapon is from the tech zone in which it belongs.
[19:25] <+Valhalla> For example, an assault rifle is a Tech Level 6 weapon. It can be used with no problem in Tech Zones 6, 7, or 8, but if you take it into a lower tech zone your accuracy will begin to suffer.
[19:26] <+Valhalla> In a Tech Zone 1 location, for example, every shot would suffer a -8 penalty.
[19:27] <~Dan> How powerful can magic get as compared to tech?
[19:28] <+Valhalla> Magic can become very powerful. It is hampered by Tech Zones as well though. The higher the tech zone, the harder it becomes to cast a spell.
[19:28] <+Valhalla> Since higher level spells are more difficult to cast, trying to cast a high level spell in a high level tech zone can be very difficult indeed.
[19:29] <~Dan> So there aren’t any blended areas?
[19:29] <+Valhalla> There are certain areas where there is no tech zone.
[19:30] <+Valhalla> The capital city of Ada-Kar is a prime example, though the oceans of the world are also uninhibited by tech zones.
[19:30] <+Valhalla> In those areas anything goes without a penalty.
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[19:30] <~Dan> Ah, I see.
[19:31] <+BlasterKyubey210> Sounds like if you do start a fight in such zones though
[19:31] <~Dan> How do the zones affect psionics?
[19:31] <+BlasterKyubey210> You might not live long enough to regret making that choice?
[19:32] <+Valhalla> That is always a potential problem.
[19:32] <+Valhalla> I find one of the fun things is taking characters out of their comfort zones and making them deal with it.
[19:32] <+Valhalla> Over time characters start to develop both low tech and high-tech abilities and weapons.
[19:33] <+Valhalla> Lower tech level weapons are not affected by higher level zones.
[19:33] <+Valhalla> A master swordsman will retain his skill even in the land of the Gorgonian aliens.
[19:33] <~Dan> Sounds a bit like Grimjack in that respect.
[19:34] <+Valhalla> BTW: Psionics are not affected by tech zones at all.
[19:36] <+Valhalla> Divine magic is also not affected by tech zones.
[19:36] <~Dan> What sorts of magic are there?
[19:36] <+Valhalla> Both Psioncs and Divine magic suffer different types of power limitations.
[19:37] <+Valhalla> In the core rule book I have mainly detailed Divine Magic and Elemental Magic.
[19:37] <+Valhalla> I have plans to release an additional rule book showing other magic types.
[19:38] <+Valhalla> Those include Psionics, Alchemy, and Accoustic Magic (bards).
[19:39] <~Dan> Is Elemental magic related to fire/water/air/earth?
[19:39] <+Valhalla> Yes, those and spirit.
[19:39] <+Valhalla> Healing spells are mostly earth.
[19:39] <+Valhalla> The fire sphere are mostly offensive spells.
[19:41] <+Valhalla> Etc.
[19:41] <~Dan> And what is Divine magic like?
[19:42] <+Valhalla> The Divine spells (priests) are divided up into opposing schools (life-death, chaos-law, war-peace, tricker-prophecy, with nature/agriculture being in the middle.
[19:43] <+Valhalla> A priest of Life would have benefits casting any life spell, but if he tried to learn the sphere of Death, he could, but he would be at a penalty.
[19:44] <~Dan> Speaking of the Divine, what is the theology of the setting?
[19:44] <+Valhalla> It depends on the character.
[19:44] <+Valhalla> Most characters end up sticking with what they know, or how they were raised (as most people do).
[19:44] <~Dan> Well, I meant objectively. Are divine/infernal beings literal and active?
[19:45] <+Valhalla> They are not an every day part of life, no, but that doesn’t mean that they can’t show up.
[19:47] <~Dan> How common are monsters in the setting, and what sort of bestiary to you have?
[19:47] <+Valhalla> Monsters are quite common outside of main population areas.
[19:48] <+Valhalla> In the core rule book I have a dozen or so common monsters.
[19:49] <+Valhalla> I also have a few on-line at (Link: http://valhallagame.com/monsters/)http://valhallagame.com/monsters/ if you want to take a look
[19:49] <+Valhalla> All of those are printable and intended to be used by the GM in any adventure they want.
[19:50] <+Valhalla> There are also gambling halls (mostly illegal) where gladiators fight these creatures. That is a good way to learn the combat system.
[19:50] <~Dan> Speaking of which, what is the game’s core mechanic?
[19:51] <+Valhalla> I have a full bestiary that I have mostly completed. I hope to release that in the future.
[19:52] <+Valhalla> It depends what part of the game you are talking about. Combat is rolled on a d20.
[19:52] <+Valhalla> The total bonuses are added to the roll and you try and beat the defenders static defense.
[19:52] <+Valhalla> There are three defenses, block, dodge and parry.
[19:53] <+Valhalla> A successful dodge means that the attack missed completely.
[19:54] <+Valhalla> A block is easier (particularly with a shield bonus) but it means that the character is hit, which depending on the damage could be problematic.
[19:54] <+Valhalla> A perry is a counter-attack where the defender has a chance to disarm the attacker.
[19:55] <+Valhalla> All adjustments, however, are made to the attack roll (distance modifiers, tech zone modifiers, called shots, etc).
[19:55] <+Valhalla> Once a hit is made, you roll a d10 to determine location. There is a chance to get double damage here as well, or even tripple damage and a critical hit.
[19:56] <+Valhalla> Damage is then applied to that location, though armor absorbs damage before penetrating to the charcter’s flesh.
[19:57] <+Valhalla> As damage accumulates the wounded character loses CON and must make CON rolls to stay in combat. Loss of all CON results in death.
[19:57] <~Dan> How do you handle hit locations for creatures of varying sizes and shapes?
[19:58] <+Valhalla> Size is handled by bonuses or penalties to the attack attempt.
[19:58] <+Valhalla> Shape ends up using a different table.
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[19:59] <+Valhalla> For example, a creature with 8 legs you would make a roll to determine where you hit.
[20:00] <+Valhalla> If you happen to hit a “leg” then you make a separate roll to determine which one.
[20:00] <+Valhalla> Regular bipeds, however, just require a single roll.
[20:00] * ~Dan nods
[20:00] <~Dan> So I’m looking over the character sheet here: (Link: http://valhallagame.com/wp-content/uploads/2014/08/Blank-Character-Sheet-Long1.pdf)http://valhallagame.com/wp-content/uploads/2014/08/Blank-Character-Sheet-Long1.pdf
[20:01] <~Dan> What is the scale for the attributes, and how do they affect skills?
[20:01] <+Valhalla> The basic statistics are things like Agilty, Strength, Constitution, Wisdom, etc.
[20:02] <+Valhalla> Those normally range from 8-18 (though they could be higher or lower depending).
[20:03] <+Valhalla> Anything 16 or higher will give bonuses, while anything 8 or less will have penalties associated with them.
[20:03] <+Valhalla> Those are sort of the core of the character and might affect other aspects (particularly Skills).
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[20:04] <~Dan> (Howdy, Monochrome_Tide!)
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[20:04] <+Valhalla> Skill Points are gained at the change of level and can be used to increase pretty much anything the character has including basic statistics, attack skills, defense skills, resistance skills and special skills.
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[20:05] <+Valhalla> Hello!
[20:05] <+Valhalla> Special skills give the character a lot of dimension.
[20:05] <+Valhalla> Special skills run on a percentile roll.
[20:06] <+Valhalla> Those skills are things like Stealthy Movement, Tracking, Rope Use, Disguise, etc.
[20:07] <~Dan> Is there any sort of degree of success mechanic?
[20:07] <+Valhalla> Yes.
[20:08] <~Dan> How does it work?
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[20:09] <+Valhalla> When setting a skill roll (say Search), a success roll at a -0% might reveal a hidden bag of cash, while the same roll at a -15% might reveal the cash and a small bag of diamonds.
[20:10] <+Valhalla> The GM gives a penalty to the roll depending on how difficult they think it is. 0% average difficulty to -25% Extremely Difficult.
[20:10] <+Valhalla> The GM has a lot of power over this.
[20:11] <~Dan> Is that -15% in your example a just flat 15% below the target number?
[20:12] <+Valhalla> It would be a -15% off of the player’s roll. If the character still succees in rolling his base percentage or less with this penalty, then the attempt is successful.
[20:13] <+Valhalla> For exaple, a charcter has a 45% ability. If he rolls 30% or less then the roll is successful.
[20:15] <~Dan> What was your reasoning behind using a different mechanic for combat and non-combat skills?
[20:16] <+Valhalla> Being able to use more dice! 🙂
[20:16] <+Valhalla> Actually there is more to it than that.
[20:17] <+Valhalla> I wanted to give the characters the ability to increase (or lose) their abilities with special skills based on how they performed from attempt to attempt.
[20:18] <+Valhalla> A percentile roll on that allows a character to get a very small adjustment (1%) if they are very successful, or fail horribly on a skill roll.
[20:18] <+Valhalla> A 5% or less give the character a +1 bonus (permanent).
[20:19] <+Valhalla> While a roll of a 95% or more makes the character lose 1 percentage point.
[20:19] <+Valhalla> It is a small dynamic, but it is always fun when it happens.
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[20:20] <~Dan> (Howdy, Teller!)
[20:20] <~Dan> Hmm… So why not use the same mechanic for combat?
[20:22] <+Valhalla> There is no similar incrimental increase for the attack or defense skills. They stay static until additional skill points are used to raise them.
[20:23] <+Valhalla> It could be done on a percentile, but then bonuses and penalties to the rolls would be higher (+5 rather than +1 to gain the same level). It just seemed easier to use the d20 for that.
[20:23] <~Dan> Oh, no — I meant why not use a percentile mechanic for combat?
[20:24] <+Valhalla> See previous answer. We were writing over each other.
[20:24] * ~Dan nodnods
[20:25] <~Dan> Oh, I forgot to ask: How does armor work? Is it damage-reducing?
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[20:25] <+Valhalla> Yes, it does absorb damage before the character does.
[20:25] <+Valhalla> Each bit of armor has a HP and a damage absorption factor.
[20:26] <+Valhalla> Leather armor, for example, has a base 20 HP and absorbes 3HP of damage.
[20:26] <+Valhalla> Therefore, if you are hit for 6 points of damage, the armor absorbs 3 (and is reduced to 17current HP) whilethe remaining 3 HP penetrate to the character’s body
[20:27] <+Valhalla> Some creatures have natural armor that works in the same way.
[20:27] <~Dan> You mentioned cybernetics earlier. How do they work in terms of game mechanics?
[20:27] <+Valhalla> The difference there is that natural armor can heal while the regular type has to be fixed or replaced.
[20:28] <+Valhalla> The character has a number of types of cybornetic body parts to chose from.
[20:28] <+Valhalla> Limbs normally are either going to have higher Agility or Stength than normal.
[20:28] <+Valhalla> You can also have eyes, ears, lungs, or a heart.
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[20:29] <+Valhalla> The eyes and ears would increase Observation while the organs might increase CON or END.
[20:29] <+Valhalla> The real problem is if they stop functioning.
[20:29] <~Dan> Yeah… I was going to ask how tech levels affect that.
[20:30] <+Valhalla> A character with a cybornetic arm might have his arm freezing up on him if he goes into a low tech zone.
[20:30] <~Dan> (Howdy, egyptian!)
[20:30] <+Valhalla> The arm will start working again intermittently but it could freeze again at a bad time.
[20:31] <+Valhalla> A roll is generally made at the beginning on combat to see whether or not it is working at any given time.
[20:31] <~Dan> What about something passive, like cybernetic organs?
[20:31] <+Valhalla> The real problem is a cybornetic heart. Such characters can pretty much not leave high tech areas for fear that their hearts will stop working.
[20:31] <~Dan> Ah, I see.
[20:32] <+Valhalla> They generally increase Endurance or Constitution.
[20:32] <+Valhalla> Kidneys can filter poisons
[20:33] <+Valhalla> Lungs can enable the character to hold his breath for extended periods, etc.
[20:33] <~Dan> Are there any other sorts of powers beyond magic, psionics, and cybernetics? Mutations, for example?
[20:34] <+Valhalla> There are human-animal mutations.
[20:34] <+Valhalla> Not the x-men sort of mutants.
[20:34] <+Valhalla> I did dabble with that in the early stages, but moved away from it.
[20:34] <+Valhalla> That is not to say that a creative player or GM could not create one.
[20:34] <~Dan> Oh? Why’s that?
[20:35] <+Valhalla> Valhalla is really about the possibilities. The system is designed to allow players to build pretty much any character they want. They can use skills to get any of these things.
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[20:36] <+Valhalla> Does that answer your question?
[20:37] <+Valhalla> There is a section in the core rule book that allows you to create your own monsters.
[20:37] <+Valhalla> In a similar way you could use those mechanics to create a character with super-powers.
[20:38] <~Dan> Oh, I was asking what made you decide to ditch X-men style mutations.
[20:38] <~Dan> (Howdy, RandBrittain!)
[20:39] <+Valhalla> They characters were coming out as too powerful.
[20:39] <+Valhalla> I thought they would have been great specialized characters (NPC’s or enemies), but they didn’t make great PC’s.
[20:39] <+RandBrittain> (yo)
[20:39] <+Valhalla> Hi
[20:41] <~Dan> How morally objective is the setting? Are there obvious good guys and bad guys?
[20:41] <+Valhalla> Like I said though, a GM that wants to allow it could do so using the creature creation instruction in the core rule book.
[20:41] <+Valhalla> That is really for the GM to set up.
[20:42] <+Valhalla> There are certainly evil creatures and characters in the land, but no nation (other than Nazi Germany) is really evil.
[20:43] <~Dan> How cinematic is the game?
[20:43] <+Valhalla> Like in real life, it is filled with good and bad
[20:43] <+Valhalla> What do you mean by cinematic?
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[20:44] <~Dan> I mean, is the system more gritty and dangerous or high-octane action?
[20:45] <+Valhalla> Overall it is more gritty and dangerous I would say.
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[20:45] <+Valhalla> There is certainly a lot of action, but I like to emphasize the setting.
[20:45] <~Dan> (Howdy, ODAMJohn!)
[20:45] <+ODAMJohn> Hello there
[20:45] <~Dan> Is this a class/level system?
[20:45] <+Valhalla> Welcome!
[20:46] <+Valhalla> There are no classes per se.
[20:46] <~Dan> (ODAMJohn is a game author with a Q&A of his own coming up in a short while.)
[20:46] <+Valhalla> A player is free to create a character in any way he wants.
[20:47] <+Valhalla> How the skill points are used determines ability.
[20:47] <+Valhalla> There are levels.
[20:47] <+Valhalla> As a character gains experience he gains levels
[20:47] <+Valhalla> When he gains levels he gains skill points.
[20:47] <+Valhalla> The skill points are, here again, used to flesh out the character.
[20:49] <+Valhalla> Check out the character types and examples at (Link: http://valhallagame.com/characters/.)http://valhallagame.com/characters/.
[20:49] <+Valhalla> That will give you some idea of how the skill usage helps to determine character.
[20:50] <~Dan> Is there anything we haven’t covered that you’d like to bring up in the last 10 minutes of regular Q&A time?
[20:50] <+Valhalla> Sure.
[20:50] <+Valhalla> Magic items.
[20:51] <+Valhalla> There are many types of magic items in the world, many of which can be used by anybody without any particular knowledge or skill in magic.
[20:51] <+Valhalla> Most of them are alchemic concotions such as potions, dusts, and salves.
[20:52] <+Valhalla> There are also items that have trigger words on them so that they will activate when the appropriate word is said.
[20:52] <+BlasterKyubey210> Must make for a comical moment when you screw around with a rant and have it end iwth an item going off
[20:53] <+Valhalla> In this way a cowboy could cast a lightning bolt simply by saying “kaboom.”
[20:53] <+Valhalla> It could happen!
[20:53] <~Dan> 😀
[20:54] <+Valhalla> One of my test players used a “Noxious Cloud” on a harpy once.
[20:54] <+Valhalla> Unfortunately the base element in Noxious Cloud is Harpy stink.
[20:54] <+Valhalla> She thought he was comming on to her.
[20:54] <+Valhalla> Yuck!
[20:54] <~Dan> Ewww.
[20:55] <+Valhalla> There are also other items such as wands and staffs.
[20:55] <+Valhalla> Those mostly just hold charges for magic users to unleash in the place of using prepared components.
[20:56] <+Valhalla> I would also like to mention that details on the world of Valhalla and the setting can be found on my faux blog: (Link: http://valhallagame.com/valhalla_crier/)http://valhallagame.com/valhalla_crier/
[20:57] <+Valhalla> It is a blog told from the perspective of someone living in Valhalla.
[20:57] <+Valhalla> News bits from around the world and what-not.
[20:57] <~Dan> Cool. 🙂
[20:57] <+Valhalla> Any last minute questions?
[20:58] <~Dan> None here!
[20:58] <+Valhalla> Okay. Well if you think of any, or want to contact me, I can be reached at John.Salvage@ValhallaGame.com
[20:59] <~Dan> I would like to thank you very much for coming by this evening!
[20:59] <~Dan> If you can stick around for just a sec, I’ll get the log uploaded and get you the link.
[20:59] <+Valhalla> Thank you for inviting me Dan! I really enjoyed it and appreciated it.
[20:59] <+Valhalla> Sure.
[20:59] <~Dan> Cool. brb!
[21:00] <~Dan> You’re very welcome!