[20:01] <+NathanRMaher> Hello, I am Nathan Reese Maher. I’ve been playing tabletop since 1991 and I’ve been writing games since 2011ish.
[20:01] <+TobiasWhite> Hello, I am Tobias White, Illustrator and co Author of Spooks! WTTGB Mortal Intrusion
[20:02] <+NathanRMaher> The Mortal Intrusion is an expansion to the already amazing Spooks! Welcome to the Great Beyond. MI takes place in the Land of the Living set in the 1920s+
[20:04] <+NathanRMaher> Players take on the role of divergents, humans who are beyond humans through either skill or supernatural ability. People can play as the Blessed, Common Folk, ESPers, Exemplars, Faekin, Magi and Zoonthropes.
[20:04] <+NathanRMaher> With advanced technologies, magical rites, tomb portals and faerie doors the Living have found means to enter the Great Beyond.
[20:06] <+NathanRMaher> The game is setup in such a way where you can play in x-file style mysteries, experience Lovecraftian horrors, fight supernatural terrors or be invited to tea by long dead ancestors.
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[20:08] <+NathanRMaher> It is a classless system, using divergents as archtypes with talents that are customizable (for some) and skills that are purchased as levels increase. It uses a d6 mechanic and dice pools. Spell cards for the Magi and Synergy cards for the rest can be used to boost rolls.
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[20:08] <+NathanRMaher> Character creation can take 30 mins for the beginner or 10 for those familiar with the game.
[20:09] <+NathanRMaher> If you ever die as a mortal you then transfer your character into the Great Beyond and rise as a spook. While you can no longer increase in “mortal levels” you can still access your previous talents from when you were alive.
[20:10] <+NathanRMaher> This book alone should contain the divergents, the magi’s relic deck for spells, new equipment, magical items and divergents (monsters)
[20:10] <+NathanRMaher> And a few update skills from the core rulebook
[20:10] <+NathanRMaher> Not the mention the amazing artwork of Tobias White
[20:11] <+NathanRMaher> Who could give you some info on a new direction of Organizations
[20:12] <+TobiasWhite> Mortal Intrusion also features a new game feature “Organizations”. When a character joins an organization, they can over time gain new powers, abilities and skills the more they become corrupted by the group they have joined
[20:13] <+TobiasWhite> For example, if your character joins The Esoteric Order of Dagon and start carrying out tasks set by them you slowly become corrupted by the cult and slowly start transforming into a half-breed Deep One
[20:16] <+TobiasWhite> However, Organizations isn’t just about cults for your character can also join secret organisations such as PRISM, join secret groups of established religions, and many more.
[20:17] <+NathanRMaher> Corruption is treated as not necessarily a bad thing, it is more of a change in ideology and occasionally personality to fall more in sync with that organization, cursed object, religions, philosophy and even the dreaded parental influence
[20:18] <+NathanRMaher> That’s the premise behind the game so far. The goal was originally 50-60k in size which is about 1/2 the size of the core book but we keep adding stuff
[20:18] <+NathanRMaher> At most we want to keep it below 80k in words
[20:20] <+TobiasWhite> Part of the reason the more content is added is because the more we develop the game then the more it naturally evolves into new paths that we couldn’t leave out
[20:20] <+NathanRMaher> Though some of the hilarious zoonthrope hybrids we had to leave out.
[20:22] <+TobiasWhite> Of course we are setting it up so that players and story tellers can use the rules to create their own hybrids, but we will have a preset listing of the more desirable zoonthropes for ease of look up
[20:23] <+NathanRMaher> We wanted to go a more traditional direction with the denizens such as the moth man, lochness monster, the boogieman, the yeti – all the classics with Tobiasyian twist
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[20:25] <+NathanRMaher> Dan any initial questions that popped up to you? I know you were very interested to see how werewolves fit into the game.
[20:26] <~Dan> Are you guys ready to open the floor to questions in general?
[20:26] <+NathanRMaher> Bring it! We love questions.
[20:26] <+TobiasWhite> yes
[20:26] <+NathanRMaher> As long as its not about the dress and what color it is.
[20:26] <~Dan> Alrighty then! Fire away, folks!
[20:27] <+Blarghedy> What color isn’t the dress?
[20:27] <~Dan> Actually, I have a more general question: How much focus does the supplement put on adventures in the Great Beyond as compared to adventures in the Land of the Living?
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[20:30] <+TobiasWhite> So far our design has it that that adventure focus will be about 50% in the Land of the Living and 50% in the Great Beyond. This occurs naturally because if a player becomes a Spook or started out as one there will be a desire to go to the land of the living for adventure and profit
[20:32] <+TobiasWhite> Mortals will be invested in going to the Great Beyond because there are riches and things to learn in the Great Beyond but there will be adventures to be had in the Land of the Living because of the organizations competing against one another or out right war
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[20:32] <~Dan> So does the supplement treat the Great Beyond as just one aspect of a larger setting?
[20:34] <+NathanRMaher> Absolutely! The goal is to keep expanding the universe one book at a time. We already have a portion of a 3rd book in progress that also follows it further. The Great Beyond acts like Sigil from Planescape, it’s just a hub for souls – who knows where they are destined after that. The Land of the Living acts almost as an entry point to a larger multiverse.
[20:35] <~Dan> Can you say a bit about the mortal character types?
[20:37] <+NathanRMaher> Blessed are your spiritual types who are attuned to 1 of many different religions of the world. They are the champions of that ideology and infused by their faith.
[20:38] <+NathanRMaher> They gain access to special skills that they only get to use that can involve powerful attacks, exorcising or binding spirits, blessing areas and restoring allies who have slipped into death’s door
[20:40] <+TobiasWhite> You have the Espers, some who say are the next step in human evolution an they comprise of telepathics, telekinetics, pyrokentics and so on.
[20:40] <+NathanRMaher> Exemplars are your Indiana Jones types, geniuses, athletes, scientists or military specialists who excel in skills. They gain more skill points than common folks and gain sponsorship which aids in additional funds.
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[20:40] <~Dan> (Howdy, Ismellzombies!)
[20:40] <+Ismellzombies> hey dan!
[20:40] <+Ismellzombies> how goes the discussion
[20:41] <~Dan> (Very well, thanks!)
[20:41] <+NathanRMaher> You could play a common folk if you choose, these characters represent the average person and have no unique talents. There can however be influenced quicker through organizations thus gaining the abilities and talents faster.
[20:41] <+NathanRMaher> Deals with the Devil or other elder gods may be the only way these individuals can compete.
[20:43] <+NathanRMaher> Faekin are the offspring of faerie and mortals. They exhibit special talents unique to their ancestry and there are several to choose from. Each faekin also gains faerie sight, the ability to see into the invisible world where other faeries dwell.
[20:44] <+TobiasWhite> Then you have Zoonthropes who are the shapechangers of the game. They are like the traditional Werewolves of old, but you are not limited to just wolf types for there are lions, tigers and bears . . . oh my! All kidding aside you can virtually play any type of Zoonthrope your heart desires. Zoonthropes are rumored to be Magi who have up their power to become
[20:45] <+TobiasWhite> shapeshifters or they were cursed long ago. Whatever the truth is they are here to stay and the ability is now passed down by bloodline.
[20:45] <+NathanRMaher> Magi are individuals who can channel the powers of special relics. While the relics themselves are kept out of the hands of the magi, they can still draw from them using specially designed spell cards.
[20:46] <+NathanRMaher> The magic does work a bit differently because on top of the spell card they need an item they can add. So for example, to briefly stop time they have to smash a clock or an hourglass. To keep a door shut, they have to
[20:46] <+NathanRMaher> place a paperclip or a pin or other fastener to prevent it from opening.
[20:48] <+TobiasWhite> If certain stretch goals on our Kickstarter are met then we will include a secret 8th Divergent, but for now we will only let you guess of what that possibly would be!
[20:49] <~Dan> Interesting. 🙂
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[20:49] <~Dan> (Howdy, FGF-tablet!)
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[20:50] <~Dan> How extensive is the supplement’s bestiary?
[20:50] <~Dan> (Howdy, Gemini!)
[20:50] <~Dan> And can you give us some idea of its scope?
[20:50] <+Gemini> (hi)
[20:50] <+Ismellzombies> good question dan
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[20:54] <+TobiasWhite> For inside the book we will include about 15 to 20 or more depending on stretch goals. Some of the beings you can expect to find are Cryptids (chupacabra and Lochness), supernatural creatures from folklore like the Jersey Devil, Spirits of the Land like from Native American lore, and finally from beyond our Earthly plane Extraterrestrials
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[20:55] <~Dan> Really? Aliens? Huh…
[20:56] <~Dan> I almost wonder if the name “Spooks!” really applies that well to the setting as a whole. 🙂
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[20:57] <+NathanRMaher> Spooks! – the name is more of a brand and is a system name. But there are other interpretations of Spooks such as the dedicated conspiracy theorist. 😉
[20:58] <~Dan> True enough. 🙂
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[20:58] <~Dan> So what sorts of aliens are there?
[21:01] <+TobiasWhite> Well they are mostly illegal! All kidding aside they source of our Alien material will come directly from modern alien folklore such as the Greys, but we will also have some Lovecraftian ones such as the Mi-go which I have already posted online as a Sneak Peak.
[21:01] <+TobiasWhite> For those of you how are not in the know, Mi-go are aliens who come down to steal the brains intelligent humans and other beings.
[21:02] <+NathanRMaher> Canadians also.
[21:02] * ~Dan chuckles
[21:03] <+TobiasWhite> their flapping heads are very disturbing
[21:03] <~Dan> I blame them.
[21:03] <~Dan> How do you see adventures in the Land of the Living playing out?
[21:05] <+NathanRMaher> I could see it as playing as agents of PRISM, investigating the unknown and bringing them back for testing. I could see characters getting involved with the criminal elements of the 20s and then getting caught up in the commie fears of the 1950s and 60s
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[21:06] <~Dan> (Howdy, Le_Squide!)
[21:06] <+NathanRMaher> I could see divergents trying to stay out of the lime light, falling into haunted areas, or being snatched up by a demon or faerie.
[21:06] <&Le_Squide> (Heya!)
[21:06] <+NathanRMaher> I could see storytellers creating zombie apocolypse scenerios or even vampires
[21:07] <+NathanRMaher> You could have monster hunting and dungeon delving while trying to uncover secrets belonging to evil cults
[21:08] <+NathanRMaher> Divergents can choose to be with the government, independent, company sponsored or even manipulated by high-profile individuals all intent on gaining power or plundering resources from the Great Beyond
[21:08] <+NathanRMaher> It’s very open world, all you have to do is pick your poison.
[21:08] <+TobiasWhite> Mine is Crown Royal
[21:09] <+NathanRMaher> Dice bags of gamers everywhere
[21:09] <~Dan> Do you have any concerns that gamers may like the premise of MI but not of Spooks! WTTGB and not wish to purchase the latter to use the former?
[21:09] * ~Dan chuckles re: Crown Royal dice bags. 😀
[21:11] <+TobiasWhite> We really don’t think so because unlike in other RPGs there is no resurrection in the game, so when a character dies that is not the end of the character, they just become a Spook after that point. Then it is up to them to decided to either stick with their respective group, go at it alone or create a new character.
[21:11] <+TobiasWhite> Also most of the mechanics in the game are in the Core book, not to mention content of locations, spells, equipment and more.
[21:13] <+TobiasWhite> This is not to say we are forcing players to always have their characters go to the Great Beyond, because of course it is their choice.
[21:13] <~Dan> Well, that’s what I mean — that players who might otherwise play MI migth decide against it because they’d have to buy Spooks! in order to do so.
[21:13] <+NathanRMaher> As far as a pricing point goes, Spooks!WTTGB is cheaper than most off-the-shelf titles and for those with a budget there are always discount days. Mortal Intrusion won’t hold the price of d20 Modern of d20 Future (for example) where you’re double purchasing the same ruleset
[21:13] * ~Dan nods
[21:14] <~Dan> A fair point.
[21:14] <+NathanRMaher> Right now spooks!wttgb is 19.99 digital copy and mortal intrustion will be less. It’s really a win-win for gamers because they don’t have to invest and while they may not like the concept of playing in the afterlife they can still utilize the material for undead invasions
[21:14] * ~Dan nods
[21:14] <+NathanRMaher> Like Tobias said
[21:15] <+TobiasWhite> Also don’t forget we also have package deals we have in our rewards on our Kickstarter page where you get the whole Kit & Kaboodle
[21:16] <+NathanRMaher> Besides… who doesn’t want to go into the Great Beyond and kidnap Nikola Tesla to help build a death ray or tame an undead dinosaur to unlease on the world
[21:16] <~Dan> How difficult is it for spooks to interact with the living, and how feasible are living/unliving groups?
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[21:16] <~Dan> (Can’t sleep, Lolth?)
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[21:17] <&Lolth> (Nope.)
[21:17] <+NathanRMaher> Spooks will likely try to hide themselves to prevent a panic or being hunted, but overall conversation and interaction is like any other campaign. Spooks don’t have as much Ether to sustain them as when they are in the afterlife so eventually the hunger will set in.
[21:18] <+NathanRMaher> The Living can exisit well in the afterlife, but there are spooks that would love to get their hands on a mortal to use for bargaining chips, magical rites or even to possess.
[21:19] <+TobiasWhite> Plus they are crunchy and taste good with ketchup
[21:19] * ~Dan chuckles
[21:20] <+NathanRMaher> You could have Skeleton Joe pop up and explain themselves to a group of how he got there, while a vegan vampire can easily calm the nerves of other mortals. It’s about playing style and role-playing how one gets there. Spooks can hold their own against the Living but whether they are accepted is up to their strength of character
[21:20] <~Dan> Spooks! WTTGB has a very whimsical side to it. Does that carry over into MI, and if so, can you give some examples?
[21:21] <+NathanRMaher> There is the Were-Flamingo
[21:22] <~Dan> …
[21:22] <+TobiasWhite> We are writing it so that players and storytellers can make it as serious or as whimsical as they wish.
[21:23] <+NathanRMaher> Examples, could be that a faekin, a zoonthrope, a magi, and an ESPer team up as super heroes
[21:23] <+TobiasWhite> On the whimsical side we make fun of such personalities such as aleister crowley or Scientology as an organization you can join
[21:24] <~Dan> In the 1920s?
[21:24] <+NathanRMaher> Or you could have faerie portals that seemingly drop random things from the sky in a small town in missourri
[21:24] <+NathanRMaher> 1920s+
[21:24] <~Dan> Ah.
[21:24] <~Dan> How prevalent are the fey in the setting?
[21:25] <+NathanRMaher> The Mortal Intrusion only hints at them and gives small information about them… the next book is the Invisible World which will detail everything and they are extremely busy creatures
[21:26] <+NathanRMaher> a PRISM agent would say, “Perhaps too busy…”
[21:26] <~Dan> Ah, yes. I was wondering when you’d get around to them.
[21:28] <~Dan> Do you plan on supporting these various settings with adventures and/or further supplements?
[21:28] <+TobiasWhite> P.R.I.S.M. is one of the major organizations your players can join and it is a secret clandestine org that stands for Phenomenon . Reconnaissance . International . Strategic . Ministry
[21:29] <+TobiasWhite> they are not part of any government but they are secretly sanctioned by most of them
[21:30] <+NathanRMaher> I could write forever. It’s more a matter of having the funds to make artwork. So far we’ve released Dead Living Magazine which features additional content. We’d like to do a monster manual of sorts. I’ve contemplated releasing small magical items or denizens. I have adventure ideas one that I mentioned from the original core book
[21:30] <+NathanRMaher> Editing can also get pricey. As long as people are interested, we’ll produce more content.
[21:31] <+TobiasWhite> I also have plans for future supplements and adventure as well, but it is the same with me as it is with Nathan, it is about the funds.
[21:31] <+NathanRMaher> Tobias has his “produce spook stuff” license.
[21:32] <~Dan> 🙂
[21:34] <~Dan> Does MI include any weird tech beyond the spirit portals?
[21:38] <+TobiasWhite> Yes, for instance if your character joins PRISM and take the role of MIB agents you gain access to atomizers containing diluted Styx water for erasing memories, dreamweaver suits that hides your presence from the public unless you interact with them, and Tesla Weaponry based on stolen work after Tesla died. Tesla isn’t please about this in the afterlife.
[21:39] <~Dan> Cool. 🙂
[21:39] <+TobiasWhite> We also have plans to include more weird science tech.
[21:40] <+NathanRMaher> The equipment list isn’t fully fleshed out yet, but we may see pulp gagets too like TV watches or rocket shoes — it’s certainly a work in progress.
[21:41] <~Dan> That seems appropriate.
[21:41] <+NathanRMaher> Gotta get the Turtle Zoonthropes something to make them faster. But… then again… a teenage zoonthrope ninja turtle?
[21:41] * ~Dan chuckles
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[21:42] <~Dan> Also, you need superzeppelins.
[21:42] <~Dan> (Howdy, RandBrittain!)
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[21:42] <~Dan> If you’re going to have weird tech in the 1920s, there should be superzeppelins.
[21:43] <+NathanRMaher> I am super excited to add a large list of vehicles players can buy — I’m joking… — steal is the right word. Who pays for things in these games?
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[21:43] * ~Dan chuckles
[21:43] <+TobiasWhite> Speeking of TNMT we are writing the game to be flexible enough so that if you wanted to re-live your favorite supernatural and sci-fi movies you can easily apply the Spooks world to it
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[21:43] <+TobiasWhite> *cough” Ghostbust . . .*cough”
[21:43] <+NathanRMaher> Encounter Sam & Dean Winchester
[21:43] <+NathanRMaher> Fight evil Calvin and Hobbes
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[21:44] <+NathanRMaher> Howdy Silverlion
[21:46] <+NathanRMaher> I believe Tobias had one organization with airships
[21:46] <~Dan> (Howdy, Silverlion!)
[21:47] <~Dan> What made you pick the 1920s for MI?
[21:52] <+TobiasWhite> We chose the 1920s for MI as a starting date for two reason. The first is the story hook that is tied into how the first breach of the Great Beyond occurs. The second was because it is the roaring 20’s and it is a favorite time in history for the both of us. Keep in mind that though any campaign can be set between the 1920s to present times!
[21:52] <+NathanRMaher> It would also be fun to do a WW1 splat book once all the major cards are in place.
[21:53] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to mention?
[21:55] <+NathanRMaher> Just to check out the Kickstarter, watch the video, and tell your friends. This is about getting funds for art and not about funding the book. And if you’d like to see something in the future coming from us don’t hesitate to reach out.
[21:56] <~Dan> Hmm… Did you already post a link to the KS?
[21:56] <+NathanRMaher> Also we’ve increased our staff since last time to include an editor. Which is exciting because it used to just be me.
[21:56] <+TobiasWhite> (Link: https://www.kickstarter.com/projects/984696056/the-mortal-intrusion/description)https://www.kickstarter.com/projects/984696056/the-mortal-intrusion/description
[21:56] <~Dan> Cool. 🙂
[21:57] <+NathanRMaher> I can only laugh at my jokes so long before someone rolls their eyes – people gotta be present
[21:57] * ~Dan chuckles
[21:57] <~Dan> Thanks for coming by, guys!
[21:57] <+NathanRMaher> Thanks for having us Dan this was awesome!