[19:07] <+KurtPatz> My name is Kurt Patz and I am the game designer behing the Unchained Heroes Tabletop Roleplaying game that is formerly known as Chronos: Real Time Combat System. We had a trademark dispute back in October of last year that took us out of commission, but now we are back and better than ever.
[19:07] <+KurtPatz> The Unchained Heroes Game System was designed based on my years of tweaking Dungeons and Dragons. I wanted to be in greater control of character creation and combat, so I designed the Real Time Combat Engine and the rest of the game was built around it.
[19:08] <+KurtPatz> It’s uses familiar d20 mechanics with a Skill + Modifier against Difficulty system at its heart, but the core is the new Real Time Combat Engine
[19:08] <+KurtPatz> The idea came from the Final Fantasy series of games, specifically Final Fantasy 10 and I have been working on it every since.
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[19:09] <+KurtPatz> Today I have release Unchained Heroes into the world as a Digital PDF and I am happy to speak to you about it today.
[19:09] <+KurtPatz> I am open for any questions.
[19:09] <~Dan> Thanks, Kurt!
[19:09] <~Dan> The floor is open to questions!
[19:10] <~Dan> So you’ve already touched on this a bit, but say I’m looking at a D&D-related purchase. Why your game and not another?
[19:10] <+KurtPatz> First off, I love a lot of games, so I don’t think of this as an either or kind of decision.
[19:10] <~Dan> Oh, sure, I understand.
[19:11] <@Silverlion> Later all
[19:11] <~Dan> Perhaps a better question would be: What makes your game stand out?
[19:11] <+KurtPatz> But to specifically answer your question: its about the options you get with Unchained Heroes.
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[19:11] <~Dan> (Bye, Silverlion!)
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[19:11] <+KurtPatz> The game is built on giving you more control over every aspect of your character without sacrifices.
[19:12] <~Dan> (Howdy, LW!)
[19:12] <+KurtPatz> I feel that many products let you be good at roleplaying or rollplaying, but not both. Unchained Heroes is meant to give you both.
[19:12] <+KurtPatz> It also tries to eliminate the luls in combat with turn based systems that so often happens.
[19:13] <+KurtPatz> You need to pay attention because one action you perform might be the way that you avoid a TPK in some cases.
[19:14] <+KurtPatz> For example, your Paladin can shield an entire group with a Reaction called Wings of Shielding to take all the damage onto himself and save the rest of the party from dragon breath.
[19:14] <~Dan> Wow. That’s pretty hardcore.
[19:15] <+KurtPatz> I try to give a video game raid feel to your combat, for that I needed to do away with turns.
[19:15] <+maxmahem> I’m kind of curious to hear about the “Real Time Combats” inspiration from FFX (which is kind of unique in that id didn’t have ATB based system)
[19:15] <+KurtPatz> Good question, Maxmahem.
[19:16] <+KurtPatz> Remember how you could see when each player was going to act on the timeline on the side of your screen?
[19:16] <+maxmahem> sure
[19:16] <+KurtPatz> Remember how you could shuffle your actions to find something that would let you act before the villains? That is what I do here.
[19:16] <+KurtPatz> Say the dragon has an action time of 13 seconds.
[19:16] <+maxmahem> I gotcha, actions with variable action times or something.
[19:17] <+KurtPatz> Yep.
[19:17] <+KurtPatz> You can get in an action with 7 second timer and a 5 second timer before he breaths.
[19:17] <+KurtPatz> I also use Instants and Reactions, so you could drop a bunch of hard hitting instants in a split second.
[19:18] <+KurtPatz> The Dread Knight class for example has a power called Rampage, that makes any action they perform an Instant.
[19:18] <+KurtPatz> So they could wait to do their two-handed attack and then follow with a burst damage Rampage right after it.
[19:19] <+KurtPatz> 2 hits in a split second could end the threat to your group.
[19:19] <~Dan> Hmm. My question there would be: From an in-game standpoint, how do the characters “see” that timer?
[19:19] <+KurtPatz> I prefer to run my games on a whiteboard. I have timelines drawn and mark out the actions with dry erase markers.
[19:20] <+KurtPatz> I also play with a simple A4 paper sheets.
[19:20] <+KurtPatz> The players ask how many TI (Time Intervals) before the next action, and I let them know.
[19:20] <~Dan> Oh, no, I get how the players could see it. I mean, how do the characters know?
[19:20] <+KurtPatz> They can ask questions at any time.
[19:21] <+KurtPatz> Ah, well with a dragon I like to talk about them inhaling for breath.
[19:21] * ~Dan nods
[19:21] <+KurtPatz> With other regular bosses, I might do a different explanation.
[19:21] <+KurtPatz> Its about the narrative.
[19:22] <+KurtPatz> Same thing goes for when you are describing the attacks of your players.
[19:22] <+KurtPatz> The sorcerer’s energy is building to a crescendo in front of you and so on…
[19:22] <+KurtPatz> The wyvern is coming in for a pass with their barbed tail at ready.
[19:22] <~Dan> But in game terms, that manifests as them knowing the exact amount of time that they have?
[19:23] <+KurtPatz> Yep.
[19:23] <+KurtPatz> It’s no different than knowing when the bosses turn comes next.
[19:23] <~Dan> Sure, that makes sense.
[19:23] <+KurtPatz> Its just a little more dynamic with the Time Intervals.
[19:23] * ~Dan nods
[19:23] <+KurtPatz> Breaks it up a bit more…
[19:24] <~Dan> It’s just important to me that I see how the game mechanics manifest in the system.
[19:24] <+KurtPatz> Understood. Think of that wyvern coming towards you and you are a Paladin in UH.
[19:25] <+KurtPatz> He has his tail out and you have 40 Energy left.
[19:25] * ~Dan chuckles
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[19:25] <~Dan> For a second there, I thought you had lost your train of thought in that sentence ending in “UH”.
[19:25] <~Dan> (Howdy, Le_Squide!)
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[19:25] <+KurtPatz> That 40 Energy can mean you can do a Shield Block as a reaction, or you can spend that 40 Energy for an attack of some sort.
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[19:25] <+KurtPatz> Haha.
[19:26] <~Dan> (Howdy, MonkofLords!)
[19:26] <+KurtPatz> I personally, knowing a wyvern tail was pointed at me, would save my 40 Energy for the Shield Block action.
[19:27] <+KurtPatz> Hi there, welcome to our Q&A.
[19:28] <~Dan> Now, when you say “Energy”… is that the amount of time an action takes?
[19:29] <+KurtPatz> I have a Resource Pool based Action System. It applies to any action, whether it be a special attack or spell.
[19:29] <+KurtPatz> You have ~150 Energy and actions cost Energy to use them.
[19:30] <+KurtPatz> If you want to incinerate someone, its going to cost you 30 Energy to use the power to Activate it.
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[19:30] <~Dan> (Howdy, Zac_Miller!)
[19:30] <+Zac_Miller> greetings again
[19:30] <+KurtPatz> The time an Action takes is called Action Time and it is accounted for in Time Intervals which are equal to seconds.
[19:30] <+KurtPatz> Hello there.
[19:31] <~Dan> Ah, so it’s two separate issues: the Energy to do something, and the Action Time it requires.
[19:31] <+KurtPatz> Energy could be thought of as Spell slots, but I don’t use a Vancian System.
[19:31] <+KurtPatz> Correct.
[19:31] <+KurtPatz> Your Energy pool is restored through potions, healing, and rest.
[19:32] <&Le_Squide> (Hey Dan!)
[19:32] <~Dan> So all actions take Energy, supernatural or not?
[19:32] <+KurtPatz> Correct.
[19:32] <+KurtPatz> Its on the players and the GM to think of how they want to flavor it.
[19:32] <+KurtPatz> Some might call it Mana, others Stamina, others Chi.
[19:33] <+KurtPatz> give it your own flavor, but the mechanics are the same.
[19:33] <~Dan> And everyone gets 150?
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[19:33] <+KurtPatz> They might have much more than that.
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[19:33] <~Dan> (Howdy, Acenoid!)
[19:33] <+KurtPatz> You start at 100 at level 1 and it grows based on your gear, magical items, level, and techniques.
[19:34] <+KurtPatz> The average is around 150 at level 1.
[19:34] <+Zac_Miller> thats still 2.5 minutes worth of action. not bad for monologues and it gets more expensive to hit people with things including magic. not a bad balance. impressed
[19:34] <+KurtPatz> Attacks don’t often cost energy though, so you needn’t worry about being bored.
[19:35] <~Dan> Oh, they don’t? Is it only special moves that take Energy?
[19:36] <+KurtPatz> Yeah, let me give you an example.
[19:36] <+KurtPatz> Dread Knights have a 0 Energy base attack called Strife Blade. It hits HARD.
[19:36] <+KurtPatz> They are a DPS class, so they get that benefit.
[19:36] <+Zac_Miller> thats why superman and the hulk can punch eachother in the face all day and not get tired, but body slamming one into the moon tires em out.
[19:36] <+KurtPatz> Now, if they want to make that Strife Blade cause a Hex on their foe, they add a Vector called a Blade of Missfortune.
[19:37] <+KurtPatz> Yeah, pretty much Zac
[19:37] <+KurtPatz> Blade of Misfortune is a special that adds to Strife Blade and costs 30 energy, but makes it so the opponent cant Crit against you.
[19:37] <~Dan> A Vector?
[19:38] <+KurtPatz> Correct. I call them Vectors.
[19:38] <+GenoFoxx> sounds like an embuement
[19:38] <+KurtPatz> Vectors are actions that attach to another action.
[19:38] <~Dan> Ah, I see.
[19:38] <+KurtPatz> Basically what Genofoxx says is correct.
[19:39] <+KurtPatz> There is a Blade of Lifestealing as well that lets you heal when you hit your foe.
[19:39] <~Dan> Now, this puts me in mind of another game I’ve been looking at recently, Morgalad, which uses a similar energy mechanic. In that one, things like, say, a thief’s abilities also use energy. Do you go that route, or is it all combat?
[19:39] <~Dan> (And magic, obviously.)
[19:39] <+KurtPatz> Out of combat, all actions cost Energy. In combat some don’t.
[19:40] <+KurtPatz> Some magical spells that I call Talents don’t take any energy either.
[19:40] <+GenoFoxx> sounds like you could model the kinds of massive damage but non-lethal attacks that a lot of magical girl anime have?
[19:40] <+KurtPatz> or very little.
[19:40] <+KurtPatz> I am not too familiar with those GenoFoxx, so could you clarify?
[19:41] <~Dan> The kind of attacks where the enemy is hit with a bunch of cartoon hearts or the like? 🙂
[19:41] <+KurtPatz> Hah, I suppose, but what would be the fun in not punishing your enemies?
[19:42] <+Zac_Miller> naw punishing them would be the hearts sticking to them and start flapping like butterflies
[19:43] <+GenoFoxx> in say Lyrical Nanoha the titular character Nanoha has a final attal attack ‘Excelion Buster’ it a massive beam of energy that can destroy non living matter like walls and machines but will only render a person or an animal only unconscious
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[19:43] <+Captain_Groove> Hey yall
[19:43] <~Dan> (Howdy, Captain_Groove!)
[19:43] <+KurtPatz> Hi there.
[19:44] <+GenoFoxx> I can give you a youtube link if you have the time
[19:44] <+KurtPatz> There are special attacks and in future expansions I want to add “final attacks”
[19:44] <+Captain_Groove> Anyone here know WordPress?
[19:44] <+KurtPatz> You could definitely make attacks like you suggest.
[19:45] <+KurtPatz> It could deal Maximized Damage to constructs and inanimate objects, but a glancing effect to organics.
[19:45] <~Dan> (I have a WordPress page, Captain_Groove. PM me?)
[19:45] <+KurtPatz> Maximized damage means all your dice roll max (10d10 would be 100).
[19:46] <+KurtPatz> Glancing Effects cut the damage done in half.
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[19:46] <~Dan> So you ditched Vancian magic… Are there any other major D&D tropes that change up?
[19:46] <+KurtPatz> I have some actions that cause targets to become Brittle and take severe damage when someone triggers them.
[19:46] <~Dan> For example, do you use AC, or do you use damage reduction?
[19:47] <+Captain_Groove> (TY Dan)
[19:47] <+KurtPatz> I use Battle Skills of Attack, Defense, Power, and Willpower.
[19:47] <+KurtPatz> There are no Saving Throws.
[19:47] <+KurtPatz> You roll Attack against a person’s Defense and Power (think magic) against their Willpower (Think magic defense)
[19:48] * ~Dan nods
[19:48] <+KurtPatz> I also get rid of the optimal weapon idea.
[19:48] <+KurtPatz> All weapon damage is essentiall normalized.
[19:48] <+KurtPatz> How you use your abilities dictates how much damage you do.
[19:49] <~Dan> It’s been a while since I dabbled in 3e… Remind me what optimal weapon means?
[19:49] <+KurtPatz> There are only 10 Character Skills.
[19:49] <+KurtPatz> There is usually a weapon that everyone finds that is “the best” and people tend to use it.
[19:49] <+KurtPatz> It’s based on damage per round, cost, and other the ability to use it with different Feats.
[19:50] <+KurtPatz> You won’t find that here.
[19:50] <+KurtPatz> It’s about your play style.
[19:50] <+KurtPatz> You can have rogues using axes if you want. They can still sneak attack if they are not using a sword or dagger.
[19:51] <+KurtPatz> I also have something called Tactical Points and Tactical advantages.
[19:51] <~Dan> Does that mean that all classes can use all weapons?
[19:51] <+Vorthon> That raises the amusing mental image of somebody sneaking up on somebody brandishing a halberd.
[19:51] <+KurtPatz> Correct, but your choice of techniques will separate you from the rest.
[19:52] <+KurtPatz> That would really be an interesting scene, Vorthon.
[19:52] <~Dan> (Sorry — didn’t mean to interrupt your train of thought, there.)
[19:52] <+KurtPatz> You make a good point though, some abilities might say “One-handed Melee Weapon”
[19:53] <+KurtPatz> No problem.
[19:53] <+KurtPatz> With Tactical Points, you build them up as the fight goes on and they give you extra abilities called Tactical Advantages that let you modify your actions even further.
[19:54] <+KurtPatz> Say you decide to cast a heal on your ally that is REALLY low, almost dead even. You could use a Chakra Tactical Advantage for 2TP that would make your Heal an Auto Critical Effect.
[19:54] <+KurtPatz> So in a fight, Energy usually goes down, while Tactical Points, build up.
[19:55] <+KurtPatz> In the future, there will be 10 Point Tactical Advantages that can cause serious effects on the battlefield.
[19:55] <~Dan> Hmm… Do you find this a lot to keep track of during combat?
[19:55] <+KurtPatz> Nope. Its pretty intuitive.
[19:55] * ~Dan nods
[19:55] <+KurtPatz> It’s like playing Dragon Age Inquisition, or Zelda.
[19:56] <~Dan> Oh… did you say whether you use AC or damage reduction?
[19:56] <+KurtPatz> Defense would be close to AC.
[19:56] <+KurtPatz> Its not a perfect match.
[19:56] <~Dan> So does armor add to Defense?
[19:56] <+KurtPatz> Correct and it adds to other factors like Damage Threshold and Resilience.
[19:57] * +Vorthon assumes it doesn’t include the unintuitive parts. Like the boss fight in dodongo’s cavern in OoT. :
[19:57] <+Vorthon> *:U
[19:57] <+KurtPatz> Damage Threshold is the amount of damage you can take in one hit before you suffer Severe damage called Trauma Damage.
[19:57] <+KurtPatz> Haha, Vorthon.
[19:57] <+Vorthon> …Actually, that’s less unintuitive and more wrestling with the controls.
[19:58] <~Dan> Interesting! So that does sound a bit like damage reduction, in a way. And Resilience?
[19:58] <+Zac_Miller> but everyone still got their boomerang Vorthon 😛
[19:58] <+KurtPatz> Resilience is a stat that says, if you opponent doesn’t roll higher than your Defense+Resilience score, they do half damage to you.
[19:59] <+KurtPatz> A heavy armor character has a very high resilience, so even if you do hit her, she won’t take nearly as much damage as you intended.
[19:59] * ~Dan thinks about this a moment…
[19:59] <+KurtPatz> She also has a high Damage Threshold, so you might need to deal 100 damage to her before she takes a wound.
[19:59] <+KurtPatz> I hadn’t thought of it before, but DT is almost like toughness in Savage Worlds.
[20:00] <~Dan> It is, that’s true.
[20:00] <+KurtPatz> and Trauma Damage could = wounds.
[20:00] <+KurtPatz> I love Savage Worlds btw, I just started playing it recently. I missed out not playing it before!
[20:00] <+KurtPatz> But anyway…
[20:01] <~Dan> Okay, so let’s see…
[20:01] <~Dan> Accuracy determines whether you hit…
[20:01] <+KurtPatz> The calculations in Unchained Heroes are meant to be double this or divide that.
[20:01] <+KurtPatz> Attack.
[20:02] <+KurtPatz> Defense determines if the hit was successful.
[20:02] <~Dan> Right, sorry. I was speaking in out-of-game terms. 🙂
[20:02] <+KurtPatz> Got it. My apologies.
[20:02] <~Dan> No problem!
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[20:02] <~Dan> Just thinking out loud here, sorta. 🙂
[20:03] <~Dan> And you factor in armor’s ability to make it harder to wound someone based on pure force…
[20:03] <+KurtPatz> That is a pretty accurate decription.
[20:04] <+KurtPatz> You can get Defense and Resilience without having armor though. Armor is the easiest way to get it.
[20:04] <~Dan> …and armor can reduce damage if an attack isn’t accurate enough to overcome its protection.
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[20:05] <+KurtPatz> You can think of it that way or you can think of it like the player is wise enough to turn the blow at the right moment.
[20:05] <~Dan> Right. A combination of the two.
[20:05] <+KurtPatz> If there was a mage wearing armor, it would probably be as you describe it.
[20:05] <~Dan> Now, what determines the Attack and Defense scores?
[20:06] <+KurtPatz> You Attributes, your gear, your Skill in those areas, and magical bonuses.
[20:06] <+KurtPatz> If you think in the context that I am a huge Skills and Powers fan from Second Edition and add that I loved White Wolf, you can see how I came to something of the system I have.
[20:06] <~Dan> Ah, now that’s of particular interest to me. Combat ability is a skill?
[20:06] <+KurtPatz> Yes, Attack is a Skill.
[20:07] <+KurtPatz> There are four Battle Skills that all start out at 0 Attack, Defense, Power, and Willpower.
[20:07] <~Dan> Ah! Sorry, I missed that those are skills.
[20:08] <+KurtPatz> Then there are 10 Character Skills that start out at 0: Athletics, Arcanalogy, Education, Engineering, Subterfuge, Perception, Influence, Medicine, Natural Lore, and Crafting
[20:08] <+KurtPatz> So you raise them buy leveling up and _choosing_ to put points in them.
[20:09] <~Dan> But is there a way to get better at specific forms of attack? How would you make an archer, for example?
[20:09] <+KurtPatz> Good Question,
[20:09] <+KurtPatz> That is where Techniques come into play.
[20:09] <~Dan> (Not my first rodeo. 😉 )
[20:10] <+KurtPatz> You could take the Marksmanship Technique and increase that further. You could also get runes which enhance your attack and bows that are better handled by master archers.
[20:10] <+KurtPatz> If you like hand-to-hand (with fists) we have that.
[20:10] <+KurtPatz> We also have melee combat techniques as well.
[20:11] <+KurtPatz> Some classes start at an advantage with their skills and techniques.
[20:11] <~Dan> On a related note, does Attack use Strength? Dexterity? Does it depend?
[20:11] <+KurtPatz> A rogue for example gets a Skill rank of 2 (think +2) and a Technique that adds +1 to Melee or Archery.
[20:11] <+KurtPatz> It depends on the Hero Class.
[20:11] <+KurtPatz> A Sorcerer uses Cunning for Attack, but Intellect for Power.
[20:12] <+KurtPatz> A Dread Knight uses Strength for Attack, but Intellect for Power.
[20:12] <+KurtPatz> A Rogue uses Agility for Attack, but Cunning for Powe.
[20:12] <+KurtPatz> Those are called Primary Statistics.
[20:12] <+KurtPatz> Primary Attributes*
[20:13] <+KurtPatz> A paladin will get bonuses to their Willpower based on their Spirit score, but a Dread Knight would see a bonus to Willpower from Intellect.
[20:13] <+KurtPatz> There are 2 Primary Attributes for each class that gives you a baseline boost. The rest of your attributes affect various other factors.
[20:14] <~Dan> So… does that mean that a Dread Knight uses Strength even for ranged attacks?
[20:14] <+KurtPatz> Yep.
[20:15] <+KurtPatz> A Dread Knight that uses Range attacks would probably be at a disadvantage though, since a lot of their abilities require melee weapons.
[20:15] <~Dan> Hmm… Not sure that I care for that part. How do you see that working in the context of the setting?
[20:16] <+KurtPatz> I am not thinking of realism in that area. I am thinking mechanically.
[20:17] * ~Dan nods
[20:17] <+KurtPatz> I didn’t want people to have to spread stats out.
[20:17] <+KurtPatz> Some classes in RPGs get punished for requiring too many stats for everything.
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[20:17] <~Dan> (Howdy, kanobe!)
[20:17] <+KurtPatz> I needed to narrow it down to 2 stats for each Hero Class. For that I had to sacrifice some realism for mechanics.
[20:18] <+kanobe> Dan: Hello!
[20:18] <~Dan> Sure, I can see that.
[20:18] <+KurtPatz> It was really tough for the Paladin.
[20:18] <+KurtPatz> Hello, kanobe.
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[20:18] <+KurtPatz> Paladins have both martial and supernatural based powers. Do I make them require Attack or Power? I chose Attack for everything.
[20:19] <~Dan> If we can shift gears a bit, can you tell us a bit about the setting? And on a related note, what PC races are available?
[20:19] <~Dan> (Howdy, Bill!)
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[20:20] <+KurtPatz> The setting is based on the Floating Realms, a sundered world that was made that way because of the Seven Magi and their quest for power.
[20:20] <~Dan> (Howdy, egyptian!)
[20:21] <+KurtPatz> The Floating Realms is part of the planet Veerith. Veerith was whole at one point, but when the Seven Magi challenged the gods, the gods smote them and destroyed them all.
[20:21] <+KurtPatz> The world was a casualty. Now it has many realms floating around a strong magnetic core that holds the atmosphere and the realms in orbit around it.
[20:22] <+KurtPatz> There are airships, portals, and all that brings into a game.
[20:22] <+Vorthon> …How long has this been in development? Because I swear I had a similar concept 2-3 years ago.
[20:22] <+KurtPatz> I first built the floating realms in 1994.
[20:23] <+KurtPatz> It’s a common concept, I am sure. We are all sitting on the shoulders of giants.
[20:23] <~Dan> Heh. Indeed.
[20:23] <+KurtPatz> So the species available are: Cerebrals, Dwarves, Gnomes, Elves, Halflings, Humans, and Ogres.
[20:24] <+KurtPatz> The unique species are Cerebrals and Ogres.
[20:24] <+KurtPatz> There are two main species, those that came first, the Celestials made of Law and Chaos: Elves and Ogres.
[20:25] <+Vorthon> …Ogres as a progenitor race is something I can say I’ve only really seen once.
[20:25] <+KurtPatz> Then there are those that came next, the Terrestrials made of the 5 Elements of Fire, Earth, Wind, Water, and Spirit: The Humans, Dwarves, Halflings, Gnomes, and Cerebrals.
[20:25] <+KurtPatz> I have a strong need for balance and in all things, I usually make two haves.
[20:26] <+KurtPatz> To many of the Terrestrial Races, the Ogres ARE the Elves.
[20:26] <+KurtPatz> The Ogres are great tricksters and formed of Chaos with a pinch of Law.
[20:27] <~Dan> Trickster Ogres? That’s different.
[20:27] <+KurtPatz> Elves are militaristic, bent on applying order to all things and getting their hands dirty wherever they require.
[20:27] <+KurtPatz> The Elves taught the Ogres the ways of stone, which in turn taught architecture to the Dwarves.
[20:27] <+KurtPatz> There is no city that can be said to be created by the Ogres, but in essence, all of them have.
[20:28] <+KurtPatz> Ogres also convinced the Halflings that they were Werebeasts and Spirittalkers.
[20:28] <+KurtPatz> They shaped the entire Halfling culture.
[20:29] <~Dan> What are Ogres like, physically?
[20:29] <+KurtPatz> They look exactly as an Elves, but are all fire and passion, to their stoic nature.
[20:30] <~Dan> Huh….
[20:30] <+KurtPatz> They are beautiful specimens with upturned ears, hair of the primary colors, and eyes like gems.
[20:30] <~Dan> Do Elves look like the fantasy stereotype?
[20:31] <+KurtPatz> Elves fit the Tolkien stereotype but are tall and strong, with hair of gold, silver, black and white, with pale eyes.
[20:31] <~Dan> Wow. I have to say, you definitely have some unique Ogres!
[20:31] <~Dan> What are the Cerebrals?
[20:31] <+KurtPatz> The Cerebrals are the next step in Terrestrial evolution.
[20:32] <+KurtPatz> They are born of human kind, because humans are formed of fire and chaotic.
[20:32] <+KurtPatz> They look like humans do in their first generation, but their genetic code gives them powers over the MInd, Body and Soul.
[20:32] <+KurtPatz> 2nd and 3rd Generation Cerebrals have light blue skin.
[20:33] <+KurtPatz> Cerebrals is the world of Veerith talking to the Terrestrial races and trying to make a connection.
[20:33] <+KurtPatz> In my universe, every world is alive.
[20:33] <+KurtPatz> We call them Gaia, Terra, and many other names. They all try to attend to our needs, but we can’t hear it.
[20:33] <+KurtPatz> They shaped Cerebrals in the wombs of humans to speak to her.
[20:34] <+KurtPatz> Most Cerebral children die before they ever reach a year old.
[20:34] <+KurtPatz> Those that do make it and are nutured become powerful beings.
[20:34] <+KurtPatz> Think Jean Grey, Colossus, and Psylocke.
[20:35] <~Dan> So they have intrinsic powers?
[20:35] <+KurtPatz> Jean Grey are Cerebral Oracles, Colussus fits the Cerebral Visceral, and Psylocke fits the Cerebral Umbral.
[20:35] <+KurtPatz> If you are born a Cerebral, they have psychic sensitivity and the power to do a mind blast and that is it.
[20:36] <+KurtPatz> But when if they choose to shape their powers they can become an Oracle, Visceral, or Umbral and they are the only Species that can do so.
[20:36] <+KurtPatz> A Cerebral Cleric is a possibility, they get extra perks and can take some very nice Talents, but they still draw power from their Divine Sources.
[20:37] <+KurtPatz> Cerebrals and Ogres are my most loved species, I can’t lie.
[20:38] <~Dan> Nothing wrong with that. 🙂
[20:38] <+KurtPatz> They have a rich backstory that I hope to share.
[20:38] <~Dan> You like big brains, and you cannot lie.
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[20:38] <+KurtPatz> Lol,
[20:38] <+KurtPatz> If I may, I would like to touch on Talents.
[20:39] <~Dan> Oh, certainly.
[20:39] <+KurtPatz> So in RPGs, PCs have abilities that let them do various things.
[20:39] <~Dan> (brb — please continue)
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[20:40] <+KurtPatz> Sometimes we make choices that make us better at things out of combat than in combat. The idea of Talents is meant to remove that problem.
[20:41] <+KurtPatz> One of my best friends always picked cool spells like Magic Door and Invisibility over Fireball and Magic Missile. He died a lot in combat.
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[20:41] <+KurtPatz> If he didn’t have to pick Magic Door over Fireball, it would have been great. So that is why I made Talents.
[20:42] <+KurtPatz> You pick Talents for all the cool roleplaying stuff that you like to do. Aura Sight, Alarm, Shapeshifting, Mentors, Patrons, Runecrafting, Warp, Gross Teleport, Telekinesis, Read Minds, Suggestion, and so on
[20:43] <+KurtPatz> Those are all Talents and they have a separate advancement track than others. Cerebrals get See the Currents.
[20:43] <+KurtPatz> It makes them able to see the mana currents flowing around the world, a very cool roleplaying aspect, but relatively useless in combat.
[20:44] <+KurtPatz> Talents are very powerful, they are all those spells and actions that you often loved in the PHB but never took because they wouldn’t keep you alive in a dungeon.
[20:45] <+KurtPatz> On the other hand, a fireball is pretty useless in a social setting, so a Truth Sense Talent has its time to shine.
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[20:48] <~Dan> (back, sorry)
[20:48] <+KurtPatz> Welcome, back. I only finished my point a few minutes ago.
[20:49] <+Blarghedy> the talents sound like an interesting mechanic for ensuring people have both in-combat and out-of-combat abilities
[20:49] <~Dan> Hmm… So does that mean that all spells are combat-related?
[20:49] <+KurtPatz> Exactly, Blarghedy. That was my point.
[20:50] <+KurtPatz> As to your question, Dan. Not at all. It just means that Abilities for your Hero Class have Combat rules in them, while Talents don’t.
[20:50] <+KurtPatz> Take Gust of Wind by the Sorcerer Class.
[20:50] <+KurtPatz> That is a Hero Ability, not a Talent, but it can be used to fling someone across the room in both scenarios or catch someone as they are falling.
[20:51] <+KurtPatz> The Cleric Ability Knife’s Edge Crevasse cuts a chasm into the ground at your feet. You can definitely use that for roleplaying.
[20:51] <~Dan> Actually, perhaps I should rephrase the question… Would both Abilities and Talents be considered “spells”?
[20:51] <+KurtPatz> Yes, they could.
[20:52] <+KurtPatz> Abilities is the catch all term for the powers available to specific Hero Classes.
[20:52] <~Dan> Or, even more specifically, are “spells” simply a subset of Abilities and Talents in this context?
[20:52] <+KurtPatz> Talents are the powers available to almost everyone.
[20:52] <+KurtPatz> Spells is a flavor text we use for spellcasters. If a warrior had Aura Sight.
[20:53] <+KurtPatz> If a warrior had Aura Sight, it might not be a spell, but rather a trait or psychic ability.
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[20:53] <~Dan> (Howdy, Jesse!)
[20:53] <+KurtPatz> Hello there.
[20:53] <+Jesse> Hello.
[20:54] <+KurtPatz> There are Talents that can’t be described as spell either.
[20:54] <~Dan> So there’s not, say, a Cleric “spell list” — there’s a list of Cleric Abilities that include spells?
[20:54] <+KurtPatz> Anyone here like NCIS? You guys know Gibbs?
[20:54] <+KurtPatz> That is a pretty good description, Dan.
[20:54] <~Dan> I don’t watch the show, but I get the reference.
[20:55] <+KurtPatz> Well Gibbs has a “gut-feeling” thing.
[20:55] <+KurtPatz> I have a talent that is similar.
[20:55] <~Dan> Cool. I like that.
[20:55] <+KurtPatz> It gives you extra chances to sniff out those things that are “off.”
[20:55] <+KurtPatz> I also have Talents where you can gain a Mentor.
[20:56] <~Dan> Now, you mentioned Law and Chaos earlier. Is your alignment system on the Law/Chaos axis alone, or is there Good and Evil as well?
[20:56] <+KurtPatz> You buy a rank and you get an NPC that you have to make.
[20:56] <+KurtPatz> No one things they are a Villain.
[20:56] <+Zac_Miller> Sorry was AFK, definitely an abby fan
[20:56] <+KurtPatz> It’s a motto I have, everyone always thinks they are doing what’s right in some fashion.
[20:56] <+KurtPatz> The closest thing I have to alignment is the Path System for Clerics.
[20:57] <+KurtPatz> I see things as Ascension, Balance, or Abyssal.
[20:57] <+KurtPatz> There is Law and Chaos in all those things.
[20:57] <+KurtPatz> People that are tuned to the Ascension Path do the good things in life and look to the heavens, but too much looking at the bright light will blind you.
[20:58] * ~Dan nods
[20:58] <+KurtPatz> People that are attuned to Balance try to walk the in between path, but if they try to lower all the mountains and fill the valleys, we will have no peaks to climb or valleys to love.
[20:59] <+KurtPatz> People that are attuned to the Abyss see the darkness in life and can fall into negative thinking, but if there is no decay, there is no new life.
[20:59] * ~Dan nods
[21:00] <~Dan> So, quick note, KurtPatz: You are more than welcome to hang out with us and answer questions as long as you like.
[21:00] <+KurtPatz> I don’t cover alignments, but I welcome people to do so. I do make reference to good, evil, and chaos, but its largely on how people interpret it.
[21:00] <~Dan> However, before I log the “official” chat, is there anything we haven’t covered that you’d like to bring up?
[21:00] <+KurtPatz> Ok. I didn’t realize it was already 9pm.
[21:00] <~Dan> Time flies, etc., etc. 😉
[21:01] <+KurtPatz> We really covered a lot and I think I gave a pretty good overview so far.
[21:01] <+KurtPatz> Does anyone have any other questions?
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[21:01] <+KurtPatz> I should mention that you can get my entire game for free as a System Resource Document on drivethrurpg if you want to take a look at it.
[21:01] <~Dan> I’d be curious to know how much of a bestiary the game includes, and if there are any creatures of particular note in the setting.
[21:01] <+KurtPatz> The Unchained Heroes Core Rulebook adds 150 pages to that.
[21:02] <+KurtPatz> In this bestiary, everything gets Floating Realms flavor.
[21:02] <+Zac_Miller> I really like the concept and look forward to seeing how this is implemented in a game session setting.
[21:02] <+KurtPatz> Thanks, Zac_Miller.
[21:02] <+KurtPatz> I chose to make a Bestiary of RPG Tropes.
[21:03] <+KurtPatz> The only one that is truly my own is the Leonyx.
[21:03] <~Dan> What’s that?
[21:04] <+KurtPatz> The idea that a creature can be corrupted by negative energy and become a regular part of the landscape is part of my Land of Light and Darkness.
[21:04] <+KurtPatz> On the Floating Realm of Elsett, they have 2 hours of light a day and it is at best twilight.
[21:04] <+KurtPatz> The animals needed to adapt and the cougar did so.
[21:04] <+KurtPatz> It lost its eyes, grew huge ears and uses echolocation to see.
[21:05] <+KurtPatz> It also is completely solitary and only preys on the easy prey of humans and other humanoids.
[21:05] <+KurtPatz> It’s favorite meal is entrials and leaves the rest to rot.
[21:05] <+KurtPatz> This serves the Lords of Darkness perfectly, because the corpse rising from the grave and becomes a walking dead.
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[21:06] <+KurtPatz> It’s skeletons and muscles are intact, minus the squishy parts.
[21:06] <+KurtPatz> All thanks the to negative energy corrupted Leonux.
[21:06] <+KurtPatz> Leonyx.
[21:06] <~Dan> Bah. Your undead are gutless.
[21:06] <+KurtPatz> Lol, but not brainless!
[21:06] <~Dan> 🙂
[21:07] <~Dan> Very cool. 🙂
[21:07] <+KurtPatz> Any other questions for the night? Did I miss anything?
[21:07] <+KurtPatz> I can’t think of any other unique monsters unfortunately.
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[21:08] <~Dan> I think you covered mine pretty well. 🙂
[21:08] <+KurtPatz> That would be for the future.
[21:08] <~Dan> Thanks again for stepping in with short notice, by the way!
[21:08] <+KurtPatz> Ok well, then unless there are any other questions. I think I will take my leave.
[21:08] <+KurtPatz> Not a problem. Thanks for having me.
[21:08] <~Dan> Oh, if you can wait just a moment, Kurt…
[21:08] <+KurtPatz> I appreciate it very much. I love talking about my game!
[21:09] <+KurtPatz> Sure thing.
[21:09] <~Dan> …let me get the log posted, and I’ll get you the link. 🙂
[21:10] <~Dan> Oh, I almost forgot! Do you want to include a link to your game info?
[21:10] <+KurtPatz> Yeah sure thing.
[21:11] <+KurtPatz> You can find a lot of information at http://unchainedheroes.com. If you are looking to purchase the game or check out the SRD, you can find both of those at http://www.drivethrurpg.com/product/146673/Unchained-Heroes-Fantasy-Core-Rulebook
[21:11] <+KurtPatz> It will be available in Print Versions in a few months.
[21:12] <+KurtPatz> I will make it available through multiple websites as I coordinate with them.
[21:12] <~Dan> Cool. I’ll include that in the log. 🙂