[20:01] <+AbbottGames> Hello, RPGnet! I’m Matthew Abbott, the titular Abbott in Abbott Games, LLC, and today I’m here to talk about Masters of Blöödirön.
[20:02] <+AbbottGames> Masters of Blöödirön is a post-apocalyptic rules-light RPG with a unique, diceless system and an over-the-top heavy metal-inspired setting.
[20:02] <&Silverlion> You can tell because it has umlauts.
[20:02] <+AbbottGames> It has three umlauts in the title, in case anyone was planning on taking it too seriously.
[20:03] <&Silverlion> 🙂
[20:03] <+AbbottGames> 😀
[20:04] <~Dan> (Oh, please give us a (done) when you’re ready for questions. 🙂 )
[20:04] <+AbbottGames> (done)
[20:04] <~Dan> Thanks, AbbottGames!
[20:04] <+AbbottGames> (I’ll provide some links after the Q&A, and use the bulk of the time for discussion and questions)
[20:04] <~Dan> The floor is open to questions!
[20:05] <+Crazy-Cabal> (Do you have a macro for that or is the title very typing intensive?)
[20:05] <~Dan> So what is the premise of the setting?
[20:05] <&Silverlion> Indeed! And how does the system work?
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[20:06] <+AbbottGames> As to the setting: a rogue A.I. launched mankind’s nuclear arsenal to bring about a doomsday, and is hunting down the survivors using genetically engineered chimerae, cyborgs, and robots. The survivors discovered nanobots that created the masters of bloodiron, heroes imbued with the ability to gain vast power in response to the hazards of the wastes.
[20:07] <+AbbottGames> The setting runs on an extremely streamlined action economy system.
[20:07] <+AbbottGames> The two player attributes are power (POW) and effort (EFF).
[20:07] <+AbbottGames> POW is both defensive threshold and melee bonus, whereas EFF is the size of the action pool.
[20:08] <+AbbottGames> Attacks with power greater than the defender’s defensive power draw blood, and when a player or creature runs out of blood, it passes out and subsequently expires.
[20:09] <+AbbottGames> Advancement provides descriptors, which have a narrative impact on the character and provide various abilities and bonuses that modify attacks, defense, open actions, and various aspects of gameplay beyond combat.
[20:09] <+AbbottGames> Where would more detail be helpful first?
[20:09] <&Silverlion> Can you give me an example of a person jumping a cliff, to avoid some ravaging monsters?
[20:10] <+AbbottGames> That would be an open action, requiring the expenditure of 1 effort. Falling from the cliff would be a hazard, which tests the player’s power against a danger rating determined by the GM
[20:11] <+AbbottGames> In this case, the player would not be able to participate in combat after falling from the cliff, so combat initiative would end unless the antagonists followed suit. Anyone with power under the danger rating would lose blood, additionally.
[20:12] <&Silverlion> So no dice rolls just resources?
[20:12] <~Dan> Hmm. I feel like I’m missing something.
[20:13] <&Silverlion> Dan: It seems if youhave a High enough Pow, you succeed if you spend effort. If not you suffer injury..
[20:13] <+AbbottGames> Precisely: the players simply choose their actions and the outcomes are determined by the GM, with guidelines provided by the rulebook.
[20:13] <+AbbottGames> There is no way to fail to jump off of a cliff in this game, but the GM will determine the outcome based on the rulebooks guidelines.
[20:14] <+AbbottGames> Open actions, which I reference earlier, are used to undertake anything that does not directly draw blood or reproduce an ability’s effect.
[20:15] <&Silverlion> Like say carving a giant wooden unicorne with fangs?
[20:15] <+AbbottGames> These can be anything from slamming a door to throwing a rock. Actions requiring greater concentration are extended open actions, requiring all-out effort.
[20:15] <~Dan> So if your POW is not higher than the difficulty, do you automatically fail?
[20:16] <+AbbottGames> That’s correct, Dan. If your POW is lower than the danger of a hazard, you suffer the adverse effects.
[20:16] <~Dan> Is there no way to counter that?
[20:16] <+AbbottGames> Or, to phrase it another way, a sufficiently high POW exempts you from the harm of some hazards.
[20:17] <+AbbottGames> There is a descriptor that allows you to ignore all hazards. Additionally, some of the hazards prescribed in the rules have creative solutions.
[20:17] <+ladle> (Oh is this another Q&A?)
[20:17] <+BlasterKyubey210> Examples?
[20:17] <+AbbottGames> For instance, exposure to poison can be treated with a medkit if the POW is insufficient to resist.
[20:18] <+AbbottGames> Or supplies can be used to create shielding from acid rain.
[20:18] <+AbbottGames> (It is!)
[20:19] <~Dan> Did you say that you earn descriptors?
[20:20] <~Dan> More to the point, do you start out with any?
[20:20] <+AbbottGames> Indeed: descriptors are the advancement for this game. You begin play with one, and acquire more as you perform heroic deeds.
[20:20] <+AbbottGames> They are sorted into affinities, each corresponding to a color.
[20:21] <+AbbottGames> New characters can take red, blue, or yellow.
[20:21] <+AbbottGames> Characters with one each red and yellow can take orange. In this way, there are purple, orange, and green.
[20:21] <+AbbottGames> Additionally, characters with two or more red can take crimson. In this way, there are crimson, cobalt, and ochre.
[20:22] <+AbbottGames> Among the beginning descriptors, red are agressive, yellow tricky, and blue magical or intellectual.
[20:23] <+AbbottGames> In addition to the descriptors and selecting attributes, new characters select a bloodline from among Warmaiden, Ironlord, Manbeast, Lazormancer, and Grimlander.
[20:23] <+AbbottGames> This is the line of heritable nanobots, called bloodiron by the inhabitants of the wasteland, that determine starting bonuses and cultural background of the player.
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[20:23] <~Dan> (Howdy, jeffszusz!)
[20:24] <~Dan> Can I get you to pause there for a sec?
[20:24] <+AbbottGames> Certainly.
[20:24] <~Dan> What are the attributes?
[20:24] <+AbbottGames> Power and Effort.
[20:24] <+AbbottGames> (POW and EFF)
[20:24] <~Dan> Ah, okay.
[20:25] <~Dan> Proceed. 🙂
[20:25] <+AbbottGames> Starting characters have 7 points to spend, and the max is 5. So 2 POW / 5 EFF to 5 POW / 2 EFF.
[20:25] <+AbbottGames> That’s probably a good place for further questions 😀
[20:25] <+ladle> Having come in during the middle of this I gotta say this is very interesting.
[20:26] <+AbbottGames> It’s pretty unlike anything else, which means that there’s a lot to unlearn for my fellow veteran RPG gamers. There’s also not a terrible lot to learn, which is nice for new blood.
[20:26] <&Silverlion> It sounds pretty simple to me, although I think I’d like some way to risk more to get more…(a gamble so to speak.)
[20:26] <+AbbottGames> I ran demos on the floor at Origins, and had new and old players alike able to create a character in about 5 minutes and play a starting scenario in 30.
[20:26] <+AbbottGames> Risk and reward is a great point.
[20:27] <+AbbottGames> It’s present in the action economy system.
[20:27] <+AbbottGames> Effort is used for both offense and defense. All-out actions have a bonus, but deplete the effort pool completely.
[20:27] <+AbbottGames> Therefor, a character puts herself in danger when attempting to do more or do something bigger.
[20:28] <+AbbottGames> Would a play example help?
[20:28] <&Silverlion> So there is a lot of tactical decisions that can shift play?
[20:28] <&Silverlion> Yes.
[20:28] <+AbbottGames> Absolutely, and teamwork is essential.
[20:28] <+AbbottGames> Alright, I’ll set the stage a little.
[20:29] <+AbbottGames> Helgeir is a burly Warmaiden with 5 POW / 2 EFF. She travels with Slick Tom, a tricky Grimlander with 2 POW / 5 EFF.
[20:30] <+AbbottGames> They find themselves ambushed by Katrats, foul chimerae of the Enemy designed to harass and scavenge, just outside of the Fortress City of Holdfast.
[20:30] <+AbbottGames> 5 Katrats attack them.
[20:30] <+AbbottGames> Katrats have 2 POW / 3 EFF and only 1 blood each, and have only their natural weapons: claws and a vicious bite.
[20:31] <+AbbottGames> An individual Katrat can’t harm Helgeir with its claws: they produce a power 2 (base) attack for 1 effort.
[20:31] <+AbbottGames> Likewise, their bites are no trouble for Helgeir. For 3 effort, a bite produces an attack with 4 power.
[20:31] <+AbbottGames> However, the other Katrats can maneuver Helgeir into disadvantage, expending 1 effort to reduce her defensive power by 1 with respect to a current attack.
[20:32] <+AbbottGames> So, during the antagonists’ turn, the 5 Katrats could either attack Slick Tom and retain some effort for defense, or go after Helgeir as a group using maneuvers and all-out bites.
[20:33] <+AbbottGames> They can produce an attack with greater than 5 power by using bite (4) as an all-out effort (+1=5) and having another Katrat maneuver (5-1=4).
[20:33] <+AbbottGames> The result: Helgeir’s defensive power of 4 is less than the all-out bite of 5, and she loses one blood.
[20:34] <+AbbottGames> She could choose to accept the blow, or defend (1 effort for +1 defensive power) and miss out on that effort during the attack.
[20:34] <+AbbottGames> And that’s the essentials: questions?
[20:35] <~Dan> So you can spend EFF to increase effective POW?
[20:35] <~Dan> (Sorry. I seem to be a bit dense this evening. -_- )
[20:35] <+AbbottGames> All-out actions set effort to 0 after the completion for a +1 bonus.
[20:36] <+AbbottGames> And your allies can spend 1 of their effort to assist by decreasing the target’s defense.
[20:36] <+AbbottGames> Otherwise, the attack power is what it is.
[20:36] <~Dan> How quickly does EFF regenerate?
[20:37] <+AbbottGames> Each round, every character has the EFF pool replenished to equal EFF score.
[20:37] <+AbbottGames> (top of the round)
[20:37] <+AbbottGames> Rounds consist of all players taking all actions in any order, then all antagonists doing the same.
[20:38] <+AbbottGames> If ambushed, it’s the same deal but with antagonists going first.
[20:38] <~Dan> (brb — please continue)
[20:39] *** Dan is now known as Dan-brb
[20:39] <+AbbottGames> (will do!)
[20:39] <+AbbottGames> What else can I talk about?
[20:40] <+AbbottGames> Any questions raised by the discussion so far?
[20:43] <&Silverlion> Do weapons, ro tools impact Pow/Eff?
[20:43] <&Silverlion> or..
[20:43] <+AbbottGames> They do!
[20:44] <+AbbottGames> Melee weapons have an effort cost to use, and provide a bonus to the player’s POW for attacking.
[20:44] <~Dan-brb> (back, sorry)
[20:44] *** Dan-brb is now known as Dan
[20:44] <+AbbottGames> Ranged weapons have an effort cost for a flat attack power return
[20:44] <+AbbottGames> (no problem)
[20:45] <+AbbottGames> Spells gained from descriptors largely function either as a ranged weapon or as a buff or utility.
[20:45] <&Silverlion> This system holds up for all encounters/situations?
[20:46] <+AbbottGames> There’s a way to handle anything presented in a traditional RPG within the rules. The only thing it has trouble with is the party separating during a combat, which requires the GM to make some interpretative rulings on distance, as the system is inherently without adjudicated position (no grid).
[20:46] <+AbbottGames> That situation requires a liberal interpretation of the “running” tag, but functions.
[20:46] <~Dan> You mentioned “spells”. Are they literal spells, or “sufficiently advanced” science?
[20:47] <+AbbottGames> Sufficiently advanced science (great reference!).
[20:47] <+AbbottGames> It’s the bloodiron producing plasma, or hardening, or etc.
[20:48] <+AbbottGames> There’s a faint whiff of Lovecraft over the setting, but it’s more Thundarr than Tolkien.
[20:48] <~Dan> And are they how the various bloodlines come into play?
[20:49] <+AbbottGames> Indeed: the bloodlines have predictable effects on their scions.
[20:50] <+AbbottGames> For instance, the Lazormancers activate technomagic items for less effort, begin play with one, and can access their home’s libraries.
[20:50] <+AbbottGames> Whereas Manbeasts have claw weapons always equipped, gain a special attack, and fall unconscious rather than become casualties when reduced to 0 blood.
[20:51] <+AbbottGames> All due to black box nanobot action.
[20:51] <&Silverlion> Except Thundarr is more progressive than metal…:D
[20:51] <&Silverlion> Anyway…still cool.
[20:51] <~Dan> How gonzo are the technomagic items?
[20:51] <+AbbottGames> Everything is gonzo, the technomagic no exception.
[20:52] <+AbbottGames> They range from some of the usual suspects, like the Cloak and the Field Storage Module, to the Lazorblastor and Stim-Upper.
[20:54] <~Dan> What is the average tech level like?
[20:55] <+AbbottGames> The settlements of human survivors have access to firearms and electricity, but do not have reliable access to fuel or computers. The Lazormancers have a university dedicated to reclaiming technology atop a mesa, but otherwise it’s pretty much sword and sorcery with firearms.
[20:56] <+AbbottGames> Most of the advanced tech is found on enemies and/or in ruins.
[20:57] <~Dan> The enemy sounds a bit like Cyberdyne Systems, but with mutants.
[20:58] <+AbbottGames> That’s about right. It’s the answer to an old question and the inside joke answer. What would happen if strong A.I. saw the internet at large? It would be in our base, killing our mans.
[20:59] <+AbbottGames> In this case it also relies on a liberal pun on the term daemon.
[20:59] <~Dan> All our base would belong to them.
[20:59] <+AbbottGames> 😛
[20:59] <+AbbottGames> Nuclear launch detected, as they say.
[21:00] <~Dan> Are all of the mutants spawned by the AI? Or are their wild varieties as well?
[21:01] <+AbbottGames> There are both. The rulebook contains an introduction, character creation including bloodlines, descriptors, and equipment, a starting adventure, a character sheet to photocopy, and a chapter of antagonist information and stat.s not unlike a monstrous manual.
[21:02] <+AbbottGames> The Enemy is responsible for Katrats, but does not control them. Others it has more direct influence over. There are also some purely coincidental antagonists unrelated to the Enemy, like the blighted race of the Morlocks.
[21:03] <~Dan> Are Katrats feline/rodent hybrids?
[21:03] <+AbbottGames> They are indeed, my little play on the traditional giant rats as first enemy. Many of the chimerae are exactly what they sound like, for instance the Bearwolfe.
[21:03] <+AbbottGames> Others are more apocryphal and outlandish, like the fearsome Skinfeaster.
[21:03] <~Dan> You should have a flying variety called Katratbats.
[21:04] <+AbbottGames> Haha I love that.
[21:04] * ~Dan bows
[21:04] <+AbbottGames> The game is set in a ruined Colorado. Perhaps the Cave of the Winds would be full of them.
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[21:05] <&Silverlion> Heh.
[21:06] <~Dan> I’m guessing mutants are pretty gonzo as well?
[21:06] <~Dan> Lazerbeam eyes gonzo?
[21:06] <+AbbottGames> The Katrat originated when the graphic designer misheard me when I was listing animals that were alive and unchanged for a different game.
[21:06] <+AbbottGames> I said, “cat, rat”
[21:06] <+AbbottGames> She was like “Katrat?”
[21:06] <+AbbottGames> It stuck.
[21:06] * ~Dan chuckles
[21:07] <+AbbottGames> They definitely are! The Skinfeaster, the Ligertek, the Dragon: all chimerae, the latter two cybernetically enhanced for extra evil and fire.
[21:07] <+AbbottGames> I’ve mentioned the Skinfeaster twice now, I may as well describe it.
[21:07] <~Dan> Please do!
[21:07] <+AbbottGames> Let’s see if the buffer will allow me a copy-paste from the text…
[21:08] <+AbbottGames> For those that wander beyond the confines of mankind’s walled encampments, there is a shadow of fear that stalks every shadow, waiting to unleash this perverse brutality of the Enemy upon the unwary. No weapon in the Enemy’s chimerical arsenal embodies this lurking nightmare more than the Skinfeaster.
[21:08] <+AbbottGames> Built from myriad creatures of the old world, the Skinfeaster is a terror weapon composed of all of mankind’s oldest ancestral fears. Combining coyote, rattlesnake, panther, mosquito, antlion, humboldt squid, orangutan, and vampire bat into one abomination, the sight of a Skinfeaster is enough to drive lesser men into a fit of hysterical fear. The creature’s
[21:08] <+AbbottGames> Five legs, seven arms, three tails, two heads, four tentacles, and six eyes amount to one awful way to die.
[21:08] <+AbbottGames> POW 4 / EFF 7 / BLOOD 4 Claw, bite Sinister, unforgiving, skulking, sneaky, bushwhacking, backstabbing, vampyrik, furious. Affinity: foul ochre
[21:10] <+AbbottGames> My dear friend Dan did an excellent illustration, but I’m afraid it’s not in a format I can easily post here.
[21:11] <+AbbottGames> Daniel Pindell, that is. Not the Dan here present.
[21:11] <~Dan> I figured that out. 🙂
[21:12] <~Dan> Sounds pretty impressive, at any rate. 🙂
[21:12] <+AbbottGames> I’m in love with his illustration work. We’ll likely work together on the next project as well.
[21:13] <+AbbottGames> It’s a tip of the hat to some of those old “what am I even looking at, here?” monsters from the old days. The sort that ended up in “WTF D&D” over on somethingawful.
[21:13] <~Dan> 😀
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[21:14] <~Dan> What are the capabilities of the cyborgs and androids?
[21:14] <~Dan> (Howdy, Sam!)
[21:14] <&Sam> (Hola. Just stopping by for a bit.)
[21:15] <+AbbottGames> Soldiers enhanced with cybernetics were easily corrupted by the Enemy, becoming his army of skeletrons.
[21:15] <+AbbottGames> They compare favorably to humans, with some inherent armor.
[21:16] <+AbbottGames> Which reminds me: armor! Armor provides a flat bonus to defensive power. Wearing armor penalizes effort. Ironlords are penalized less.
[21:16] <+AbbottGames> Cyborgs get some for free, and have better stat.s than mere men but worse than a player character.
[21:18] <+AbbottGames> Having launched most of Its enriched nuclear materials in The Day the Stars Fell as a first strike on mankind, the Enemy uses corrupted bloodiron to power his mechanical creations. Skeletrons and meatmachines embody this most directly.
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[21:20] <+AbbottGames> (And hello, Sam!)
[21:20] * &Sam waves.
[21:20] <~Dan> In concrete terms, what do you see as POW and EFF signifying?
[21:22] <+AbbottGames> So, all player characters have superhuman speed, strength, and intelligence. For these masters of bloodiron, the limiting factor on their physical force is force of will; likewise, the limit on celerity is effort.
[21:22] <+AbbottGames> From a preliminary of the rulebook:
[21:22] <+AbbottGames> Power (POW) is strength of both body and will. A character with a low POW might still be physically fit as compared to mere mortals, similar to an average, normal human in real life. A character with high POW has strength, resilience, and intensity that far surpasses the natural limits of the human body. Perhaps thickly muscled, or perhaps showing no outward
[21:22] <+AbbottGames> changes until called on to lift tons or withstand bullets unharmed. POW is the basis of the strength of attacks and defense, and POW can solve hardships
[21:22] <+AbbottGames> Effort (EFF) is mental acuity, reaction time, and the nearly preternatural ability to act at the speed of thought. A character with a low EFF is within normal human limits, whereas a character with a high EFF has a degree of genius and instinct that dwarfs even the greatest of our time. Characters with high EFF are canny, sharp, and ready for anything. EFF de
[21:22] <+AbbottGames> gree of genius and instinct that dwarfs even the greatest of our time. Characters with high EFF are canny, sharp, and ready for anything. EFF determines how many actions your character can take in a turn, and EFF can solve traps.
[21:23] <+AbbottGames> (sorry for the line breaks: think I found the buffer limit :P)
[21:25] <~Dan> Solve traps?
[21:25] <+AbbottGames> Yes, I break dangerous circumstances into two rough categories, hazards and traps.
[21:26] <+AbbottGames> Hazards test POW, traps test EFF unless a creative solution is put forward.
[21:27] <~Dan> Ah, I see.
[21:27] <+AbbottGames> High EFF represents the character finding a solution to the trap in the heat of the moment, such as disarming a tripwire or dodging falling rocks.
[21:29] <~Dan> Are there any mutated humans?
[21:30] <+AbbottGames> There are: the Morlocks are the primary example.
[21:30] <+AbbottGames> These wretched beings survived the nuclear attacks, but not unscathed. They live in the ruins of the once-great cities of men, eking out an existence through scavenge and cannibalism for many short, brutish generations.
[21:31] <+AbbottGames> Now they are lean, hungry creatures with drooping mouths full of fangs and wiry muscles beneath slack, grey skin.
[21:31] <+AbbottGames> While not aligned with the Enemy, they are an omnipresent danger of the wastelands, particularly when venturing through ruins.
[21:32] <+AbbottGames> Their appearance is often the precursor of an attack by the Enemy, as they are driven from their holes by the advance of Its armies.
[21:33] <+AbbottGames> It is also hinted at extensively that all of the survivors are mutated to some extent, with the lifespans of mere men shortened by fallout and malnutrition and their gene pool altered by island effect.
[21:33] <~Dan> Can mutations match the power of bloodiron?
[21:34] <+AbbottGames> In some respects yes, in others no. The greater ferocity and celerity of mutants can be similar to that of a master in one attribute, but bloodiron’s greatest strength is its ability to adapt its host without the need for generations to pass.
[21:35] <+AbbottGames> However, some of the Morlocks have attained a faint echo of bloodiron’s power, likely through cannibalizing fallen, junior masters.
[21:35] <+AbbottGames> (Some Morlocks get one descriptor and a slight attribute buff)
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[21:36] <~Dan> (Howdy, Lin_Chong!)
[21:36] <~Dan> Can PCs be mutated and/or cybernetically enhanced?
[21:37] <+AbbottGames> Cybernetic enhancement would risk the influence of the Enemy, and bloodiron protects PCs from mutation through cellular repair.
[21:38] <~Dan> Ah… So are all cyborgs baddies by definition?
[21:38] <+AbbottGames> If the PCs become mutated by the enemy or have mechanical parts grafted on, they would resemble one of two antagonists built on those respective premises.
[21:39] <+AbbottGames> The setting paints in broad strokes, pitting the PCs against a world that wants them and everyone else dead. Only characters that continue to champion the cause of humanity are supported in the core rulebook.
[21:39] <+AbbottGames> (I hint here at expansion content, intentionally, but it’s on the very distant horizon :P)
[21:39] <~Dan> Heh. 🙂
[21:40] <~Dan> How common are those with bloodiron?
[21:41] <+AbbottGames> Highly uncommon, but not unheard of. Roughly 10% of the surviving humans. Initially it was far less, a mere 68 individuals, but those with survive better than those without.
[21:41] <~Dan> That makes sense.
[21:42] <+AbbottGames> Most of the notable human settlements are clustered around an encampment aligned with one or more bloodlines for that reason.
[21:42] <+AbbottGames> The masters are the protectors of the vestiges of humanity.
[21:43] <+AbbottGames> The Grimlands (once the Great Plains) are home to one major all-human settlement, but it’s partially ruined due to Morlock and Beastman raids.
[21:43] <~Dan> Sounds like a pretty black-and-white setting morally. Fair statement?
[21:43] <+AbbottGames> It’s detailed in the starting adventure provided in the core book.
[21:43] <+AbbottGames> Fair statement.
[21:44] <+AbbottGames> More than black and white it’s perhaps black and red.
[21:44] <~Dan> Heh. 🙂
[21:44] <+AbbottGames> The heroes aren’t necessarily good people, they are just survivors.
[21:44] <+AbbottGames> But yes, it’s hard to sympathize with the Enemy, and the book is written from the perspective of members of a human civilization living in fear of It.
[21:45] <+AbbottGames> They see those that side with the Enemy as traitors to the species.
[21:45] <+AbbottGames> For the purposes of the core book, this is the only acceptable viewpoint.
[21:45] <~Dan> Oh, I meant to ask earlier: Any psionics in the setting?
[21:46] <+AbbottGames> Not as such, but there are some sufficiently advanced technologies along those lines.
[21:46] <+AbbottGames> The telekinsor, for instance, is a headband that provides telekinesis to the wearer, primarily for use in open actions.
[21:46] <+AbbottGames> How and why are not known to the inhabitants of the broken world.
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[21:47] * ~Dan nod
[21:47] * ~Dan nods, even
[21:47] <+AbbottGames> Haha
[21:48] <~Dan> So what remains of regular time, is there anything we haven’t covered that you’d like to bring up?
[21:48] <+AbbottGames> I left the morality straightforward, provided minimal PvP encouragement, and simplified the system for three main reasons: because I could, so it would be faster, and to make it more approachable to new players.
[21:48] <+AbbottGames> I don’t think so, except that perhaps this would be a good time to provide some links.
[21:48] <~Dan> Please do!
[21:49] <+AbbottGames> (Link: http://mastersofbloodiron.com/)http://mastersofbloodiron.com/ is the website for the game. It is essentially posterware, but provides an overview, news, links, a contact form that goes right to me, and the mailing list signup.
[21:49] <+AbbottGames> (Link: https://www.createspace.com/5552387)https://www.createspace.com/5552387 is the best place to buy a print copy. You can also search Amazon for the same.
[21:50] <+AbbottGames> A kindle version is forthcoming, but requires some tinkering with format before it will be available.
[21:50] <+AbbottGames> When it does, the news and relevant link will appear on (Link: http://mastersofbloodiron.com/)http://mastersofbloodiron.com/ and be posted around the internet.
[21:51] <+AbbottGames> Lastly, if you or any later readers have any questions about the game, I can be reached at firstname.lastname@example.org directly.
[21:51] <~Dan> Thanks, AbbottGames!
[21:52] <+AbbottGames> Thanks for having me, Dan! Thanks, RPGnet!