[19:00] <+Andre[Purgatoria]> Hello! I’m Andre Gilbert!
[19:02] <+Andre[Purgatoria]> The game I’m here to talk about today is called Purgatoria: City of Angels. It’s a modern-day setting inspired by classic detective noir, pulp serials, and dark anime. Players are tasked with exploring a massive walled-in city affected by numerous covert gang wars and police corruption.
[19:02] <+Andre[Purgatoria]> The game features a brand new system that revolves around building combos out of badass action movie-esque stunts and techniques.
[19:03] <+Andre[Purgatoria]> We launched to Kickstarter three weeks ago and we’ve since gotten funded. It’s been amazing to see the positive reaction to the game.
[19:04] <+Andre[Purgatoria]> If people are curious, we have a design blog live here: (Link: http://www.purgatoriarpg.com/development-blog/)http://www.purgatoriarpg.com/development-blog/
[19:04] <+Andre[Purgatoria]> And character sheets that give a good look at the system’s logic here: (Link: http://www.purgatoriarpg.com/about-1/character-sheets/)http://www.purgatoriarpg.com/about-1/character-sheets/
[19:05] <+Andre[Purgatoria]> And character sheets that give a good look at the system’s logic here: (Link: http://www.purgatoriarpg.com/about-1/character-sheets/)http://www.purgatoriarpg.com/about-1/character-sheets/
[19:05] <+Andre[Purgatoria]> (Derp, not sure why that reposted)
[19:06] <+Andre[Purgatoria]> So! If people want to give that a look, I’d be happy to answer any questions!
[19:06] <~Dan> Thanks, Andre!
[19:06] <~Dan> The floor is open to questions!
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[19:06] <+Motulev> whats the core mechanic, what do we roll?
[19:06] <~Dan> So how much of a “weirdness factor” is there in the game?
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[19:07] <~Dan> (Welcome to #rpgnet, FreezeBug! Here for the Q&A? 🙂 )
[19:07] <~Dan> (Guess not.)
[19:07] <+Andre[Purgatoria]> Checks are determined by a dice pool consisting of d6s. Your dice pool size is equal to your topical skill ranks and attributes. Rolls higher than 4 count as successes. So, building bigger pools = better odds.
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[19:08] <+Motulev> ok
[19:08] <~Dan> (wb, FreezeBug[Purgatoria]!)
[19:08] <+Andre[Purgatoria]> And I wouldn’t say it’s ultra ‘weird’ especially given a lot of other games out there. Our goal was to make something more stylized that had a sense of urban mysticism rather than something outright bizzare.
[19:09] <+SethWoolwine> It’s actually the ideas behind the system I read about on 1d4Chan that got me interested. I am looking for a system to adapt to a setting I have been working on based on 1940s pulp adventure, spy flicks, and crime noir. So a lot of my questions are going to be more about the system than the setting (although I’d like to hear about that as well).
[19:09] <~Dan> How would you describe it, then? I assume something strange is going on, what with the wall.
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[19:09] <~Dan> Howdy, RandBrittain!
[19:09] <+RandBrittain> Good evening!
[19:09] <+RandBrittain> It’s hot, so hot.
[19:10] <+Andre[Purgatoria]> Sounds good! It’s a system that’s pretty solid for adaption because of how the core mechanics work. We put a pretty big focus on being able to generate things, so adapting it is as easy as just re-skinning those tables.
[19:10] <+Andre[Purgatoria]> And I’d say it’s more sort of mystical and dark. There’s certainly superstition regarding the wall, but it’s been up long enough that it’s just sort of a fact of life for the inhabitants of the city. There’s a lot of unknown elements that people accept as being part of life.
[19:11] <~Dan> Can you give some examples?
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[19:12] <+Andre[Purgatoria]> For instance, the city appears to be ruled by entities referred to as ‘The Four Gods’. They’re massive idealogical entites that seem to govern aspects of life within the city, but it’s unknown if they’re actually gods, the memetic faces of powerful groups, or just super politically powerful humans.
[19:12] <~Dan> (Welcome to #rpgnet, EvilJoey! Here for the Q&A? 🙂 )
[19:12] <~Dan> Interesting.
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[19:13] <+SethWoolwine> Will there be any rules or system involving vehicles (chases, driving, flying planes, jetpacks) possibly somewhere down the line?
[19:13] <+Andre[Purgatoria]> Additionally, there’s a missing district within the city that only some people seem to be able to find, and identifying it usually places it in differing (or outright impossible) areas. We wanted to play a lot with the idea of urban legends and mythology.
[19:13] * ~Dan nods
[19:13] <+Andre[Purgatoria]> There’s some stuff in place already for trains and railway adventures, seeing as trains are the primary means of transportation within the city.
[19:14] <~Dan> Are there any outright monsters or other supernatural beings?
[19:14] <+SethWoolwine> The setting is reminding me a bit of the anime Big O and the film Dark City.
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[19:14] <+Andre[Purgatoria]> Additionally, there’s mechanics for driving and operating machinery that can be adapted. At the moment, flying things don’t factor in too much, but there’s still a lot of opportunity to explore that in things like splat books.
[19:14] <+Motulev> dark city? now you have my attention
[19:15] <+Andre[Purgatoria]> There’s nothing outright supernatural. Enemies are all humans (in some form or another), even though they may be heavily modified by things like drugs or exoskeleton additions. Opportunistic criminals within the city certainly take advantage of the power that comes from coming across as supernatural, though.
[19:16] <~Dan> Exoskeletons, you say? What is the tech level in the city?
[19:17] <+Andre[Purgatoria]> There’s a large degree to which players can do things that would be physically impossible with higher level techniques, and enemies tend to react (fearfully) accordingly.
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[19:18] <+Andre[Purgatoria]> It’s a bit of a mixed tech level. There’s an understanding that the current level of technology is nothing quite near the level of power that existed pre-city. So, pre-city technology allows for insane technological feats, but it’s accordingly rare and coveted.
[19:18] <+Andre[Purgatoria]> It depends a bit on the location, as higher-up districts hoard powerful and rare technology while lower-level ones are stuck using the things that fall though.
[19:18] <+SethWoolwine> Is GM only information (like setting spoilers) going to be contained in a separate chapter or will such things be left to GM interpretation?
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[19:19] <~Dan> This sounds a bit like the game a-state, but with a 1940s rather than Victorian baseline of technology.
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[19:19] <~Dan> (wb, Stiq!)
[19:19] <~Dan> (Welcome to #rpgnet, JayMorphea!)
[19:19] <+Stiq> beep
[19:19] <+Andre[Purgatoria]> There’s not actually a huge amount of setting spoilers within the book. Most of the mysteries are left up to GM interpretation. There’s some suggestions for things, but ultimately, our goal was to focus on building a setting full of urban legends by not explaining too much.
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[19:20] <+FreezeBug[Purgatoria]> I figure I should say something, too, just so people know why I put the tag there. I do a lot of the graphic design work with Andre, so if there’s questions that end up in that field I can try to get to them, but I’ll let Andre go into the setting and mechanics end.
[19:20] <+Andre[Purgatoria]> After all, if there’s explanations to everything, the setting loses a bit of the mysticism that exists in a core level.
[19:20] <+Stiq> fun game: see how many possible explanations you can fit into the same continuity without creating contradictions
[19:20] <&Silverlion> So rather than metaplot, you left things for people to do in their home games?
[19:20] <~Dan> Are there any built-in assumptions as to who the PCs are or what they’ll be doing?
[19:21] <+Stiq> like, for example: Big Money being actually five or six different groups/people/phenomena and not all of them are allied
[19:21] <+SethWoolwine> Then a question about the art: is the setting meant to have a sort of Art Deco feel to it a bit like the 90s Batman cartoon or is it meant to be more general in the city’s architectural landscape?
[19:21] <+Andre[Purgatoria]> Yep! We figure that different groups will take different meanings out of the mysteries of the setting, and we wanted to encourage that rather than shackle people to wordy explanations.
[19:22] <~Dan> (You there, JayMorphea? 🙂 )
[19:22] <+Andre[Purgatoria]> The art deco is designed to have a certain feel to it. We’re shooting for something that feels sort of like ‘Dark City’, or ‘Ghost in the Shell’ with a lot of shadows, imposing architecture, and rainy neon lights.
[19:22] <+FreezeBug[Purgatoria]> So, from the art side, the art deco feel definitely contributes a lot to the fonts and style we’ve tried to go with. Depends on the district, I know that as you go lower things tend to get a bit more gritty and industrial.
[19:23] <+JayMorphea> (I’m here, just watching)
[19:23] <&Silverlion> Awesome Andre.
[19:23] <~Dan> (No problem. 🙂 )
[19:23] <+SethWoolwine> So far I’m getting this Gotham meets Rapture feel to it because of that.
[19:23] <+Andre[Purgatoria]> And as for built-in assumptions, there’s a lot of potential for players to engage in different things. In lieu of races, there’s ‘Origins’ which represent the character’s caste or role within the city. These origins all contain adventure hooks.
[19:23] <+EvilJoey> The uncertainty of the city is one of the coolest aspects. Even with the group of us, there have been many speculations ranging from ridiculous to possible
[19:24] <+Andre[Purgatoria]> Da, Gotham meets Rapture fits the sort of tonality.
[19:24] <~Dan> You mentioned that the system operates using d6 dice pools. What is the scale for human attributes?
[19:24] <+FreezeBug[Purgatoria]> So far the art direction has been heavily noir influenced, with minimalist color, high constrast shadows (you can see that come across in the character art), ect.
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[19:25] <+Andre[Purgatoria]> Human attributes range from 1 to 10. 1 is slightly below average for an untrained adult, whereas 10 is a borderline supernatural aptitude for something.
[19:25] <~Dan> (Welcome to #rpgnet, IronCaliber!)
[19:26] <+Andre[Purgatoria]> Player characters are implied to exist at a level of strength higher than the average citizen, although there’s boss mechanics that allow for the creation of boss enemies even more terrifying than that.
[19:26] <~Dan> And this is an attribute + skill system, correct?
[19:26] <+Andre[Purgatoria]> In regards to the art design, there’s a large degree to which the direction was inspired by Tokyo: a city full of neon lights, winding alleyways and totally inconsistent architecture.
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[19:26] <~Dan> (Howdy, MonkofLords!)
[19:27] <+Andre[Purgatoria]> Yep! Even combat rolls are simply appropriate skill checks. The combat system uses skill rolls to resolve things, as to ensure that players don’t have to learn an entirely separate rolling logic for being in and out of combat.
[19:28] <~Dan> What does the [C] represent beside certain skills? I would guess “combat” if Cunning and Deduction weren’t included. Or are they combat skills as well?
[19:28] <+EvilJoey> central skills
[19:29] <+EvilJoey> these are skills that are key for you class
[19:29] <+Andre[Purgatoria]> [C] means ‘Central Skill’. These are skills that are used at the core of a player’s combat kit.
[19:29] <~Dan> What does that mean?
[19:29] <+Andre[Purgatoria]> They level up automatically as you spend EXP, instead of having to be purchased in Skill Packs, although you can also spend EXP to raise them.
[19:30] <+Stiq> they are also, as a rule, skills that serve as that class’ default attack type.
[19:30] <&Silverlion> So the characters have “levels” over all?
[19:31] <+Andre[Purgatoria]> Sort of. Instead of using levels as milestones, players spend EXP to purchase things from their class trees.
[19:31] <~Dan> This is a class-based game?
[19:31] <+Andre[Purgatoria]> But, at certain amounts of EXP spent, players receive bonuses across the board (like increase in HP) that represent growing stronger overall.
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[19:31] <+Andre[Purgatoria]> And yes, it’s class-based. At the moment, there’s 9 basic classes and 10 advanced classes (sort of like prestige classes).
[19:31] <+EvilJoey> silverlion not exactly, you have an amount of exp points that you spend on techniques, skills, attributes, and perks that also give bonuses in areas such as hp and central skill ranks
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[19:32] <&Silverlion> Ah cool.
[19:33] <+Stiq> I have a question pertaining to central skills.
[19:33] <+Andre[Purgatoria]> Shoot!
[19:33] <~Dan> Welcome to #rpgnet, Guest13! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:33] <+Stiq> So, if I understand correctly, you can pick up a central skill that you don’t normally get by grabbing a Wild Card skill pack, right?
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[19:33] <+Andre[Purgatoria]> Yeah. Also, certain Origins or Class Perks let you grab new central skills.
[19:33] <+Stiq> okay.
[19:34] <+Stiq> From then forward: do they function like the Central Skills you already have, or can you manually buy more ranks in them
[19:34] <~Dan> What are the classes?
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[19:34] <+Andre[Purgatoria]> Instead of blowing up the chat, you can view the classes here: (Link: http://www.purgatoriarpg.com/about-1/classes/)http://www.purgatoriarpg.com/about-1/classes/
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[19:35] <+Andre[Purgatoria]> But to short list, it’s: Assassin, Brawler, Commando, Detective, Gundancer, Inventor, Martial Artist, Operative, and Sniper.
[19:35] <+Andre[Purgatoria]> Each one has a pretty pronounced role and a totally unique skill tree consisting of around 50ish options.
[19:36] <+SethWoolwine> Any hope to expand that list with splats?
[19:36] <~Dan> I notice that there’s no “science” skill. Is there a reason for that?
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[19:37] <~Dan> (Howdy, dormouse_, WonderRat!)
[19:37] <+Andre[Purgatoria]> Yep! There’s still a lot of stuff to explore. Especially if we hit stretch goals, as we’d like to include bonus classes in each of the pre-made adventures and one of the higher stretch goals is a more fantasy-based total conversion, that would open up opportunities for a lot of new classes.
[19:38] <+Andre[Purgatoria]> The lack of a ‘science’ skill stemmed from our choice to omit a scientist role as a base class. Skills that would be somewhat ‘scientific’, such as Hacking, MechOps and Deduction are all pronounced and have their own effects.
[19:39] <+Andre[Purgatoria]> That way, each class has access to science-y things without simply dogpiling one class with making all of the knowledge or support skill checks.
[19:39] <+FreezeBug[Purgatoria]> At the very least, in addition to those 9 you have the 10 advanced classes, and some of those that are still being worked on are fantastic
[19:40] <+Andre[Purgatoria]> Da, so moreof, it’s more apt to say there’s 19 total classes.
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[19:40] <~Dan> Given the presence of Hacking, I presume that there are computers?
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[19:40] <+EvilJoey> there are computers though not nearly as advanced as the ones we have right now
[19:40] <+Andre[Purgatoria]> Yep! It’s closer to 1990s closed networks though, instead of a modern-day super connected internet.
[19:41] <+SethWoolwine> I’m hoping to adapt this to a pulp adventure setting. Pretty much all of these classes fulfill most roles except a few I need, but I plan to make those on my own: pilot, explorer (Indiana Jones style), and socialite (diplomats and party-goers).
[19:42] <+EvilJoey> the diplomat one is cool you brought up since that is why there is a cunning central skill
[19:42] <+Andre[Purgatoria]> Truth be told, Explorer and Socialite can probably simply derive from the current classes. Detective can easily be rebranded into a more socially-oriented class, and one of the Advanced Classes is a Diplomat role that revolves around using social pressure to make contracts and influence showdowns.
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[19:42] <~Dan> How over-the-top is the action? Would you compare it to, say, an American summer blockbuster? A Hong Kong action flick? Something else?
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[19:44] <+Andre[Purgatoria]> Hong Kong action flick wouldn’t be a bad comparison. It’s less about explosions and more about improbably maneuvers. For instance, some low-level techniques allow for things like remaining in the air so long as you keep punching/kicking things or swatting/shooting bullets out of the air.
[19:45] <~Dan> Yeah, that’s definitely HK action. 🙂
[19:45] <~Dan> Very Feng Shui.
[19:45] <+Stiq> is… that a correct use of ‘feng shui’?
[19:46] <~Dan> It is if you’re referring to the RPG of that name. 🙂
[19:46] <+Stiq> oh
[19:46] <+Stiq> pardon, then
[19:46] <+EvilJoey> that being said, there are definitely opportunities for subtlety
[19:46] <~Dan> It’s a ridiculously over-the-top Hong Kong action movie RPG.
[19:46] <+Andre[Purgatoria]> That’s a fitting comparison. A chunk of the melee class functions were inspired by things like Tony Jaa movies. I wanted the action to feel very directed instead of cluttered and scattered.
[19:47] <+Stiq> Gundancer, also known as Revolver Ocelot on Nodoz
[19:48] <~Dan> The Gundancer puts me in mind of the Grammaton Clerics in Equilibrium.
[19:48] <+Andre[Purgatoria]> That’s a fitting comparison: Gundancer’s aesthetic certainly had a Gun-Kata inspiration to it.
[19:48] <+Andre[Purgatoria]> Designing Gundancer was a lot of fun: the goal was to make firearms come across as an aesthetically minded martial art.
[19:48] <+Stiq> ascetic*
[19:49] <+SethWoolwine> Operative makes me think of Jason Bourne. So I think i understand the kind of cinematic feel you guys are going for.
[19:49] <+Stiq> though what you said isn’t wrong, in the sense that they are _also_ very flashy and graceful, from what I can tell
[19:49] <+FreezeBug[Purgatoria]> Even the traditionally more sneaky specialist classes have a lot of skill options that can put them in the limelight for improbable feats, too
[19:50] <~Dan> How big is the city?
[19:51] <+Andre[Purgatoria]> Each of the districts (sans one) is at least the size of a mid-sized American city, and there’s 14, so it’s pretty large. Certainly enough room for a lot of varied cultures to emerge.
[19:52] <+SethWoolwine> Sweet, I can do a Warriors style campaign.
[19:52] <+Stiq> so altogether I’m picturing something the size of Maine
[19:52] <~Dan> Is getting over the wall completely impossible?
[19:53] <+Andre[Purgatoria]> The walls are designed to be difficult to escape and often have hidden security systems to discourage people from trying. It’s not impossible, but it’s risky. There’s rumors of certain passages out of the city, which can make for adventure hooks.
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[19:54] <~Dan> Do you reveal what is outside of the city?
[19:54] <+EvilJoey> getting outside the city, while difficult is not impossible, however there is nothing in the setting profile that talks at all about what is outside the city
[19:54] <+Stiq> I am picturing someone bypassing the wall only to discover that all there is for their trouble is people Mad Maxing it up while cthulu-looking things spring from the sands like landsharks
[19:55] <+SethWoolwine> Cave Johnson: “Once again, we’re in space. Not a secret.”
[19:55] <+Andre[Purgatoria]> That’s certainly a possibility. There’s nothing in the core that really details what’s outside the city except for the fact that there’s a reason the walls are in place It would be really interesting to explore with future spatbooks, though.
[19:57] <~Dan> Going back to the system for a moment, can you describe how combat works?
[19:57] <+Andre[Purgatoria]> Sure!
[19:57] <+Stiq> grab the popcorn
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[19:58] <+Andre[Purgatoria]> Combat starts with everyone rolling to determine turn order. The roll used varies at the GM’s discretion depending on what best fits the scene. For instance, a fight occurring on a train top may require Athletics to move despite air resistance or a fight in the fog may determine turn order from perception.
[19:58] <+Andre[Purgatoria]> From there, players pick which 3 attributes they’re going to use for combat. These attributes begin generating Action Points, which are used for attacks, movement, and defense.
[19:59] <+Andre[Purgatoria]> There’s a Round 0, where all parties can apply buffs, set defensive skills, and prepare for battle. After that, the battle starts proceeding down the turn order.
[20:00] <+Andre[Purgatoria]> Player turns get one Attack, one Movement, and one Defense phase. This means that players can use an Attack Technique, a Movement Technique, and a Defensive technique once per turn.
[20:00] <+Andre[Purgatoria]> All techniques have an AP cost, and players generate more AP at the beginning of their turns based on which stats they’re using for combat.
[20:00] <+Andre[Purgatoria]> When players make an attack, they can choose to modify it with combos, adding bonuses properties, attack targets, bonuses and more by spending additional AP.
[20:01] <+Andre[Purgatoria]> Additionally, when attacked, players can spend AP for class-specific dodges that allow them to avoid attacks outright.
[20:01] <+Andre[Purgatoria]> Enemies work a bit differently: mook-level enemies move in mobs and higher level enemies don’t generate AP, they just have cooldowns on their abilities to decrease GM rolling and bookkeeping.
[20:02] <+Andre[Purgatoria]> From there, it’s pretty straightforward: characters move, attack, and defend until battle is won.
[20:02] <+Andre[Purgatoria]> Additionally, characters can invoke skill checks to change the battlefield or add bonus properties for a short amount of time.
[20:03] <+Andre[Purgatoria]> That’s the general gist of it.
[20:03] <~Dan> How do weapons and armor function?
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[20:04] <+Andre[Purgatoria]> When making weapons, we really wanted cool reloads to be a thing. As it turns out though, tracking ammo is the least fun thing ever in a game with lots of shooting.
[20:05] <+Andre[Purgatoria]> So, each weapon has a special property. This can range from shutting off some of a targets defensive abilities to granting bonus AP to doing bonus damage based on ‘6’s rolled, and more.
[20:05] <+Andre[Purgatoria]> When a weapon uses this property, it’s counted as ‘expended’ and can’t the property can’t be used again until it’s reloaded. Every single weapon in the game has a unique property.
[20:06] <+Andre[Purgatoria]> Melee weapons, however, usually have passive properties designed to set them apart, although a few feature active properties that behave like guns do.
[20:06] <+maxmahem> hrm… interesting.
[20:07] <~Dan> So how is weapon damage rated?
[20:07] <+Andre[Purgatoria]> Armor uses a similar logic: instead of tracking locations for armor on their body, players have an armor slot, two armor subslots and five equipment slots. The armor slot is filled with armor that can be customized by slotting the armor subslots.
[20:07] <+Andre[Purgatoria]> Any equipment can fill the equipment slots so long as the player has room: stuff that would take up the same spot on the user’s body is just assumed to be combined.
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[20:08] <+Andre[Purgatoria]> That way, players make a more tactical choice about their overall kit instead of just picking the best overall option for each area of their body.
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[20:08] <+Andre[Purgatoria]> Weapon damage is determined in d10s. Weapons of the dame tier tend to have similar damages, so the real difference comes in weapon properties.
[20:08] <+maxmahem> can you give an example of how that works? Sounds interesting.
[20:08] <+Andre[Purgatoria]> Example of how which system works? I’d be happy to!
[20:08] <+maxmahem> The armor system I mean.
[20:09] <+Andre[Purgatoria]> Sure!
[20:09] <+Andre[Purgatoria]> Lemme’ pull up an example.
[20:09] <~Dan> The “dame” tier?
[20:09] <~Dan> I assume you mean “same”, but as this is film noir, I can’t be certain. 🙂
[20:09] <+Andre[Purgatoria]> Good catch. Haha. I meant same tier.
[20:11] <+Andre[Purgatoria]> So! As for armor, let’s take a random set of armor. For instance, the Combat Vest. This armor is designed for frontline combatants, and gives a bonus to defense against melee.
[20:12] <+Andre[Purgatoria]> The armor comes default with two slots. If these aren’t filled by custom armor add-ons, they’ll be filled by the armor’s default bonuses. In case of the Combat Vest, that’s Metal Riveting, which gives damage reduction to melee and Plastic Weaving, which increases defense against melee attacks.
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[20:13] <+Andre[Purgatoria]> If a player wanted to, they could swap out the contents of these slots for something more specific. For instance, they may want to replace the Metal Riveting with metal Torqs to increase Brawn and a Tethered Holster to allow for using multiple weapons at once.
[20:14] <~Dan> (Welcome to #rpgnet, Dad1!)
[20:14] <+Andre[Purgatoria]> Equipment that uses up armor slots tends to be more powerful (offering things like attribute bonuses) as there’s less of them. Equipment slots are varied, and these can range from skill bonuses to new mechanics, such as swapping out new attributes to use defensively.
[20:15] <~Dan> How tough are the PCs at character creation, relatively speaking?
[20:16] <+Andre[Purgatoria]> They’re be head-and-shoulders in strength above common enemies. The idea is that common enemies exist in large packs for Player Characters to stylishly mow down.
[20:16] <+Andre[Purgatoria]> A character at starting EXP value can quite possibly shoot bullets out of the air or jump a good 20 feet. The idea was to start players with fun options instead of falling to the trap of systems like D&D, where levels 1-4 are sort of dead in options.
[20:18] <~Dan> Good grief! That’s pretty impressive!
[20:18] <+Andre[Purgatoria]> That’s the goal. We want players to feel like they can do stuff from scene 1.
[20:19] <~Dan> An admirable goal, to my mind.
[20:19] <+Stiq> yeah.
[20:19] <+Stiq> Note: some (popular) RPGs get away with significantly higher starting power than even that
[20:19] <+Stiq> so this isn’t unprecedented
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[20:19] <~Dan> Oh, certainly.
[20:19] <~Dan> (Welcome to #rpgnet, Damien!)
[20:19] <+Andre[Purgatoria]> Da. I mean, we’re not going to be able to touch stuff like Exalted in how players start out in power level. Haha.
[20:20] <+Stiq> AND THEN I THROW HIM INTO THE SUN
[20:20] <+Stiq> (Exalted is the kind of game that mandates casual allcaps)
[20:20] <+ladle> My my
[20:20] * ~Dan chuckles
[20:21] <~Dan> (Howdy, ladle!)
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[20:21] <+Andre[Purgatoria]> The power scales up pretty largely though, so it’s possible for enemies to possess the same level of badassitude.
[20:21] <~Dan> What is the bleeding edge of technology in the setting?
[20:22] <+Andre[Purgatoria]> In what sense do you mean?
[20:22] <~Dan> Well, in various areas. I mean, are there “ray guns” out there? Cybernetics? etc., etc.
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[20:23] <+Andre[Purgatoria]> Nothing quite so fancy. The highest tier of technology is probably about 5-10 years out from what we have right now: nanofibers, combat exosuits, and sonar goggles. This technology is pretty rare though and can come across as outright supernatural to citizens from lower levels of the city.
[20:25] * ~Dan nodnods
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[20:25] <+Stiq> one of my favorites is shock tape
[20:25] <+Stiq> which is basically like… weird, directionally-selective rubber rape that people put on their punch-hams
[20:26] <+Stiq> tape* wow that was a typo
[20:26] * ~Dan chuckles
[20:26] <+Stiq> and thereby they simulateously punch harder and get their hands hurt less
[20:26] <+Stiq> because science(?)
[20:26] <+SethWoolwine> Boxing gloves.
[20:27] <+SethWoolwine> Designed to make your hands hurt less, so you actually end up punching more and harder.
[20:27] <+Stiq> well yes. But it’s also tape.
[20:27] <+Stiq> Which means it gets +2 to looking gritty
[20:27] <+SethWoolwine> That through science, is doing the job boxing gloves do, only better.
[20:27] <+Stiq> essentially.
[20:27] <+Andre[Purgatoria]> Hooray for science!
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[20:28] <+Stiq> Purgatoria is the kind of game where “science” is less a method of investigating the world and more something you scream when your gun starts doing weird shit.
[20:28] <~Dan> (Howdy, Lin_Chong!)
[20:28] <+Lin_Chong> (folks)
[20:29] <+Andre[Purgatoria]> That’s not terribly inaccurate. It’s somewhat built into the setting, as residents of the city aren’t entirely aware of how pre-city technology works. As it’s in a limited supply and expensive, few people are willing to take it apart to try and figure it out.
[20:29] <+Damien> Science is sort of like medicine in Purgatoria, it works and no one questions how except for the people who use it frequently.
[20:29] <~Dan> Andre, would you mind terribly if we wrapped up the “official” part of the Q&A a bit early? I’m afraid that I’m starting to fade out again.
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[20:30] <+Andre[Purgatoria]> Sure! No problem! I’d be happy to remain on here and answer any additional questions.
[20:30] <~Dan> You’re welcome to hang out and continue to answer questions as long as you like, mind you.
[20:30] <~Dan> Yes, please do!
[20:30] <~Dan> My apologies, folks. I’m back from GenCon and fighting a case of the “con crud”.
[20:31] <~Dan> I do hope those of you who showed up for the Q&A will hang out with us in the future. We’re a friendly bunch. 🙂
[20:31] <+Stiq> I will give it thought
[20:31] <~Dan> Thanks very much for spending time with us, Andre! And please do stay as long as you like.
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[20:31] <+Andre[Purgatoria]> Wonderful! Thanks for having me, Dan!
[20:32] <+ladle> Poor Dan.
[20:32] <~Dan> Certainly! I’ll get you the log a bit later this evening.
[20:32] <~Dan> ttyl, folks!