[19:03] <+JohnDKennedy> Hi everyone! My name is John D. Kennedy and I’m with Smug Pug Games. We are a tabletop game company and we are running a Kickstarter for Pulsars, a game of scifi heroics in the far future!
[19:03] <+JohnDKennedy> (Link: https://www.kickstarter.com/projects/419372046/pulsars-tabletop-roleplaying-game)https://www.kickstarter.com/projects/419372046/pulsars-tabletop-roleplaying-game
[19:03] <+JohnDKennedy> Should I go into more detail?
[19:04] <~Dan> Totally up to you. 🙂
[19:04] <~Dan> You can stop there and open the floor to questions, or you can tell us more. 🙂
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[19:05] <+JohnDKennedy> I’ll explain Pulsars first then. 🙂 Pulsars is set in the far future, where mankind has been driven back to our spiral arm of the galaxy by the great Enemy. The Enemy, who is both an actual entity and a faceless concept perpetuated by propaganda, is winning his war.
[19:05] <+JohnDKennedy> Standing against them are the Pulsars, guardians who are given powerful Suits that modify their abilities and make whatever they are good at better.
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[19:06] <~Dan> (Welcome to #rpgnet, Ares!)
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[19:06] <+JohnDKennedy> It makes a soldier have the ability to take on a battleship, it makes an investigator able to analyze a crime scene within seconds, it makes a field surgeon sterilize a crater and allow him to perform emergency surgery in the worst circumstances, and it allows engineers to replicate parts they need to fix holes in battleships.
[19:08] <+JohnDKennedy> The game is not just about combat, though. The game stresses investigation, as well as looking at the concepts of PTSD and emotional stress. In Pulsars, you are someone who is on the firing line against a massive evil, and though your suit gives you incredible abilities, the struggle against it gives them Strain.
[19:09] <+JohnDKennedy> Anyone have any questions? 🙂
[19:10] <~Dan> Thanks, JohnDKennedy!
[19:10] <+ScrawlbytheSea> I got one. 🙂
[19:10] <~Dan> Welcome to #rpgnet, ScrawlbytheSea!
[19:10] <~Dan> Ask away. 🙂
[19:10] <+ScrawlbytheSea> How much of Pulsars is sandbox and how much is metaplot?
[19:10] <&Silverlion> So we talked about inspirations, would you care to list them “officially” so to speak?
[19:11] <+CosmGames> I have a question about the PTSD angle
[19:12] <~Dan> Go ahead, CosmGames! Then we’ll have a question pause to let JohnDKennedy catch up. 🙂
[19:12] <+JohnDKennedy> ScrawlbytheSea: The metaplot seems huge and intensive, but the galaxy is the stomping grounds for adventures. What I want to do is have players look at the metaplot, get inspired to make characters, and then build their Free Zones and go out and explore.
[19:13] <+JohnDKennedy> The Enemy employs many different villains, and it’s easy for GMs to put their favorites in or to come up with new ones.
[19:13] <+JohnDKennedy> As for the Pulsars themselves, there are many factions and kinds of Pulsars that you can make, so you don’t have to feel like you must make the “front like garrison soldier” if you wish to be an explorer.
[19:13] <+JohnDKennedy> Did that answer your question, Scrawl?
[19:13] <+CosmGames> As someone who has suffered PTSD, though not from wartime, how much choice do players have in the way their Stress is represented or manifested?
[19:14] <+ScrawlbytheSea> Yep. 🙂 Thanks!
[19:14] <+JohnDKennedy> I”ll answer Cosm then Silverlion. 🙂
[19:14] <+CosmGames> (^I’m curious how much choice…)
[19:15] <&Silverlion> No worries 😀
[19:15] <+JohnDKennedy> PTSD is a very personal subject to me because of family members and friends who deal with it. I’m careful not to say suffer because in my talks with them I don’t want to give the impression that people who have it always “suffer” and need protection.
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[19:16] <+JohnDKennedy> Stress is the way the game keeps track of how a character is affected by their life as a Pulsar. When you take on the Suit, you know that your role ends only two ways: You are either drummed out, or wiped out. It’s like the mythical knights of legend, where you know what deal you are signing up for.
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[19:17] <+JohnDKennedy> Stress is both emotional and physical in the game. (Just explaining this before literally answering your question, Cosm!) It reflects what you go through, and how hurt you can become by the things you see.
[19:18] <+JohnDKennedy> As for choice, the game is not about hammering down the players and making them feel like their characters will always suffer if they play the game. I’m not wanting to force people to go through trauma.
[19:18] <+CosmGames> Good!
[19:18] <+JohnDKennedy> And I especially don’t want people who deal with these issues to feel like the game is forcing them to take on more. It’s meant to be empowering.
[19:19] <+JohnDKennedy> I want players to realize that in a fictional game in a fictional world, even their players can deal with real world issues and find ways to cope, resolve, and power through them.
[19:19] <+JohnDKennedy> Which is a fine line to walk to be sure; early on, when talking with people like Shoshanna Kossock, I learned that there is a risk of erasing and negating people’s real world issues by going this route. Because the Suits boost you and give you powers, it can make a crippled man walk, or replace lost limbs.
[19:20] <+JohnDKennedy> That’s why Suits can be tailored by the player, so that a man who has lost the use of his legs can have his Suit take the form of a powered chair that moves him about, or a woman who has lost an arm can still choose to only have one arm. But be completely badass while they do it!
[19:20] <+JohnDKennedy> Did that answer your question?
[19:21] <+CosmGames> Absolutely! Thanks, and I’m glad you’re approaching this with sensitivity and respect. I just backed it, and will be happy to give it a shoutout to Crucible backers
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[19:22] <~Dan> (Howdy, Serah!)
[19:23] <&Silverlion> Seems kinda dark…
[19:23] <+JohnDKennedy> Silverlion: My inspirations for this game are many, but lets go with the obvious ones: Green Lantern, Iron Man, Guardians of the Galaxy, HP Lovecraft, Annihilation by Dan Abnett, and Lensman. I’ve always loved space operas and cosmic level heroes.
[19:23] <+JohnDKennedy> OH, and Nova Corps.
[19:24] <+JohnDKennedy> Ever since I was a kid, I was introduced to Green Lantern and it’s shaped me over the years. 🙂 When I set out with Schoon and Woerner in making Pulsars, I wanted to bring in the cool aspects of cosmic level heroes while making the game be so much more than generic pulp.
[19:25] <+GenoFoxx> what no Might Orbots?
[19:25] <+GenoFoxx> Mighty
[19:25] <&Silverlion> Understood. How do you empower characters to make this strain and such work? (Ie What do the mechanics do?)
[19:26] <+JohnDKennedy> @Silverlion: It can be. The game is meant to touch upon sensitive issues, but also be fun.
[19:26] <+JohnDKennedy> (referring to the dark thing) The game has a universe of villains and an Enemy that is the size of a moon that controls most of the galaxy under his thumb.
[19:27] <+JohnDKennedy> But the cool parts of the setting are the cosmic elements, and players get to race across the coronas of stars to catapult themselves across the universe while kicking butt.
[19:28] <+JohnDKennedy> Next question: Strain comes out in two ways, Physical and Emotional. Physical Strain can affect abilities, and sometimes can shut down cool powers that player has until it is resolved. In short, it’s the literal physical wear and tear a body is put through.
[19:28] <+ScrawlbytheSea> (When you get to me again) What’s the biggest obstacle you’ve faced with getting this game this far off the ground?
[19:29] <+JohnDKennedy> A Suit is hardwired into the body and in the future, many of these Suits have been hodgepodged together or are relics that they do not understand how to fix anymore. So imagine if I told you that you get to be mentally liked with an F-35, but the Engine is from a Porche, the guns are Chinese, and the fuel it takes is a mixture of moss and diesel fuel.
[19:30] <+JohnDKennedy> Emotional STrain comes out as quirks and phobias that the player develops, and these are a result of dealing with the stress of being involved in intense situations and brutal combats. An Investigator Corpsmen who spends his time trying to solve Cthonic crime scenes that literally warp physics each time you observe them may find his brain stretched.
[19:30] <+JohnDKennedy> Or a Mercy Corpsmen who spends their free time in their Free Zone synthesizing water and blankets for the millions of people there may feel helpless and exhausted from the ordeal.
[19:31] <+JohnDKennedy> Strain builds up slowly, though if a player is ever “Taken Out” they automatically develop a Quirk. And no, we aren’t married to that term, and will probably change it.
[19:31] <+JohnDKennedy> Did that answer your question?
[19:32] <&Silverlion> Somewhat…how do you measure their abilities? Stats? Skills? Traits?
[19:32] <~Dan> Actually, can you hold that question for just a sec, Sil?
[19:32] <&Silverlion> In H&S stress becomes fallout, which being a classic superhero game recovers.
[19:32] <&Silverlion> Yes!
[19:32] <~Dan> Let’s get ScrawlbytheSea’s question answered, then we’ll get into the system.
[19:32] <+JohnDKennedy> Ok! On to ScrawlbytheSea.
[19:33] <+JohnDKennedy> The biggest obstacle we’ve had with getting the game off the ground is that often when we try to talk to people about it, people start to turn off when I mention “scifi heroics.”
[19:34] <~Dan> That’s a shame.
[19:34] <~Dan> Some people have no appreciation for Big Damn Heroes.
[19:34] <&Silverlion> Shame indeed.
[19:34] <+ScrawlbytheSea> You’d think with the popularity of things like Stargate, Star Trek, Star Wars, Firefly… that’d be a plus.
[19:34] * &Silverlion loves big damn heroines 😀
[19:35] <+JohnDKennedy> When I first started pitching it at Gen Con, people were up front about it. “Oh, so it’s Green Lantern. I hate space stuff.”
[19:35] <+JohnDKennedy> Or “sounds like a war game. Why are you making a war game?”
[19:36] <+Kzar> I love scifi heroics
[19:36] <&Silverlion> Perhaps you need to find a new crowd to talk too…:D
[19:36] <+JohnDKennedy> But I’ve always wanted to do something that’s like Lensman, but can also be much more than that. I’m not saying a lot of stuff like that is shallow, but I wanted Pulsars to be something people could dig on all kinds of levels.
[19:36] <+JohnDKennedy> And be fun to play, too!
[19:37] <~Dan> Cool. 🙂
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[19:37] <+JohnDKennedy> And, well, money is an issue.
[19:37] <+GenoFoxx> “I hate space stuff’ wow…if that’s doesn’t explain the oversaturation of fantasy games I don’t know what does
[19:37] <+JohnDKennedy> But we plan on publishing even if the KS fails to work.
[19:37] <&Silverlion> I understand that money..
[19:37] <&Silverlion> is the root of all problems 😀
[19:37] <+JohnDKennedy> It will be a smaller version of the game, but we will still try to have it out by Gen Con.
[19:37] <+JohnDKennedy> Did that answer your question?
[19:38] * ~Dan quietly casts Summon Game Author…
[19:38] <+JohnDKennedy> But I’m already here! o.o
[19:38] <+ScrawlbytheSea> Unfortunately. My follow-up is “what the hell is wrong with people? ‘Don’t like sci fi’ my left eye”. But we probably don’t have time to get into that. ^_^
[19:38] <&Silverlion> He is indeed.
[19:38] <+JohnDKennedy> lol
[19:39] * &Silverlion is with ScrawlbytheSea
[19:39] <&Silverlion> I’m a bit burned out on fantasy…been doing it for MANY years..:D
[19:39] <~Dan> So! As per Sil’s question, let’s take a look at the system. Do you by any chance have a character sheet we could see?
[19:39] <~Dan> And/or a sample character?
[19:40] <+JohnDKennedy> I have a sample character, but no character sheet yet. We’re finalizing the design before we get the sheet commisioned, but I know some amazing guys who I can pay to help us make it.
[19:40] <+JohnDKennedy> Let me bring up one.
[19:40] * &Silverlion sorrowfully must run for a few.
[19:40] <&Silverlion> Ill be back.
[19:40] <~Dan> Take care, Sil!
[19:41] <+JohnDKennedy> OK! Do you want me to save yoru question or answer it now?
[19:41] <+JohnDKennedy> your*
[19:42] <~Dan> He may have already stepped away. Let’s proceed with his question. Worst case, he can read the log.
[19:42] <+JohnDKennedy> Ok!
[19:43] <+JohnDKennedy> So there are Abilities, Skills, Talents, and Arrays. Sounds like a lot, but there’s not a lot of complication there, and ABilities and Skills are the most important parts.
[19:43] <~Dan> (Oh, do you have that sample character posted?)
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[19:44] <~Dan> (Howdy, APKlosky!)
[19:44] <+APKlosky> ah ha! I made it!
[19:44] <~Dan> (This is the game author I was summoning a minute ago. 😉 )
[19:44] <+JohnDKennedy> How do I post it?
[19:44] <~Dan> You can just post the URL.
[19:45] <~Dan> Assuming it has one, of course.
[19:45] <~Dan> (JohnDKennedy, meet my buddy APKlosky, author of Cold Steel Wardens, the Iron Age supers game.)
[19:45] <+JohnDKennedy> I don’t have it posted anywhere, sadly. I have the character sheets from Gen Con though.
[19:45] <+APKlosky> Ahoy, John!
[19:45] <+JohnDKennedy> Hi APKlosky!
[19:45] <~Dan> That will work, re: GenCon sheets.
[19:46] <+APKlosky> just took a look at your KS page–that’s a spiffy idea, there!
[19:47] <+JohnDKennedy> I mean I don’t have the sheets posted anywhere but on my Drive account.
[19:47] <+JohnDKennedy> Note to self: Consider publishing them in the next Update.
[19:48] <~Dan> No worries!
[19:48] <~Dan> Let’s take this a bit at a time, then. What are the attributes?
[19:48] <+JohnDKennedy> But Skills are where the Wager system comes into play
[19:48] <+JohnDKennedy> Athletics, Intelligence, Social, STamina, and Psyche.
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[19:49] <~Dan> (Howdy, Le_Squide!)
[19:49] <&Le_Squide> (Hey Dan!0
[19:49] <~Dan> Mind if I stop you there for just a sec?
[19:49] <+JohnDKennedy> Sure!
[19:50] <~Dan> Does Athletics cover both strength and agility, and if so, how do you distinguish between the two?
[19:52] <+JohnDKennedy> Abilities come into play when there isn’t a relevent skill to use, so Athletics does cover both strength and agility.
[19:52] <+JohnDKennedy> It refers more to your build.
[19:52] <+APKlosky> how comprehensive is the skill list, then?
[19:53] <+JohnDKennedy> Right now we have 14 skills, just to cover some of the basics.
[19:54] <+JohnDKennedy> Because Skills are important for making wagers
[19:54] <+APKlosky> *nods* i like that idea of a mechanic–the more you want to do at once, the harder it is
[19:54] <+JohnDKennedy> And we wanted people to have a broad list to tailor their character. A player can also get Specializations later to help define a skill.
[19:56] <~Dan> Would this be a good point at which to describe the core mechanic?
[19:56] <+APKlosky> I like a tight skill list, but at my best, I’ve never been able to get it down to less than 16.
[19:56] <+APKlosky> oh, yes please—sorry–didn’t mean to bogart the conversation there
[19:56] <~Dan> No! You’re fine. 🙂
[19:57] <~Dan> I was only asking because I wasn’t sure whether John though we should cover the other character elements first.
[19:57] <+APKlosky> yes, please–start at the top, if you can.
[19:58] <+JohnDKennedy> Well, the Wager system is the most important part of the setting.
[19:58] <+JohnDKennedy> Because it allows for the players to have some narrative control on the plot.
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[19:58] <+JohnDKennedy> In the game, you can make Wagers against how many successes you will get on a skill check.
[19:58] <~Dan> (Howdy, BlasterKyubey210!)
[19:59] <+BlasterKyubey210> Wagers? Sounds insane/gutsy
[20:00] <+JohnDKennedy> WEll, for example, say you are investigating a crime scene.
[20:00] <+JohnDKennedy> And you want to get more information or even introduce your own information towards the plot.
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[20:00] <+Sharpe> Hello!
[20:00] <+JohnDKennedy> Remember that Wagers can’t be used to go “I made my roll, so I win, and the guilty person was Dan.”
[20:00] <~Dan> (Howdy, Sharpe!)
[20:00] <+Sharpe> (Sorry. Hi. :-))
[20:01] <+JohnDKennedy> But they can be used to add your own control to make it os the player can feel like their skill checks effect the scene more. So for example, I’m the investigator, and the GM tells me I need one success to learn info from the scene.
[20:01] <~Dan> (Sharpe: Tonight’s guest: (Link: https://www.kickstarter.com/projects/419372046/pulsars-tabletop-roleplaying-game?ref=nav_search)https://www.kickstarter.com/projects/419372046/pulsars-tabletop-roleplaying-game?ref=nav_search )
[20:02] <+JohnDKennedy> I”ll Wager I get three successes, and the first success gives me the info I need from the scene, the second success lets me add that the police are amazed at my skill and offer me more support, and the third is that I find a scrap of evidence tying the killer int he scene to a local syndicate I hate.
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[20:02] <+JohnDKennedy> If you make three successes, you get all those results. If you fail, you get Complications, which is the GM putting negative qualifiers on the scene.
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[20:03] <~Dan> (Howdy, JamesGillen!)
[20:03] <+JamesGillen> HowDEE
[20:03] <+APKlosky> a complication might be like….what?
[20:04] <&Silverlion> Neat sounding..
[20:05] <+JohnDKennedy> A Complication for that scene might be “The police take offense to your interference and demand you leave” or “You find evidence implicating the local mob, but it’s ruined while trying to recover it.”
[20:05] <+JohnDKennedy> Hi new people!
[20:05] <+APKlosky> okay, that makes sense
[20:05] <~Dan> So the complication relates to the wager? The desired effected gone awry?
[20:06] <+APKlosky> it seems like it turns your successes into “Yes, but…” sort of statements
[20:07] <+JohnDKennedy> That’s a good way to describe it.
[20:07] <~Dan> What sort of dice are we talking?
[20:07] <~Dan> And what sort of rolling mechanic?
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[20:08] <~Dan> (Howdy, Frankto!)
[20:10] <+JohnDKennedy> The game uses d6s and a success is scored on a 5 or 6.
[20:10] <+JohnDKennedy> Specializations can lower the numbers you need for a success.
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[20:11] <~Dan> (wb, ScrawlbytheSea!)
[20:12] <+APKlosky> how specific is a specialization, compared to a skill?
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[20:13] <+JohnDKennedy> Pretty specific, because it refers to something your character is specifically good at.
[20:13] <+JohnDKennedy> Like I can take the Specialization of Hacking for Computers.
[20:13] <+APKlosky> okay…
[20:14] <+APKlosky> or maybe something like “plasma blaster” for a shooting skill?
[20:15] <+JohnDKennedy> You can! That might be your thing, where you are the best shot in the galaxy.
[20:15] <+APKlosky> *nods* okay, that makes sense
[20:15] <~Dan> You mentioned Talents and Arrays earlier?
[20:17] <+JohnDKennedy> Talents are bonuses that you get from choosing bonuses at character creation that help better tailor your character. Similar to Merits from World of Darkness, they help go into more detial about the character.
[20:18] <+JohnDKennedy> detail*
[20:18] <+JohnDKennedy> Arrays come from your Suit, and are what powers you get depending on how you build it.
[20:18] <+APKlosky> pseudo-feats/advantages/masteries/edges?
[20:19] <~Dan> What sorts of Arrays are available?
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[20:20] <~Dan> (Welcome to #rpgnet, Harbin!)
[20:20] <+JohnDKennedy> APLKlosky Yep! Things that give you a little something that narratively doesn’t come out from the abilities and skills. Like Rank, Sure Shot, Crackerjack, etc.
[20:21] <+JohnDKennedy> @Dan Let me pull up a list! 🙂
[20:21] <+APKlosky> gotcha, making sense on my end.
[20:21] <+JohnDKennedy> Anita Cole, our protagonist, has the Frontline Combat and Command Suite Arrays for her armor. She’s great at fighting, but also has the ability to better coordinate other players and give them bonuses.
[20:23] <+JohnDKennedy> Jhaxar Kuln, a fan favorite from the playtests, has the Marathon Class Mods that make him faster and run up walls, and the Duelist Package Arrays.
[20:23] <+APKlosky> *nods* sounds straightforward there.
[20:24] <+APKlosky> it seems like these aren’t necessarily represented in the mechanics as much as, “You can do this thing that isn’t really feasible with out it”
[20:24] <+JohnDKennedy> We also have Navigator Array, Stardrive Carrier, Gatecrasher Exospecs, Graviton Manipulator, and others.
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[20:24] <&Silverlion> while I was gone are all Suits users human/
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[20:24] <~Dan> Are there any Arrays akin to standard superpowers, like super-strength, flight, energy blasts, etc.?
[20:24] <+wooboy> hi!
[20:24] <~Dan> Howdy, wooboy! Haven’t seen you in a while!
[20:24] <+wooboy> yeah been a long time
[20:25] <+JohnDKennedy> @Silverlion We’ve been going back and forth on this, but for now we have a human dominated universe with a couple of other races mixed in. Humans expanded out and became one of the largest pwoers of the galaxy, though Neohumans and Cybernauts exist. Those are genetically modified humans and people who have uploaded their brains into robots.
[20:25] <+APKlosky> cool bit of transhumanism there
[20:26] <+JohnDKennedy> Factions are more important than race when it comes to building a character, but in role play aspects racism is a big issue with living in the Free Zones.
[20:26] <+JohnDKennedy> @Dan Yep! There are.
[20:28] <~Dan> Can you give some idea of the scale of the PCs? You mentioned that they can take on battleships single-handedly?
[20:29] <+JohnDKennedy> Combat in the game is meant to be on a big scale. It’s not “I see two orcs in a hall way. I shoot them and take their gold.”
[20:30] <+JohnDKennedy> It’s “Two enemy squads are between us and the objective, and it looks like their Captain is out there.”
[20:30] <+JohnDKennedy> The squads have stats as a single entity, like Brute Squads from 7th Sea, while the Captain also has his own stats.
[20:30] <+APKlosky> this almost reminds me of, say Destiny
[20:31] <+JohnDKennedy> Destiny came out after we started writing Pulsars, which is why we changed Guardian Corp to Defender Corp.
[20:32] <+APKlosky> *nods* that’s fine–didn’t meant to imply any plagiarism or the like, just that it might appeal to a similar demographic
[20:32] <+JohnDKennedy> Oh that’s cool too. 🙂
[20:32] <+JohnDKennedy> I didn’t think you were.
[20:32] <+JohnDKennedy> It was one of those “No! They read my mind and copied my idea! OH HEY I CAN PLAY IT TOO!”
[20:32] <~Dan> 🙂
[20:34] <+JohnDKennedy> But combat is meant to be more epic and be like how Cosmic Heroes comic books are.
[20:34] <+JohnDKennedy> It’s never just Captain Marvel fights three Kree in the hallway.
[20:34] <+JohnDKennedy> It’s “flying through the battlefield, blasting squads of Kree.”
[20:34] <+APKlosky> it seems like there’s an interesting balance being struck here: combat is on a very epic scale, but the stuff on the KS seems to focus a lot more on investigation and the like
[20:36] <~Dan> How does damage work?
[20:38] <+JohnDKennedy> Damage is done by earning Successes in combat.
[20:38] <+JohnDKennedy> One sec, kid stuff.
[20:41] <+JohnDKennedy> Bad guys will have an Armor Rating (AR) and a Survival Rating. (SR) Armor Rating will increase the difficulty of attacks against them, while SR determines how many successes are needed to eliminate them. Their Combat Rating is how many dice they roll for their attack, and Damage Rating increases the difficulty the player needs to roll to save against the
[20:41] <+JohnDKennedy> attack.
[20:41] <&Silverlion> Simple. I like it 😀
[20:41] <+APKlosky> so, does the GM roll at all, then?
[20:43] <+JohnDKennedy> They do when they attack the players.
[20:43] <+APKlosky> ah, ok
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[20:45] <~Dan> So armor makes things harder to hit rather than reducing damage?
[20:45] <~Dan> (Howdy, GrimTheWanderer!)
[20:45] <+JohnDKennedy> Yes. To me, it makes sense to make the armor make them harder to hurt if blasted.
[20:46] <~Dan> How do weapons function mechanically?
[20:49] <+JohnDKennedy> Weapons come from parts of the suit or are acquired as gear, and they give you bonuses to your combat skills or increase the damage you do. Most attacks do one damage.
[20:50] <~Dan> Can you give some examples of adversaries?
[20:53] <+JohnDKennedy> In the game, we have the Enemy and his hordes. People who have looked at the Kickstarter have seen the massive image of the Enemy, which is that of a strange dragon floating in space.
[20:53] <+JohnDKennedy> He’s the size of a small moon.
[20:54] <+JohnDKennedy> He’s meant to be big and menacing. He’s not from our universe, and his presence in our galaxy causes physics to break down.
[20:54] <~Dan> That can’t be good.
[20:55] <+JohnDKennedy> No, his presence in our reality causes machinery to break down, and for strange powers to be employed when it seems impossible. He’s one reason why the Suits are able to function despite being so technologically impossible.
[20:56] <+JohnDKennedy> And Zarr, as he’s known, has his lieutenants who help administer over his empire as he struggles to break free.
[20:56] <+JohnDKennedy> He’s trapped in a blackhole, currently clawing his way out.
[20:57] <~Dan> How much of a bestiary to you include?
[20:57] <+JohnDKennedy> Which is impossible, but he’s an impossible creature. 😛
[20:57] <+JohnDKennedy> In the book?
[20:57] * ~Dan nods
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[20:58] <~Dan> (Howdy, Feylands!)
[20:58] <+JohnDKennedy> We plan on having 7 enemy factions, including the Reanimators of Ra’al, the Oni Hordes, the Augustine Legion, the Neutrons, and some other bad guys we hope to show off soon. 🙂
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[21:00] <+JohnDKennedy> Howdy!
[21:00] <+FaerieGodfather> Oh my god, Dan, you killed him!
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[21:00] <~Dan> -_-
[21:01] <+JohnDKennedy> Want me to explain some of them?
[21:01] <~Dan> Sure!
[21:05] <+JohnDKennedy> The Reanimators are one of the main villains, and were an enemy that the Stellar republic waged war against for years and thought they had wiped out, but they managed to hide on a few of their Cairn worlds in the galaxy.
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[21:05] <+JohnDKennedy> They specialize in rewiring organics beings into organic technology, and develop this technology into creating Necrosoldiers.
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[21:06] <+APKlosky> (sorry–stepped away for a moment)
[21:06] <+JohnDKennedy> It’s OK!
[21:07] <+JohnDKennedy> The Reanimators view all living creatures as potential spare parts to be used to build their ships and tech.
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[21:08] <+JohnDKennedy> The Neutrons are fallen Pulsars who now serve the Enemy. Their armor is old and cracked, and they survive by mixing their technology with the Enemy as well as cannibalizing fallen Pulsars.
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[21:11] <~Dan> So in teh time we have left, is there anything we haven’t covered that you’d like to bring up, JohnDKennedy?
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[21:12] <+JohnDKennedy> I can’t think of anything. 🙂 Any other questions?
[21:12] <&Silverlion> When does the KS end?
[21:13] <+JohnDKennedy> On November 1st!
[21:13] <+JohnDKennedy> (Link: https://www.kickstarter.com/projects/419372046/pulsars-tabletop-roleplaying-game)https://www.kickstarter.com/projects/419372046/pulsars-tabletop-roleplaying-game
[21:13] <+JohnDKennedy> There’s the link again. 🙂
[21:13] <&Silverlion> Sighs. Another one I’ll miss. Ah well
[21:13] <~Dan> Thanks very much for joining us, JohnDKennedy!
[21:15] <~Dan> Give me just a moment, and I’ll post the log and get you the link. 🙂
[21:15] <+JohnDKennedy> We hope to have the game out next year around the time of Gen Con whether we fund or not. 🙂
[21:15] <+JohnDKennedy> Thank you for having me!