[20:01] <+ChuckGilmour> My name is Chuck Gilmour, a welder/industrial mechanic by trade, Author at heart and avid gamer of 35 years. After the Apocalypse is designed to accommodate any and all end of the world scenarios. Whether it’s the zombie apocalypse, or an alien invasion, a financial collapse, or nuclear war, you will have a clean, concise set of rules to immerse your player
[20:01] <+ChuckGilmour> Great for long campaigns or one shot scenarios, this utilizes a skills based rules set and dynamic combat system. Best of all After the Apocalypse will train your players with real world skills that will help them survive when the SHTF!!
[20:01] <+ChuckGilmour> (Done)
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[20:02] <~Dan> Thanks, ChuckGilmour!
[20:02] <~Dan> The floor is open to questions!
[20:03] <+MightyMYke> I know everyone has seen the kick starter but can you give us a brief insight on what backing your game will get us.
[20:03] <~Dan> Do you have a series of settings in the game, or do you offer a toolkit for creating your own settings?
[20:04] <+Drizzt> how are characters going to be generated and governed? class based or something else? will you have races or just “human”
[20:04] <~Dan> (Question pause after Drizzt’s question.)
[20:04] <+ChuckGilmour> Well, as far as what backing it will get you. Minimum you will be credited as a contributer in the book, but could be pre release PDF or even signed copies
[20:04] <+Drizzt> i actually havent seen the kickstarter, got link in newsfeed from facebook share
[20:04] <+ChuckGilmour> and of course a great game to play
[20:05] <~Dan> Drizzt: (Link: https://www.kickstarter.com/projects/1518499411/after-the-apocalypse?ref=nav_search)https://www.kickstarter.com/projects/1518499411/after-the-apocalypse?ref=nav_search
[20:05] <+Drizzt> thanks dan
[20:05] <~Dan> Certainly!
[20:05] <+ChuckGilmour> The rules are designed to kind of slide onto your world, there will be “Modules” available but not needed
[20:06] <+ChuckGilmour> Characters are generated with random dice rolls, or a point system if you prefer. It is designed for humans but could easily be adapted to the creatures of any setting
[20:07] <~Dan> (Questions may resume!)
[20:07] <~Dan> The scope of the game seems pretty ambitious. How are you able to handle any apocalypse?
[20:07] <+Drizzt> will you have combat rules or is it mostly descriptive roleplaying
[20:09] <+ChuckGilmour> Being a skill based system what you choose to know is more important than what you have. It will accomadate any scenario that skills would be important in. Space Opera, Aliens, Horror, etc… but focus on surviving after an apocalypse
[20:09] <+MightyMYke> any plans for figurines…LOL just kidding….kinda
[20:10] <+ChuckGilmour> There is a combat system, it is based on dice pools and the number of successes on character has against another
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[20:10] <~Dan> (Howdy, Leviathan!)
[20:10] <+Leviathan> Evening.
[20:11] <+ChuckGilmour> dice rolls have bonuses associated with them granted by skills
[20:11] <~Dan> Do you have a character sheet we can see?
[20:11] <+Drizzt> do you have progression implemented or more of a make your guy and see how long you last?
[20:11] <+Drizzt> OH nice question dan, kudos
[20:11] <+ChuckGilmour> There are currently no plans for mini’s at this time but who knows what the future holds
[20:11] <~Dan> Not my first rodeo, Drizzt. 😉
[20:12] <+Leviathan> After the Apocalypse talk?
[20:12] <~Dan> Yup!
[20:12] <+Drizzt> hehe, well im learnin the ropes from a professional then.
[20:12] * ~Dan chuckles
[20:12] <+ChuckGilmour> I do not have one handy at the moment, but I can send you a copy later for you to share/look at
[20:12] <~Dan> Good to have you here by the way, Drizzt. 🙂
[20:13] <+Leviathan> Any relation to Apocalypse World or Powered by the Apocalypse?
[20:13] <+Vorthon> Big question IMO: Mutation tables. Are there any? I guess this is just familiarity with Gamma World speaking, but I find the most entertaining part of post-apoc tabletop games to be mutation tables.
[20:13] <~Dan> ChuckGilmour: No problem. I just find that a character sheet often helps guide system discussion.
[20:13] <+ChuckGilmour> Drizzt, after a scenario the GM will hand out skill points which can be used to purchase new skills, or upgrade what you have.
[20:14] <+Drizzt> mutation would be a form of progression… possibly
[20:14] <+ChuckGilmour> New and upgraded skills add to your attribute bonuses
[20:14] <+ChuckGilmour> and those bonuses raise your total level of stress and trauma you can withstand
[20:16] <+ChuckGilmour> There are no forms for mutations, but there are mutants. They are enemies that can be used in certain scenarios
[20:16] <+ChuckGilmour> Characters are presumed to be humans, ordinary folk, striving to survive
[20:17] <+ChuckGilmour> No relation to any other games
[20:18] <+ChuckGilmour> I should probably mention that the “Hitpoint” system is broken in to Trauma (Physical damage) and Stress (Mental damage)
[20:19] <~Dan> Is this an attribute/skill system?
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[20:20] <+ChuckGilmour> Attributes are very important as they create your trauma and stress, but also add bonuses to your individual dice in the pool.
[20:20] <+ChuckGilmour> Skills however are the backbone of the game
[20:20] <+Drizzt> i like that hp idea, mental damage is def a factor in high stress situations
[20:20] <~Dan> What are the attributes, and how broad are the skills?
[20:21] <+MightyMYke> the character you play…can it be anything…small child to say old man…and if so how do you determine HP and skills. premade charts?
[20:22] <+ChuckGilmour> Strength, Endurance Agility Intellect Judgement Influence and Beauty
[20:23] <+ChuckGilmour> The skills cover a very broad selection, from the obvious survival skills to others that are more situational. Characters start off with 5 skills and progress from there.
[20:24] <+ChuckGilmour> It would be very important to diversify the groups skills to make a very rounded party
[20:24] <+Drizzt> do different skills have different costs? i.e. hunting 3 points, jogging 1 point
[20:24] <~Dan> You touched on this earlier, but can you clarify the core mechanic?
[20:25] <+ChuckGilmour> There are adjustments for age in the game, and yes you can play any age you wish
[20:26] <+ChuckGilmour> All skills have the same cost to learn or advance, but there are differing costs for how well you know the skill.
[20:28] <+ChuckGilmour> The core mechanics, after a scenario you gain skill points which are used to advance your character. There are no levels so to speak. Scenarios could be combat or environmental in nature.
[20:29] <+ChuckGilmour> Combat is fast, as I said a dice pool is used to determine a hit or miss and the same roll determines damage
[20:29] <~Dan> What sort of dice?
[20:30] <+ChuckGilmour> The pool is determined by skills that apply, attributes that apply and weapon strength
[20:30] <+ChuckGilmour> It is all done with a d10
[20:30] <+Drizzt> whats the minimum number of players you’re looking at?
[20:30] <+Drizzt> the whole game, or combat? continuation on dice question*
[20:30] <+ChuckGilmour> It is recommended for 3-8 people
[20:31] <+ChuckGilmour> The entire game is d10
[20:31] <~Dan> So weapon damage is wrapped into weapon accuracy?
[20:34] <+ChuckGilmour> No, Accuracy could play into the amount of dice in the pool, given you have a skill that applies i.e Sharpshooter, and that could effect how many success you have, successes that are beyond the target rating are 1 damage level each
[20:35] <~Dan> But weapons have additional damage on top of that?
[20:35] <+ChuckGilmour> Weapon damage rating + Skill bonus + Str bonus (melee)/Agi bonus (range) = Attack Dice Pool
[20:36] <+ChuckGilmour> Each weapon has a base damage rating that equals the amount of dice added to the pool
[20:37] <~Dan> Right, but that’s what I was saying: If damage is part of the attack roll, it becomes part of the accuracy of the attack.
[20:37] <+ChuckGilmour> Accessories, such as a scope or bipod can also add to the pool
[20:37] <+Drizzt> i think what dan is asking, or at least what im curious of now, is how would a shotgun be set apart from a sniper rifle
[20:37] <+Drizzt> sorry dan and guys, i have to look at the keyboard when i type so often miss things said, ill try to double check
[20:38] <+ChuckGilmour> It is to a point.
[20:39] <~Dan> So my follow-up would be whether you can simulate a powerful-but-inacurrate attack, or a weak-but-accurate attack.
[20:39] <+ChuckGilmour> It is all a matter of how many dice you can get in your pool, then determining how many of the dice pool are successful. Those are damage, but the defender can reduce that number with defensive skills, equipment etc… that determine the target number
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[20:41] <+ChuckGilmour> So the damage rating of a small weapon may be 1 or 2 while a grenade may be 5 or 6, obviously a more powerful weapon
[20:41] <+ChuckGilmour> but
[20:41] <~Dan> (Howdy, Cassiemouse!)
[20:42] <+ChuckGilmour> You may have taken certain skills that greatly enhance your ability with that small weapon that make you more dangerous than the average joe with the same weapon. those skills translate directly to more dice, and possibly more hits/damage
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[20:44] <+Drizzt> would i be able to make “myself” the character with these skills, or are they more directed at the hero sort of setting?
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[20:44] <~Dan> (Howdy, MonkofLords!)
[20:45] <+ChuckGilmour> Great Question! You can make yourself! See how you might fare After the Apocalypse. Just choose skills you actually know and assign your attributes in a way that best fits. The point system really lets you get it right
[20:48] <+ChuckGilmour> Skills come in three levels. Knowledgeable, Proficient, and Master. Each level adds a modifier to the appropriate attribute.
[20:49] <~Dan> Given the assumption that the heroes are normal people, I’m assuming there are no psionics or the like?
[20:49] <+ChuckGilmour> So you can take acouple skills you are knowledable in, a couple you are proficient in and 1 you consider yourself a master in
[20:50] <+ChuckGilmour> No, no psionics or magic
[20:51] <~Dan> Is there a bestiary, and if so, how large?
[20:52] <+Drizzt> well, im just getting into real life survivalist stuff but id consider myself pretty novice in experience, what kind of skills would be available to a walmart manager to select? if you could name a few
[20:53] <+ChuckGilmour> There is a suggested bestiary, with what would be considered common bad guys for the genre and a guide to create your own as well, for anything your particular scenerio may need outside the norm
[20:54] <~Dan> So you have… zombies, mutants, aliens?
[20:55] <+ChuckGilmour> With that stereotype in mind you might take Leadership, intuition, fishing, and then maybe a couple backups like water purification and rope use
[20:56] <+ChuckGilmour> yes zombies, bandits, military police, aliens…etc
[20:57] <~Dan> What sorts of aliens?
[20:59] <+ChuckGilmour> There are a couple taken from real world sources such as Greys, reptilians, the Nords. but really the sky is the limit, you want a walking talking giant squid? The guide can lead you to it’s creation
[21:00] <~Dan> Nords?
[21:00] <~Dan> Oh, Nordic types?
[21:00] <+ChuckGilmour> I think someone mentioned they were just getting into survivalism and that leads me to my favorite part of the game
[21:00] <+ChuckGilmour> yes Nordic
[21:00] <+ChuckGilmour> The rules encourage the use of outside sources approved by the GM
[21:01] <+ChuckGilmour> So your character may have the skill Herbalism, but of course the player, and maybe even the GM have no idea what that skill really entails.
[21:01] <+ChuckGilmour> So you bring in a book, or perhaps a webpage, about Herbalism. So you can have your character react in realistic terms with that skill.
[21:02] <+ChuckGilmour> A side effect of this is that players gain real, useful knowledge on skills that could be used to save their lives if ever an end of the world as we know it event actually occurs.
[21:05] <~Dan> Do you have all mundane equipment, or is there any high-tech stuff?
[21:06] <+ChuckGilmour> There is some futuristic/alien technology items in the equipment section.
[21:06] <~Dan> Can you give some examples?
[21:07] <+ChuckGilmour> Again though there is simply no way to include every piece of equipment, but the entries are so straight forward that creating items would be a snap.
[21:08] <+ChuckGilmour> For example there is a alien fighter ship with enhanced movement and weapon systems that one could learn to operate with the pilot skill
[21:11] <+ChuckGilmour> There is also an ion rifle that fires a narrow focused EMP type beam that shuts down all electrical equipment
[21:12] <~Dan> Cool. 🙂
[21:12] <~Dan> How much detail do you go into regarding survival?
[21:12] <+Drizzt> how many books are you planning for a core?
[21:13] <+ChuckGilmour> Very detailed. I have studied survival skills and equipment for about 6 years now and I have put all of that knowledge into the game
[21:14] * ~Dan nods
[21:15] <+ChuckGilmour> At release there will be one core book that encompasses everything, however we are also working on scenarios and source books
[21:16] <~Dan> What sorts of zombies do you include?
[21:17] <+ChuckGilmour> The standard zombie is what you might expect, your common shambler with a taste for flesh and a habit of hording together
[21:18] <+ChuckGilmour> But there are also runners, and intelligent zombies.
[21:18] <+ChuckGilmour> Those might use a piece of equipment against the party
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[21:21] <~Dan> Do you plan on using this system for other genres?
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[21:22] <~Dan> (Howdy, Lysus!)
[21:22] <+ChuckGilmour> It has been discussed, enthusiastically, but one project at a time. I am sure in the future we will have a high fantasy version and possibly a space/alien specific setting
[21:23] <~Dan> Cool. 🙂
[21:23] <~Dan> I’m afraid I’m starting to fade out here. Would you mind terribly if we wrapped up a little early?
[21:24] <+ChuckGilmour> Not at all.
[21:24] <~Dan> Is there anything we haven’t covered that you’d like to bring up?
[21:25] <+ChuckGilmour> Not that I can think off at the moment. I hope I didn’t miss anyones questions
[21:26] <~Dan> Alrighty then. Thanks very much for joining us, Chuck!
[21:26] <~Dan> Give me just a moment, and I’ll get you a link to the log.
[21:26] <+ChuckGilmour> Thank you for having me!