[19:03] <+RichardS> Hi, I’m Richard Stern and I’m kickstarting a tabletop RPG called Altais. Some of you may have seen it before, but just in case here’s what it’s all about: Altais is a dystopian science fantasy, set in the distant future. Humanity has left Earth, fleeing conflict with an alien species and has colonised a new world called Altais.
[19:03] <+RichardS> Thousands of years have passed and they have forgotten their origins, their technology, and the reason for their flight. Kingdoms have risen and fallen, the extra-dimensional science that once allowed hyperspace travel is now mistaken for magic but blamed from bringing the last great catastrophe: The Fall.
[19:03] <+RichardS> As they struggle to rebuild once more, scholars look to the sky and predict the coming of another Fall, while to the west, the creatures that drove them from Earth, the Rephaim, have reappeared and begun their invasion of the world.
[19:03] <+RichardS> Altais is a game about rebellion, uncovering lost history, and adventuring through ancient ruins and derelict space craft. The focus is on fantasy: swords and magic, but the technology of the past is always near the surface.
[19:04] <+RichardS> Altais will use a D10 system called Cascade: players roll 1 to 6 dice depending on their proficiency in the task they are attempting, and they never need more than 6d10 to play.
[19:04] <+RichardS> The dice are rolled, a single result is chosen and compared against a difficulty to see if success occurs. If a 10 is rolled, then an additional result can be added and if that’s also a 10 then you keep adding results until you add one that isn’t. There are also modifiers from abilities.
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[19:04] <+RichardS> The kickstarter is currently up here: (Link: https://www.kickstarter.com/projects/1121209158/altais-age-of-ruin-a-dystopian-fantasy-rpg-relaunc)https://www.kickstarter.com/projects/1121209158/altais-age-of-ruin-a-dystopian-fantasy-rpg-relaunc
[19:04] <+RichardS> And there is a free preview of the game which you can download and try out.
[19:05] <+RichardS> done. 🙂
[19:05] <~Dan> Thanks, RichardS!
[19:05] <~Dan> The floor is open to questions!
[19:05] <~Dan> How closely does the setting resemble a fantasy setting on the surface?
[19:07] <+RichardS> Quite a bit. The different societies resemble various medieval societies from throughout Earth’s history, differing quite a bit depending on where in the world they are located. The technology level is roughly 15th to 16th century. Plate armour, sowrds and bows. No gunpowder.
[19:08] <+RichardS> There are magic users who shape the Veil to create magical effects and magical items are found in the form of ancient relics that have strange powers.
[19:08] <~Dan> Really? Why no gunpowder, if the tech is 15th-16th century?
[19:09] <+RichardS> However all the magic is actually justified by a semi-fictional branch of science and magic items are often technology. How much of the technology shows through is up to the GM but in my mind it could be common for adventurers to explore the ruins of an ancient crashed spaceship without understanding what it is
[19:10] <+RichardS> No gunpowder is mostly to keep a sword and sorcery feel, rather than a later renaissance feel.
[19:10] <+RichardS> done
[19:10] <+LauraW> And I would say that it is also due to the society being in decline – these are people living in the ruins of ages of high magic and high technology
[19:11] * ~Dan nods
[19:11] <+LauraW> Gunpowder and similar technologies arise from eras where people are focused on development.
[19:11] <+LauraW> Don
[19:11] <+LauraW> ^done
[19:12] <~Dan> Do the Rephaim have technology?
[19:12] <+LauraW> *evil grin*
[19:13] <~Dan> I ask mainly because it seems like the situation of the humans would be hopeless, if so.
[19:13] <+RichardS> Yes, very much so. They are extra-dimensional beings that exist in a space people call the Void. This is also a space people use for magic so spells gone awry could lead to Rephaim showing up.
[19:14] <+RichardS> They have huge hive ships in the Void and engineer their own soldiers there. These soldiers sometimes break free and join humanities fight (and will be playable).
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[19:14] <+RichardS> The main reason humanity hasn’t been wiped out on Altais yet is due to the Rephaim’s extra-dimensional nature. They can only exist in our worlds for brief periods. Slowly though they are expanding the Void to consume the world.
[19:15] <~Dan> (Howdy, AnthonyHoltberg!)
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[19:15] <+RichardS> The expansion is very slow. They have conquored one of Altais’ kingdoms and that took about a thousand years. Humanity is now trying to slow that advance and prevent them spreading further.
[19:15] <~Dan> (Welcome to #rpgnet, Guest88!)
[19:15] <+GenoFoxx> sort of like the Sphere Builders from Star Trek Enterprise?
[19:16] <+RichardS> I don’t remember that episodes 😦
[19:16] <+RichardS> done
[19:16] <+GenoFoxx> it was in the Xindi Arc
[19:16] <+Monochrome_Tide> Hm
[19:16] <+LauraW> Similar, as they are extra-dimensional entities, but we weren’t referring to them
[19:16] <~Dan> What is the native life of Altais like?
[19:18] <+RichardS> Native life on Altais is descended from large reptiles which unlike on Earth, had no extinction event. So they remain the dominant life. Most life tends to be 4 eyed and 6 limbed. There are bird and fish analogues and they also have 4 eyes and 6 limbs, although in the case of birds, those limbs might be wings.
[19:19] <~Dan> Any mammals?
[19:19] <+RichardS> However magic has led to other lifeforms arising as well, all magic connects the world to one of 5 realms and sometimes creatures come through from there
[19:19] <+RichardS> Well mammal-like creatures yes…
[19:20] <~Dan> Can you say a bit about the 5 realms?
[19:20] <+RichardS> All aniamls tend to have some scales and be somewhat reptilian, but some have feathers and wings, some have fur and are warm blooded, etc. but the reptile resemblence always remains
[19:20] <+LauraW> We had one of our playtesters keep a rat-like scavenger as a pet…named Moist
[19:20] <~Dan> Heh. 🙂
[19:20] <+GenoFoxx> no gunpowder? so it’s only arrows for distance weapons?
[19:21] <+RichardS> The 5 realms actually represent various fields found in science. Magic occurs when people alter how these interact with Altais by strengthening or weakening them in an area.
[19:21] <+RichardS> They are: Blaze (Electromagnetic field) influences heat, light, cold and dark.
[19:22] <+RichardS> Tempest (gravitational field and electrical charge) influences gravity and electricity.
[19:22] <+RichardS> Wild influences time.
[19:22] <+RichardS> Pattern (strong and weak nuclear forces) influences matter
[19:22] <+RichardS> Void influences space and mind.
[19:22] <+LauraW> [GenoFoxx – only arrows, although there are magical effects and Talents to have similar ranged effects]
[19:23] <+RichardS> In addition to creating spell like effects, people can physically enter the other realms
[19:23] <+RichardS> although doing so can be dangerous
[19:23] <+RichardS> or even fatal
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[19:24] <+RichardS> Wild is the most hospitable, time moves faster there so some life taken in by travelers has multiplied rapidly and it’s now a verdant jungle full of its own native life forms that sometimes escape into Altais as monsters.
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[19:24] <~Dan> (Howdy, egyptian!)
[19:24] <+RichardS> Void can be traveled through but risks encoutering the Rephaim
[19:24] <+RichardS> Tempest has its own lifeforms called Lucents whcih can be dangerous
[19:24] <+RichardS> Pattern and Blaze generally cant be traveled through safely.
[19:25] <+RichardS> Although very powerful magic users might find a way
[19:25] <+RichardS> done
[19:26] <~Dan> So it sounds like “magical” creatures are akin to “science elementals”.
[19:26] <+RichardS> [GenoFoxx – also other ranged weapons of course, crossbows, thrown weapons, spells, etc. And because there is technology beneath the surface, the GM could introduce modern or even sci-fi projectile weapons]
[19:26] <+LauraW> The most noteworthy inhabitants of the Wild would be the descendants of Altais’ six limbed four eyed saurids – aka dragons
[19:27] <+RichardS> The lucents from the Tempest are the closest to that description: ephemeral creatures that possess things and create elementals. e.g. if they posses a mound of stones you get an earth elemental.
[19:27] <~Dan> Ah, that’s an interesting twist.
[19:27] <~Dan> re: dragons
[19:28] <+RichardS> All creatures from the Wild tend to be huge monstrous animals. Terrifying and dangerous but just animals.
[19:28] <+RichardS> Although some are sentient
[19:28] <~Dan> Does Altais have any native intelligent life forms?
[19:29] <+RichardS> Sort of…
[19:29] <+RichardS> Altais itself doesn’t. There were no sentient lifeforms when humans arrived. However some of the life that has evolved in the Wild is sentient and has at times laid claims to parts of Altais.
[19:30] <~Dan> Interesting… What sorts of creatures are we talking about, here?
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[19:30] <+RichardS> The humans in the Kingdom of Serpents worshiped a race of sort-of humanoid dragons which came from the Wild and they believed them to be gods. These creatures have since disappeared but their followers plan for their return.
[19:31] <+RichardS> here’s a picture of these sentient dragon people: (Link: http://parheliagames.com/wp-content/uploads/2014/04/Dragon-256×300.png)http://parheliagames.com/wp-content/uploads/2014/04/Dragon-256×300.png
[19:31] <~Dan> Very nice!
[19:31] <+RichardS> link didn’t appear properly?
[19:32] <+LauraW> I can see it if I click the box
[19:32] <~Dan> Worked for me.
[19:33] <+DebraHP> Worked for me
[19:33] <+RichardS> cool
[19:33] <+RichardS> next question?
[19:34] <+LauraW> So the idea is that the dragons form a mysterious third faction in the Rephaim War
[19:34] <+RichardS> oh yes, so the current situation is war between humanity and the rephaim with the dragons manipulating from the shadows.
[19:35] <~Dan> You’ve touched on this, but can you say some more about what magic can accomplish? What can it do on the high end?
[19:35] <+RichardS> This could also be seen as a war between technology (rephaim) and magic (dragons) with humanity in the middle and the potential to go either way
[19:35] <+RichardS> Sure
[19:36] <+RichardS> We’re ranking magic on a scale of 1 to 5.
[19:36] <+RichardS> 1 effects a single target: setting someone on fire, making someone float, speeding someone up, creating a burst of lightning, ect.
[19:38] <~Dan> (RichardS got disconnected. He’s on his way back.)
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[19:39] <~Dan> wb, RichardS2!
[19:39] <+RichardS2> Got disconnected there
[19:39] <~Dan> You had just given us level 1 examples?
[19:40] <+RichardS2> now where was I? 🙂
[19:40] <+RichardS2> oh okay
[19:40] <+RichardS2> Level 2 affects an area. So you can get mor ethan one person at once. Also increases intensity of the effect
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[19:42] <+RichardS2> Level 3 you get a lot more control, able to shape the effect and also open portals to the other realm
[19:42] <+RichardS2> We haven’t determined specifically the effects beyond 3 yet, but they would focus more on travel in that other realm and interacting with the creatures from there. e.g. summoning or banishing a creature
[19:43] * ~Dan nods
[19:43] <+LauraW> The game is set in the Fourth Age, after the Fall. So in the Third Age humanity had reached the peak of magical manipulation, performing feats far beyond today’s veil weavers
[19:44] <~Dan> Is there anything that magic definitely cannot do?
[19:44] <+LauraW> Heal. The best it can manage is to hasten the natural process
[19:45] <~Dan> Is magic a “natural” (so to speak) talent, or is it something that anyone can learn?
[19:46] <+LauraW> Most classic spells can be replicated in our system – Necromancy is having a body possessed by a Lucent. Flight can be achieved with Tempest, and so on.
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[19:46] <~Dan> (Whoops.)
[19:46] <+LauraW> Everyone can learn to use magic. With the rare exception of someone descended from the Nasar, everyone has the capacity.
[19:47] <~Dan> The Nasar?
[19:47] <+LauraW> We have the Background of Untrained Mage for someone who is self-taught, they have more flexibility but more capacity to cause disaster
[19:48] <+LauraW> 🙂 So I just got a message from Richard, he’s having connection issues, so I’ll carry the ball here for a bit.
[19:48] <~Dan> What actions are required to invoke magic?
[19:48] <~Dan> (Yup, we’re talking via FB.)
[19:48] <+LauraW> So, magic first, then some history?
[19:48] <~Dan> Sure.
[19:49] <+LauraW> Casting a spell is slow. You can invoke some special effects to speed it up, but it usually takes a Full Round per level of Effect desired.
[19:50] <+LauraW> What the caster does during this time depends on their background – gestures, chanting, whatever works to get them in the right state of mind to manipulate the Veil with their Will.
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[19:50] <~Dan> (wb, RichardS3!)
[19:51] <+RichardS3> Back, and this time tethered to my phone since internet keeps dropping out 🙂
[19:51] <~Dan> So would it be correct to say that “magic” is really psionic in nature? As in, it’s all in the mind?
[19:51] <+LauraW> This makes spells less viable in combat but hugely potent when you can get the opportunity to cast them
[19:52] <+RichardS3> Yeah it could be. There are no external requirements for magic. The caster “feels” the Veil between realms and mentally alters it, so yes you could call it psionic.
[19:52] <+LauraW> Effectively yes. We are avoiding that term, since Void magic covers a lot of what would usually be called telepathy
[19:52] * ~Dan nods
[19:52] <+LauraW> (passes ball back to Richard)
[19:52] <~Dan> 🙂
[19:53] <~Dan> Perhaps this is beyond the scope of the setting, but is magic “new” to humans, or is it something that’s been rediscovered?
[19:53] <~Dan> (brb — please continue)
[19:53] <+RichardS3> Ah so magic is very old… in a way.
[19:54] <+RichardS3> The origins are with the creation of the Rephaim which were originally humans engineered to use magic tens of thousands of years ago. It wasn’t thought of as magic at the time, but they were genetically engineered to be able to naturally effect universe in this way.
[19:55] <+RichardS3> All modern humans on Altais are actually their decedents and that’s why they can rediscover magical ability in themselves, it’s engineered in to their ancestors.
[19:55] <+RichardS3> The Rephaim were corrupted and warped by spending too much time in the Void
[19:56] <+RichardS3> and this can still happen: when Void spells are used, characters gain a “taint” rating and if it ever gets to 10 they become Rephaim
[19:56] <+DebraHP> Dan’s question about who the Nasar are and why they can’t do magic has gone unanswered.
[19:57] <+LauraW> Ah, yes, we seem to have jumped over that
[19:57] <+RichardS3> So magic began enginnered into humanities ancestors. Then was used by 21st century humans through technology (e.g. hyperspace engines), then rediscovered as “magic” on altais.
[19:57] <+RichardS3> I missed the question about the Nasar due to my disconnection
[19:58] <+LauraW> So in answer to the question of whether all humans can wield magic, I said all can except for the few who are directly descended from the Nasar
[19:58] <+RichardS3> Oh I see
[19:59] <~Dan> (back, sorry)
[19:59] <+RichardS3> So humanity arrived on Altais in two groups, the first were the Eesa who colinised it. Then the Nasar arrived 500 years later and brought war.
[20:00] <+RichardS3> Both the Eesa and the Nasar used technology, not magic. They arrived in ships.
[20:00] <+LauraW> (Welcome back)
[20:00] <~Dan> (Thanks!)
[20:00] <+RichardS3> Humans at the time were quite vulnerable to the side effects of exposure to other realms (like becoming corrupted by the Void and turned into Rephaim)
[20:01] <+RichardS3> Ships had shields that protected them as they used the Void to travel between stars (hyperspace)
[20:01] <+RichardS3> Modern people on Altais are more resistant to this due to their frequent exposure to magic, they basically built up an immunity over many generations.
[20:02] <+RichardS3> Sometimes people are born who lack that immunity, they are considered to be of more direct descent from the Eesa or Nasar (and might be considered blessed or cursed because of this).
[20:02] <+RichardS3> These people tend to get very sick around magic.
[20:02] <+RichardS3> done
[20:03] <+DebraHP> So, the Nasar are cursed and get very sick around magic?
[20:04] <+RichardS3> Well some are viewed to be descended from them yes. However the actual Nasar were defeated during wars and driven to the Eastern part of the continent. A line of towers were built to watch for their return.
[20:05] <+RichardS3> Today they are referred to as “fiends” and worse and believed to be monsters. No one has seen them in a very long time though and anyone who goes into their area never returns.
[20:05] <+RichardS3> That said, at some point we’ll detail what life is like on the other side of the towers and the plan is for most of the rumours to be superstition. The Nasar are not monsters, just outcast.
[20:06] <~Dan> Do the Nasar still have technology?
[20:06] <+RichardS3> Haven’t decided yet whether all modern Nasar would get sick around magic or whether they have also built up an immunity.
[20:07] <+RichardS3> Probably not or they would have reapeared and probably conquored some territory.
[20:07] <+RichardS3> Many details of the modern Nasar are not decided yet though.
[20:07] <+RichardS3> done
[20:08] <+LauraW> I do like the idea that they have gunpowder, not magic, but that would have a large effect on the setting
[20:08] <+RichardS3> indeed, they might have gunpowder.
[20:08] <~Dan> Seems like if the Nasar don’t have science and don’t have magic, they’d be crippled.
[20:08] <~Dan> Ah, I see.
[20:09] <+RichardS3> yeah we still need to work out more about them. At the moment they are written as a myth or superstition. “don’t go in their or the Nasar will get you”.
[20:09] <+RichardS3> there*
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[20:10] <+RichardS3> Yet to decide if they will be playable as well.
[20:10] <+LauraW> It depends on the resources and response we get 🙂
[20:10] <~Dan> Mind if we turn to the system for a moment?
[20:10] <~Dan> 🙂
[20:10] <+RichardS3> sure
[20:11] <~Dan> First, do you have a character sheet posted?
[20:12] <+RichardS3> Yep, so here it is: parheliagames.com/downloads/CharacterSheet2.pdf
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[20:13] <~Dan> (Howdy, consilium!)
[20:13] <~Dan> Let’s see here…
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[20:13] <~Dan> I see attributes… Is this an attribute + skill system?
[20:13] <~Dan> (Howdy, FaerieGodfather!)
[20:14] <+RichardS3> Sort of. Skill determines how many d10s you roll. You then choose one of the results and add an attribute.
[20:14] <~Dan> Ah, I see. What is the attribute scale?
[20:14] <+RichardS3> Everything is 1-5
[20:15] <+RichardS3> So for example. A character might start with Medium Weapon 2 and Agility 3. In combat they would roll 2d10, choose the highest and add 3. Their goal is to beat their opponents Defence (usually around 8)
[20:15] <~Dan> I assume that’s just the human scale…?
[20:16] <+RichardS3> oh yes
[20:16] * ~Dan nods
[20:16] <+RichardS3> In fact the bestiary in the preview has a creature with Strength 8 I think
[20:16] <~Dan> I take it Agility governs the chance to hit and Strength adds to melee damage?
[20:17] <+RichardS3> The special rule is the Cascade: if you roll a 10, then you get to choose and add another dice result. If that’s also a 10 you keep going until you add one that isn’t
[20:17] <+RichardS3> Yep, agility to hit and strength for damage
[20:17] <~Dan> Good man. 😉
[20:18] <+RichardS3> (I’m going to have to run off to work in 10 mins but Laura can continue answering questions)
[20:18] <~Dan> (Understood!)
[20:18] <~Dan> While we’re on the topic, how does combat work?
[20:19] <+RichardS3> So the general idea is similar to many other systems: we have initiative and rounds.
[20:19] <+RichardS3> during your turn you get a certain number of actions, usually a big action like attacking and a small one like moving.
[20:20] <+RichardS3> To attack you roll to hit as described above. Then if you succeed, you roll to damage
[20:20] <+RichardS3> Each weapon has a damage rating like “2d”
[20:20] <+RichardS3> so you would roll 2d, pick the highest and add your Strength
[20:20] <+RichardS3> If the opponent has armour, that lowers the damage they take
[20:20] <+RichardS3> e.g. chain mail might lower the damage by 2
[20:21] * ~Dan nods
[20:21] <+RichardS3> There are no rolls to dodge or soak, only the aggressor rolls
[20:21] <~Dan> Seems pretty straightforward.
[20:21] <+RichardS3> To hit rolls are resisted by Defence which is based on the opponents Agility and maybe some Talents they have
[20:21] <~Dan> Do you have a name for the system, and have you considered using it for anything else?
[20:22] <+RichardS3> The Cascade system
[20:22] <+LauraW> The d10 base means that it is _highly_ advantageous to get your Defence above 10
[20:22] <+RichardS3> because the cascade mechanic is the main focus
[20:22] * ~Dan nods
[20:23] <~Dan> Have you considered using the Cascade system for other settings?
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[20:24] <+RichardS3> Do you mean writing another setting? or adapting an existing setting like D&D to the cascade system?
[20:24] <~Dan> The former.
[20:24] <+RichardS3> I guess either way, I haven’t done it yet 🙂
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[20:24] <~Dan> (wb, TheDreadGazebo!)
[20:24] <+RichardS3> So other settings I have written in the past has used other systems
[20:25] <+RichardS3> I might look at using the Cascade system for other things I write in future though
[20:25] <~Dan> Seems like a pretty robust system, on the face of it.
[20:25] <+RichardS3> depends on the setting
[20:25] <+TheDreadGazebo> (hey Dan)
[20:26] <~Dan> On a scale of 1-10, how cinematic would you say the system is? (With 1 being totally gritty and 10 being over-the-top cinematic action.)
[20:26] <+LauraW> To be fair, the other games you have written before were LARPs, so they needed a very minimalist dice system
[20:26] <+RichardS3> (true)
[20:27] <+RichardS3> Hmmm somewhere in the middle I think. I definitely wanted to capture the D&D feel of dice rolls and and stats but I wanted it to involve way less dice types and modifiers.
[20:27] <+LauraW> I think the magic system encourages players to invent effects within their skill levels
[20:28] <~Dan> Is there any form of “hero points”?
[20:28] <+LauraW> Our playtesters definitely push what they can do with their realms and talents, it’s been great to see
[20:28] <+RichardS3> My aim is to have system for everything (e.g. how long can you run for? how hard is it to kick down a door? etc) but I expect most GMs to cinematically use their own judgement half the time rather than rolling for everything. That’s what I normally do when GMing, but I like to have rules I can fall back on.
[20:29] <+LauraW> I think it’s time for me to take the ball again…
[20:29] <+RichardS3> So we have two spendable stats: Stamina is used for powering minor effects and is recovered quickly. Valor is for big effects and comes back slowly
[20:29] <+RichardS3> characters usually have about 6 Stamina and 1 Valour
[20:29] <+RichardS3> Valour can save your life if you would otherwise die
[20:30] <+RichardS3> And yes, with that I must hand over to Laura and run off.
[20:30] <+RichardS3> later all 🙂
[20:30] <~Dan> Take care, RichardS3!
[20:30] <~Dan> Come by any time!
[20:30] <+RichardS3> will do
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[20:30] <~Dan> How specific or general are skills?
[20:32] <+LauraW> We have a reasonably broad range of skills, and they don’t have specialisations. If you have Archery you can use it with anything from a short bow to a ballista
[20:32] * ~Dan nods
[20:33] <+LauraW> Some skills are more heavily used than others – just like Spot/Search, Perception is useful for everyone
[20:33] <+LauraW> The unique skills would be Veilsense and Veilcraft.
[20:33] <~Dan> Are those magic skills?
[20:34] <+LauraW> They are our magic skills. Without them you can’t use magic (short of a GM call, like a sudden uncontrolled breakthrough). Veilsense lets you detect tears and damage to the Veil – signs of magic, or extradimensional creatures being present.
[20:35] <+LauraW> Veilcraft is what you use when you cast a spell. It can’t be higher than your Veilsense, and the effects you produce are based on your Talents
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[20:36] <~Dan> (wb, DebraHP!)
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[20:36] <+DebraHP> (thanks)
[20:36] <~Dan> (Howdy, LW!)
[20:36] <~Dan> Are Talents general advantages?
[20:38] <+LauraW> They are similar to Merits, in that they give your character more flavour, and to Skills, since they give you new abilities with each rank (going up to 3)
[20:38] <+LauraW> So in addition to the skill Archery, you could have the Talent Archery Expertise, which at Rank 2 lets you spend Stamina to make an impossible Trick Shot
[20:39] <+LauraW> Done
[20:40] <+LauraW> Oh! one more thing
[20:40] <~Dan> I see… So a “wizard” would probably have to concentrate on magical Talents in order to be effective?
[20:40] <+LauraW> Talents are where you choose the realm of magic to specialise in.
[20:40] <+LauraW> Exactly.
[20:41] <+LauraW> So if you want to be a Blaze mage and throw fireballs, while your fighter-friend is spending his Talents on Armour Expert, you’re buying ranks in Blaze.
[20:41] * ~Dan nods
[20:42] <+LauraW> You can specialise more with the general Magic Talents, and improve your ability to counterspell, for example
[20:43] <~Dan> Going back to the setting for just a moment, how common are technological items, and how advanced are they?
[20:43] <~Dan> Will the average adventurer seen someone packing a lazer pistol, for example?
[20:44] <+LauraW> In a way that is up to the GM. We haven’t developed our item lists to the same extent as other parts of the setting. At the moment, to encourage the fantasy-dystopia, we have them being rare but not unheard of.
[20:45] <~Dan> Your artwork shows what looks like a city surrounded by a force field. What’s happening there?
[20:45] <+LauraW> So magical artifacts – floating chariots, force-domes, glowing stones – are reasonably common. Technological artifacts are rare. Either kind which work reliably – extremely rare. They are more likely to blow up in your face
[20:47] <+LauraW> That is the capital of the Kingdom of Glass – Meharavia. Once it stood underwater, then after the Fall when the lands shifted the Kingdom of Glass became a desert.
[20:48] <~Dan> So that’s a glass dome?
[20:48] <+LauraW> The force-dome is one of the few ancient relics which still functions, and it keeps the city protected from the harsh environment
[20:48] <~Dan> Ah, I see.
[20:49] <+LauraW> All of the Kingdoms changed their names after the Fall. Tides to Glass, Flowers to Beasts, Steel to Rust.
[20:49] <+LauraW> Well, Fiends stayed Fiends
[20:50] <~Dan> Heh. 🙂
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[20:50] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:51] <~Dan> Mind you, you’re welcome to hang out with us and field questions as long as you like. 🙂
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[20:51] <+LauraW> Hmm… we have covered a lot. I guess the flavour of the Kingdoms is the only thing left. That has been a lot of fun to develop.
[20:53] <+LauraW> So from the art you can see that Altais covers a variety of climates. Our artists have done a great job of developing these from the descriptions Richard provided.
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[20:54] <~Dan> (wb, FaerieGodfather!)
[20:54] <+LauraW> To describe the people who live in these places, the culture, we have drawn inspiration from people all around the world. So hopefully it will feel familiar but still new and interesting to explore
[20:55] <+LauraW> For example, the Kingdom of Serpents is in a swamp-plain. So we looked at South American and South-East Asia to find out how people live, farm, build in these kinds of climates.
[20:56] * ~Dan nods
[20:56] <~Dan> Cool. 🙂
[20:56] <+LauraW> Then we ask how would magic change this? How will the decline from the golden age affect it? Would people in the Third Age have shaped their environment?
[20:56] <+LauraW> And our final question is – What would be cool? 🙂 At the end of the day this is a fantasy world for people to explore.
[20:57] <+LauraW> I’m happy to take questions from here, or just hang out.
[20:58] <~Dan> Thanks to you and Richard for joining us this evening, LauraW!
[20:58] <+LauraW> Thank you for having us! These questions have been great
[20:58] <~Dan> And yes, please do hang out with us. I’ll just take a moment to get the chat log posted and get you the link.
[20:58] <+LauraW> Cheers