[13:31] <+Carlos> Hi everyone! My name is Carlos Gomez. I am a game designer from Spain (but I live in the UK, atm). I make plenty of mistakes when writing in English, please do apologise. I can promise you that you won’t find them in our products as we hire an editor to correct everything prior publishing 🙂
[13:34] <+Carlos> I made with another three friends an indie company and we published a year ago FAITH: The Sci-fi RPG in Kickstarter. It did quite well and we have been in most of the largest conventions in the EU with it. We are very proud and we decided to answer our fans and create a campaign for them. We made it so it would be also a starter set for anyone new to FAITH
[13:35] <+Carlos> A bit like the D&D 5th edition starter set, A Garden in Hell is all you need to play FAITH and it comes with pregenerated characters. It is different from D&D’s starter set in the sense that this includes ALL the rules of FAITH. It does not have that many, so it was possible to include them all and this means that even after finishing playing the campaign
[13:35] <+Carlos> you can continue playing (creating your own stories) forever
[13:36] <+Carlos> that is about it, I think 🙂
[13:36] <~Dan> Thanks, Carlos!
[13:36] <~Dan> The floor is open to questions!
[13:36] <~Dan> Can you tell us a bit about the setting?
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[13:38] <+Carlos> Yep, so FAITH is based in a futuristic universe in which there are five Gods. These Gods are not capable of interacting with reality but empowering those who believe in them with powers capable of bending the laws of physics. Prophets and extremists are powerful people, capable of greatness or (what is the opposite of greatness? haha)
[13:39] <~Dan> (Ungreatness? 😀 )
[13:39] <&GKG_Alan> Carlos that sounds awesome.
[13:39] <~Dan> These are literal supernatural gods?
[13:39] <+Carlos> In this universe there are two alien species who control the known universe. They travel through what is known as the Labyrinth, a natural web of wormholes, the only thing that allows species to travel between star systems within their lifespans
[13:39] <&GKG_Alan> So what is the base mechanic of the game?
[13:40] <~Dan> (Question pause after GKG_Alan’s question.)
[13:40] <+Beelzedude> (That also answerds my question of why the game ist called FAITH.)
[13:40] <+Carlos> the gods are very much like “forces of nature”, they don’t seem to have a consciousness or communicate directly with people
[13:41] <+Carlos> rather, people have discovered through the ages that certain type of behaviour and believes empower them in a way or another
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[13:41] <~Dan> (brb)
[13:41] <+Carlos> they are like moral compasses
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[13:42] <+Carlos> The basic mechanic of the game is card based
[13:42] <+Carlos> We use a regular poker deck (so you can get yours from elsewhere) and the idea behind it is to allow players to control their luck
[13:43] <+Carlos> This is possible, because everyone draws a hand of 7 cards at the beginning of a scene and whenever they have to play they choose which of those cards to play
[13:43] <+Carlos> a bit like if in D&D you would roll 7 D20 and keep the results next to you and whenever you got to roll you choose which one to use
[13:44] <+Carlos> The size of the hand of cards represents the characters stamina, and when you run out of cards your character is exhausted
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[13:44] <+Carlos> the better you are at something the more likely you are to draw a new card to your hand when you play a low card, so you can choose your play style
[13:45] <&Le_Squide> Are the card suites used at all?
[13:45] <+Carlos> Some people like to play all-in using their high cards trying to get Criticals, while others play highcard then lowcard, trying to keep their hand with cards
[13:45] <+Carlos> yep
[13:45] <~Dan> Can I stop you there for a moment, Carlos?
[13:45] <+Carlos> sure 🙂
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[13:46] <~Dan> Okay, so… am I correct that everyone has the same amount of “stamina” as represented by the 7 cards, but PCs are more likely to get more “stamina” by playing to their strengths?
[13:46] <~Dan> Using the abilities at which they’re better?
[13:46] <+Carlos> yeah
[13:47] <~Dan> Okay, got it.
[13:47] <+Carlos> let me explain, you got Skills and Attributes like in most RPGs
[13:47] <+Carlos> your Attribute value says how many cards you can play per action
[13:47] <+Carlos> Your skill is your starting value
[13:47] <+Carlos> so if you got Ballistics 5 and play a 7 and a 2 your final action value if 14
[13:48] <+Carlos> and when you play a card up to the value of the Skill you are using, you draw a new card – this represents that the low effort that that card represents to you does not get you tired, because you are capable in that Skill
[13:48] <+Carlos> To answer Le_Squide
[13:48] <+newsalor> nice
[13:48] <~Dan> Interesting mechanic.
[13:48] <+Carlos> Yes, in FAITH you use the suits but they represent something else than in the regular poker deck
[13:49] <+Carlos> could I post a picture or a link to imgur here? is that a thing?
[13:49] <~Dan> Sure, you can post a link.
[13:49] <+Carlos> one sec
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[13:50] <~Dan> (Howdy, jcfiala!)
[13:50] <+Carlos> (Link: http://i.imgur.com/bPMeOXR.png)http://i.imgur.com/bPMeOXR.png
[13:50] <+Carlos> mm
[13:50] <+Carlos> that was supposed to be the link hehe
[13:50] <+Carlos> it looks invisible but you can click on it
[13:50] <~Dan> I copied/pasted it, and it worked.
[13:50] <~Dan> The four suits?
[13:51] <+Carlos> anyhow, each poker suit symbol is changed by one for FAITH, these are: Urban, Nature, Space and OS (as in Operative System). When you play a card which suit matches the location in which you are in game, you also draw a card
[13:51] <+Motulev> link works fine for me
[13:51] <+Carlos> this represents you are, lets say, moving well within your environment
[13:52] <+Carlos> characters got affinity to one of the suits, representing where they feel at home
[13:52] <~Dan> Is OS for hacking/virtual reality/etc.?
[13:52] <+jcfiala> Hey Dan.
[13:52] <+Carlos> yeah
[13:52] <+Carlos> hacking is a big thing in FAITH
[13:53] <+Carlos> (done) I think
[13:54] <+Carlos> any other questions? 🙂
[13:54] <~Dan> Oh, for those of you just arriving, here’s what we’re discussing: (Link: https://www.kickstarter.com/projects/burninggames/faith-a-garden-in-hell-rpg-starter-set-campaign?ref=category)https://www.kickstarter.com/projects/burninggames/faith-a-garden-in-hell-rpg-starter-set-campaign?ref=category
[13:54] <~Dan> What species are available as PCs?
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[13:55] <~Dan> (Welcome to #rpgnet, Guest40! You can set your name with the /nick command. 🙂 )
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[13:56] <+Carlos> The Corvo: They are hyper expansionists and very individualistic. They have small governments and large corporations, some are so rich that they own planets others so poor they have to steal oxygen to survive (that is, because their capital is a Dyson ring around a star – most corvo have never lived under the gravity pull of a planet)
[13:57] <+Carlos> (Link: https://s-media-cache-ak0.pinimg.com/564x/6f/01/d1/6f01d1f8cc44433550c5a068a21bfa86.jpg)https://s-media-cache-ak0.pinimg.com/564x/6f/01/d1/6f01d1f8cc44433550c5a068a21bfa86.jpg
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[13:57] <~Dan> (wb, luc)
[13:59] <~Dan> They look a bit like Elites from Halo.
[13:59] <+Carlos> The Iz’kal: They are a very communal species, as they can enter a state of hive mind when they are close together. They live in a technocratic state in which everything is controlled by the State, but the State is the population directly (there are no politicians, but different technocrats with different responsibilities). They live quiet lives and
[13:59] <~Dan> (cut off at “quiet lives and”)
[13:59] <+Carlos> they give their lives for the “good of the most”, doing what is best for the State
[14:00] <+Carlos> The Corvo and the Iz’kal hate each other
[14:00] <+Carlos> (Link: https://s-media-cache-ak0.pinimg.com/564x/7f/13/84/7f13847ae3f26b0724307aa526b1fc96.jpg)https://s-media-cache-ak0.pinimg.com/564x/7f/13/84/7f13847ae3f26b0724307aa526b1fc96.jpg
[14:00] <~Dan> I can’t imagine why… 🙂
[14:00] <+Carlos> they are fighting a cold war for control of all the star systems connected through the Labyrinth (the web of wormholes)
[14:01] <+Carlos> there is no direct confrontation, but expeditions do get lost mysteriously
[14:02] <+Carlos> In the middle of this you got humans, who live in Earth in a Madmax kind of world
[14:02] <+Carlos> they have been found by the Corvo, and they have proven to be some of the most resilient warriors and therefore the Corvo hire them out to do their biddings
[14:03] <+Carlos> Many humans are happy to leave Earth, others simply have to choose between that and starving
[14:03] <~Dan> Interesting, having humans not be a major player in the setting.
[14:04] <+Carlos> All humans who leave Earth are sterilised as by their contract with a corvo megacorp
[14:05] <&GKG_Alan> wow.
[14:05] <+Carlos> the intention is that the iz’kal will not get their hands on human soldiers or giving the humans the chance to grow in space – and perhaps thinking on creating their own civilization
[14:05] <+Carlos> (that last sentence was a bit messy sorry)
[14:06] <~Dan> (No problem. I got it. 🙂 )
[14:06] <&GKG_Alan> so there’s only two sides to this conflict?
[14:06] <+Carlos> Still, there is a Human Front in space who are humans who joined forces and are trying to create Earth 2.0
[14:06] <+Carlos> two large sides – that is
[14:07] <&GKG_Alan> aah Ok. cool
[14:07] <&GKG_Alan> I like that
[14:07] <+Carlos> we also have the Raag, who are a primitive species who inherited their tech from an older species
[14:07] <+Carlos> they treat tech as magic – but their tech is slowly rusting away so they have to work for the other two large species in exchange for new parts
[14:08] <+Carlos> they are a very proud people who can see no future for the new generations
[14:09] <+Carlos> BUT, this said there is a 5th species
[14:09] <+Carlos> They do not play by the rules
[14:09] * +KenMatlock refrains from the joke, since it’d delve into politics. 😉
[14:09] <+Carlos> they are the Ravager (named by others, obviously) and they are what we call a Darwinist species: their only interest is evolution
[14:10] <+Carlos> they got Queens who spawn hundreds of creatures, who go around the universe consuming planets and bring back to her all the DNA acquired, she then uses that to evolve and create more evolved creatures who go out again, and so on
[14:11] <+Carlos> they are a threat to everyone and do directly attack colonies, they are very good at moving in the Labyrinth and are hard to chase or fight
[14:11] <~Dan> I don’t imagine they’re very popular.
[14:12] <+Motulev> hmmm, reminds me a bit of the tyranid
[14:12] <+Carlos> In the Campaign A Garden in Hell you guys are Coalition soldiers – an army built reluctantly by both Corvo and Iz’kal to fight the Ravager away
[14:12] <+Motulev> this is not a bad thing
[14:13] <+Carlos> (yeah, tyranids and a bit the bugs in Starship Troopers haha)
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[14:13] <+Carlos> (done)
[14:14] <+newsalor> Does the GM have a budget or something to determine difficulty? The players have a limit on resources per scene.
[14:14] <+Carlos> the GM does as well
[14:15] <+Carlos> Let me explain
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[14:16] <+Carlos> In FAITH characters are by default successful in what they try to do (unless is physically impossible). BUT, if what they are doing affects someone else (another PC or an NPC) they are allowed to confront the action with an action of their own. If not, the GM who also has a hand of cards can herself confront actions representing “bad luck”.
[14:17] <+Beelzedude> The card mechanic sound similar so Starchildren, are you familiar with that game?
[14:18] <+Carlos> The GM can therefore confront a limited amount of free actions (actions that are not doing anything to anyone), this makes the GM only confront “story-wise” important actions or things that sound dramatically interesting. It is a bit different, but it means that the story usually moves forwards very smoothly
[14:18] <+Carlos> I am not familiar with Starchildren, but I’ll check it out
[14:19] <~Dan> So if a PC is trying to leap over a crevasse, he succeeds unless the GM chooses to challenge the action?
[14:19] <+Carlos> then NPCs play cards from the top of the GM’s deck at random so they do not share her limit
[14:19] <+Carlos> yeah
[14:19] <+Carlos> also the GM could explain that it is waaay to far and it is literally impossible
[14:20] <~Dan> Can you explain how combat works?
[14:20] <+Carlos> If I were the GM I would say that about crevasses that are taking the players away from the story and confront them when they face one that will eventually take them forward just to spice things up
[14:20] <+Carlos> alright
[14:21] <+Carlos> so, combat is triggered when people are performing time sensitive actions against each other, and what they do is play a random card from the top of the deck and add their Initiative Skill value to it – this determines the order of play
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[14:22] <+Catseye> hi
[14:22] <~Dan> (Howdy, Catseye!)
[14:22] <+Carlos> Each character can perform 1 action, and as many counteractions as actions are performed against that character. BUT, if he performs a counteraction before performing an action he loses his action turn this round.
[14:23] <+Carlos> Therefore cover fire and things like that are very effective, because those affected by it have to counteract to survive and can no longer act this round
[14:23] <~Dan> Makes sense.
[14:24] <+Carlos> then when one character performs an action against another one (lets say shooting him) that other character can choose to perform ANY action that could make the triggering action fail: there is no actual list, but dodging, taking cover are useful BUT doing damage to your attacker is also considered a valid counteraction
[14:25] <+Carlos> so I shot you, your counter is shooting back
[14:25] <+Motulev> can you prevent damage to yourself by shooting the other guy back??
[14:25] <+Carlos> yep
[14:26] <+Carlos> it represents you being faster or more accurate
[14:26] <+Motulev> neat
[14:26] <~Dan> How is damage determined?
[14:27] <+Carlos> in the confrontation, you compare Skill values (lets say we both are shooting, I got Ballistics 5 and Dan has got 7), whoever has the lowest action value plays a card first. The limit of cards we can play is set by the Attribute we are using (Dexterity, and lets say it is 2)
[14:28] <+Carlos> so if I were to play a 5, my action value increases to 10 and Dan would have now the lowest action value and he has to play.
[14:28] <+Carlos> if he were to play a 2, his action value would still be lower than me and he would have to play again before me
[14:28] <+Carlos> so, even if you know your cards – it does not take the thrill from “rolling” as the action unfolds before you
[14:29] <+Carlos> and if the other player or NPC uses high cards, he might force you to do the same
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[14:29] <~Dan> But you can still only play cards up to your attribute limit, correct?
[14:29] <+Carlos> whomever has the highest final value success and his action takes place
[14:29] <+Carlos> yes
[14:30] <+Carlos> although there are divine powers and such that change the rules a bit
[14:30] <+Carlos> combats tend to be very fast and deadly
[14:30] <+Carlos> and planning ahead is vital
[14:30] <+Carlos> one thing that I really like is the Advantages rules
[14:31] <+Carlos> basically gear and roleplaying can put a character on an advantage over his opponent – and the opponents must play one card less than usually
[14:32] <+Carlos> roleplaying for advantages becomes rather important, because they can mean the difference between life and death
[14:32] <+Carlos> so when people play faith they don’t usually say “I shoot at that NPC” they come up with how they do it and why it is cool, smart and deserves an advantage
[14:33] <~Dan> I’m still not clear how damage is figured on a successful attack, though.
[14:33] <+Carlos> depends on your weapon
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[14:33] <~Dan> (Howdy, Canageek!)
[14:34] <+Carlos> and if you won by 5 points you do +1 damage, and if you win by 10 points you do double the usual damage
[14:34] <+Carlos> (weapons damage range from 1 to 5, usually)
[14:34] <~Dan> What determines how much damage a character can take?
[14:34] <+Carlos> his health
[14:35] <+Carlos> determined by his Constitution Attribute
[14:35] <+Carlos> that is physical damage
[14:35] * ~Dan nods
[14:35] <+Carlos> there is also neural damage, which is determined by your Mind Attribute
[14:36] <+Carlos> Neural damage represents concussions, being affected by flash grenades, etc
[14:36] <~Dan> Speaking of Attributes, do you happen to have a character sheet posted that we can see?
[14:36] <+Carlos> yep
[14:36] <+Carlos> give me a sec
[14:37] <+Carlos> (Link: http://www.beastsofwar.com/wp-content/uploads/2015/02/character-board.png)http://www.beastsofwar.com/wp-content/uploads/2015/02/character-board.png
[14:37] <+Carlos> It is rather simple
[14:37] <~Dan> Nice and clean, yup.
[14:37] <~Dan> I notice that there’s no strength attribute.
[14:38] <+Carlos> the whole game is quite simple, as everything is resolved with the confrontation mechanic. The rules today are 36 pages long (including descriptions of all the Skills and upgrades possible)
[14:38] <+Carlos> Constitution is both
[14:38] <~Dan> Ah, I see.
[14:38] <+Carlos> your usual constitution attribute and your usual strengh hattribute that is
[14:38] <~Dan> Does that affect damage in melee combat?
[14:38] <+Carlos> strength*
[14:38] <+Carlos> yeah
[14:38] <~Dan> How does that work?
[14:39] <+Carlos> you deal damage equal to your constitution with your bare hands
[14:39] <+Carlos> Attributes go from 1 to 3, btw
[14:39] <+Carlos> and if you use CQC weapons, it only adds damage if it is a blunt weapon, not a cutting one
[14:39] <~Dan> Hmm. Okay.
[14:40] <~Dan> CQC = Close Quarters Combat?
[14:40] <+Carlos> yeah, sorry
[14:40] <~Dan> No problem! 🙂
[14:41] <+Carlos> weapons come in cards, so you don’t need to check the book when you need to see what they do
[14:41] <+Carlos> (Link: https://s-media-cache-ak0.pinimg.com/564x/d8/2c/a0/d82ca0c6441c17c60343e52c6a2f3c55.jpg)https://s-media-cache-ak0.pinimg.com/564x/d8/2c/a0/d82ca0c6441c17c60343e52c6a2f3c55.jpg
[14:42] <+Carlos> that is the front and in the back you can read the abilities
[14:42] <~Dan> Very nice.
[14:43] <~Dan> Can you give us some idea of the setting’s overall tech level?
[14:43] <~Dan> Are personal energy weapons the standard, for example?
[14:43] <+Carlos> there are plasma weapons, neural weapons (shockwaves), railguns, and regular guns
[14:44] <+Carlos> FAITH’s universe has very advanced tech, but it is still in the dark ages of space exploration
[14:44] <+Carlos> so space exploration is as dangerous or even more than sea exploration was for the Spanish when they went to America
[14:45] <~Dan> Why is that?
[14:46] <+Carlos> well, space is even more dangerous than the sea. You got radiation, no gravity, entering atmospheres, solar flares, if something goes wrong it can go terribly wrong
[14:46] <+Naeddyr> same reason why we will build cities on Antarctica before we do it on Mars.
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[14:47] <+Carlos> a fan described it perfectly
[14:47] <~Dan> Is everyone at roughly the same tech level?
[14:47] <+Carlos> let me find what he said
[14:47] <+Carlos> not
[14:47] <+Carlos> Corvo and Iz’kal are more or less at the same level (but each are better in different fields)
[14:48] <+Carlos> the raag are very capable of space exploration thanks to the tech they got from the long gone species
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[14:48] <+Carlos> and humans do not have their own tech
[14:48] <~Dan> (wb, velociengineer_Bill)
[14:48] <+Carlos> well, not their “space-ready” tech that is
[14:49] * ~Dan nods
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[14:50] <+Carlos> other than that they got very advanced stuff
[14:50] <+Carlos> they control computers with mind controls
[14:50] <~Dan> Are there psionics?
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[14:50] <+Carlos> they are bio enhanced to be smarter, faster, and stronger
[14:51] <+Carlos> No, basically they got computer chips installed in their brains
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[14:52] <~Dan> So psionics don’t exist at all in the setting?
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[14:52] <+Carlos> they can link living tissues and electronic circuits
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[14:52] <~Dan> (wb, GKG_Alan)
[14:52] <&GKG_Alan> (sorry about that, browser froze)
[14:53] <+Carlos> yes, there are a few divine powers that could be considered that
[14:53] <+Carlos> telekinesis
[14:53] <+Carlos> psychometry
[14:53] <+Carlos> telepathy and such
[14:53] <+Carlos> but they derive from the Gods, not tech
[14:54] <~Dan> I see… Can you give us an overview of what other sorts of divine powers are available?
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[14:54] <+Carlos> yes
[14:55] <+Carlos> and also, you guys can always read more about it in our site, because our rulebook is there free to download
[14:55] <+Carlos> but let me explain a bit
[14:55] <+Carlos> there are not direct damage powers or such, everything is about bending the laws of physics and empowering yourself or allies
[14:55] <+newsalor> Carlos: I’m really liking what I’m hearing about the rules. You’ve got lots of good ideas!
[14:56] <~Dan> Agreed!
[14:56] <+Carlos> so some powers allow you to become invisible, to others to “target someone” and see what they see when you close your own eyes, another one allows you to change the direction of the gravity pull upon yourself
[14:57] <+Carlos> you can also create illusions, if you are good at it they are more than what you see, they can smell or even taste
[14:57] <+Carlos> psychometry is a favourite of mine in which touching objects give you visions of what has happened to it (a blood stain, a broken door…)
[14:58] <+Carlos> one that allows you to create portals like in Portal the videogame
[14:58] <+Carlos> overcharge machines around, taking down robots and drones is also another one
[14:58] <+Carlos> thanks newsalor ^^
[14:59] <+Carlos> the God of Madness has some cool tricks, making people confused and scared – taking away powers and such
[15:00] <~Dan> The five gods offer different powers?
[15:00] <+Carlos> yeah
[15:00] <+Carlos> so gameplay is completely different if you follow a different one
[15:00] <~Dan> What are the limits on the use of divine powers? Is there a “magic point” mechanic, for example?
[15:01] <+Carlos> but, you don’t really need to follow one to get cool stuff, tbh- there are plenty of technological and biological upgrades as well
[15:01] <+Carlos> using divine powers causes the character to suffer small amounts of neural damage
[15:01] <+Carlos> if you use too much and drop to negative neural health you fall in a coma
[15:01] <~Dan> Is there any way to mitigate that?
[15:02] <+Carlos> yeah, drugs, improving your Attributes, and such
[15:02] * ~Dan nods
[15:02] <+newsalor> Why did you go for the divine angle and not “just” stick to (mil-)scifi?
[15:02] <+Carlos> but also, people who are used to fight prophets use neural weapons
[15:03] <+Carlos> soulbenders (that’s the name of people who use powers) are very afraid of neural weapons because you can be taking neural damage and being “in control” but then they shoot you with one of those and you are screwed
[15:03] <+Carlos> so it is always a doubled edged sword against the right (or wrong?) enemy
[15:03] <+Carlos> mmm
[15:03] <+Carlos> that is a good question
[15:03] <+Carlos> we wanted to have a “pure” sci-fi setting in terms of tech and such
[15:04] <+Carlos> mostly because we got lots of friends who are engineers, and astro physicist and with their help we could create something cool
[15:04] <+Carlos> but… we still wanted to have a little something that was slightly magical
[15:05] <+Carlos> so in FAITH everything but the Gods (whose only interaction with reality is the divine powers) is treated trying to aim for realism
[15:05] <~Dan> Do you see the gods as “real” supernatural beings, or are they more like poorly-understood Lovecraftian science?
[15:06] <+Carlos> I, personally, see them as some kind of inner strength
[15:06] <+Carlos> concentrated will power if you wish
[15:06] <+Carlos> they do not talk or have an afterlife
[15:06] <+Carlos> but if a person is passionated and true to himself and the way he sees life and other people he will start to gain this powers
[15:07] <+Carlos> and if he is not, and starts to doubt he will lose them
[15:07] <~Dan> So… more like a point of focus to direct one’s self to gain access to one’s own untapped potential, if that makes sense?
[15:07] <+Carlos> yeah, that is a good way to put it
[15:08] <+Carlos> a bit like in Dragonball, that for as long as they keep the will to fight the fight goes on haha
[15:08] <~Dan> Heh. 🙂
[15:09] <~Dan> How common is life in your setting, and of that life, how common is sapient life?
[15:09] <+Carlos> let me quote the book on that
[15:10] <+Carlos> “In all places where life can exist, it will exist. The known universe consists of a few hundred habitable planets where six species intelligent enough to develop civilizations have met. There are thousands of other species with some level of self awareness or even metacognition, and the total number of known species is innumerable,
[15:10] <+Carlos> as species evolve and become extinct constantly.”
[15:11] <+Carlos> so… as common as the GM wants, really hehe
[15:11] <+Carlos> this new campaign setting introduces a new “sapient” species
[15:11] <~Dan> Hmmm… So it sounds like there are a number of self-aware species co-existing on the same planets, if there are hundreds of planets that can sustain life but thousands of self-aware species.
[15:11] <+Carlos> and as the setting evolves we’ll see more
[15:12] <~Dan> Or am I missing something there?
[15:12] <+Carlos> self aware species are animals such as dogs or dolphins
[15:13] <~Dan> Ah, right.
[15:13] <+Carlos> Well, this was fun
[15:14] <~Dan> Need to head out, Carlos?
[15:14] <+Carlos> my wife is claiming for food hehe
[15:14] <+Carlos> but if you got any final questions, I can try to squeeze a few minutes?
[15:14] <~Dan> Okay! Just a couple of quick notes, then.
[15:14] <+BPIJonathan> (sorry for bouncing out earlier, my system locked up. Will catch up what I missed in the archives)
[15:15] <+Carlos> sure, hit me
[15:15] <~Dan> If any of you have enjoyed the chat and are feeling generous, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[15:15] <~Dan> And if you can hang out just a minute or so, I can get the chat logged and get you the link. 🙂
[15:15] <~Dan> And thanks very much for joining us, Carlos!
[15:16] <&GKG_Alan> was interesting carlos
[15:16] <&GKG_Alan> gonna look into it
[15:16] <+Carlos> Sure, it was fun ^^
[15:16] <+Carlos> remember, you can get our rulebook from our site for free
[15:16] <+Carlos> and there is a one-shot adventure there for you to play
[15:16] <~Dan> Do you have the link handy for the rulebook?
[15:16] <+Carlos> + some adventure seeds
[15:16] <+Carlos> yeah
[15:16] <+Agamemnon2> ooh, need to take a look at that for sure
[15:17] <+Carlos> (Link: http://burning-games.com/en/faith-the-sci-fi-rpg-free-downloads/)http://burning-games.com/en/faith-the-sci-fi-rpg-free-downloads/
[15:17] <~Dan> Great!
[20:05] <+Helio_BG> I am Helio de Grado, Spanish, engineering student (just 1 subject left!), bass player and miniature painter, and as of late RPG co-designer and publisher too
[20:06] <+Helio_BG> I founded Burning Games with three friends a couple of years back and we made FAITH: the Sci-Fi RPG, funding it through Kickstarter on February 2015
[20:07] <+Helio_BG> Now we are crowdfunding FAITH: A Garden in Hell, which is a starter set for the game
[20:08] <+Helio_BG> Faith is a tabletop RPG that brings the art to the table, allowing players to immerse in the sci-fi, non-human centric setting
[20:08] <+Helio_BG> The system is card based, with gear and npc cards and actual playing cards to substitute the more traditional dice to allow players to manage their luck
[20:09] <+Helio_BG> (done)
[20:09] <~Dan> Thanks, Helio_BG!
[20:09] <~Dan> What can you tell us about the setting?
[20:11] <+Helio_BG> In Faith there are two main species, the Corvo and the Iz’kal. The former are a huge capitalistic civilization, run by megacorps, while the latter live under a social government
[20:11] <+Helio_BG> This keeps them in a state of permanent Cold War, both afraid of the consequences of open warfare
[20:12] <+Helio_BG> In a Garden in Hell, they have been forced into a Coalition against the mutant Ravager
[20:12] <+Helio_BG> A species of DNA collecting aliens roaming the Labyrinth and destroying planets
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[20:12] <~Dan> (Howdy, NiTessine!)
[20:13] <+Helio_BG> there are also the Raag, and Humans, both of whom usually act as mercenaries for the other species and do what they can to survive
[20:13] <+Helio_BG> (done)
[20:14] <~Dan> And what is the Labyrinth?
[20:15] <+Helio_BG> The Labyrinth is a natural web of wormholes that connect the known universe
[20:15] <~Dan> Ah, right.
[20:15] <+Helio_BG> most of it is still unexplored, and it has tunnels so small that not even a single person can go through them, while others are so huge they contain asteroid belts
[20:16] <~Dan> Huh. Interesting.
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[20:16] <~Dan> (Howdy, MonkofLords!)
[20:16] <+Helio_BG> in the setting, intergalactic travel is limited as FTL speed is not possible, and everyone is forced to use the Labyrinth to visit other inhabited systems
[20:17] <~Dan> How common are openings to the Laybrinth?
[20:17] <~Dan> Labyrinth, rather
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[20:17] <+Helio_BG> fairly common from the point of view of civilised species, as they only know systems with openings in them
[20:18] <+Helio_BG> there might be thousands or millions of other systems without Labyrinth exits
[20:18] <+Helio_BG> but it is unlikely nobody from the known species will ever visit them, as travelling there would simply take too long
[20:18] <+Helio_BG> and the Labyrinth is big enough that it will still take them hundreds if not thousands of years to explore
[20:18] * ~Dan nods
[20:19] <~Dan> Can you give us an idea of how advanced technology is in the setting?
[20:20] <+Helio_BG> fusion and ion engines are very common
[20:21] <+Helio_BG> in their home system, the corvo have built a dyson ring around the star
[20:21] <+Helio_BG> there are neural weapons that shoot stunt waves that can put you in a coma
[20:22] <+Helio_BG> and wireless hacking is extremely common
[20:22] <+Helio_BG> the technology respects the laws of physics though, there is nothing ‘magic’ in it, everything is plausible according to today’s science even if it has yet to be developed
[20:23] <~Dan> Are there cybernetic and/or genetic enhancements?
[20:23] <+Helio_BG> although there is an element of the setting that breaks the laws of physics, the Gods, but they don’t have anything to do with technology
[20:25] <+Helio_BG> there are enhancements, called Upgrades
[20:25] <+Helio_BG> Tech upgrades are implanted cybernetics, such as bionic eyes or limbs, implanted processors, cortex connectors to connect your brain directly to the devices you use…
[20:26] <+Helio_BG> Bio upgrades are mutations such as cold blooded, the ability to transform your face, nano hooks in your hands and feet…
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[20:27] <+Helio_BG> plus, the Iz’kal rutinarily use genetic modification to improve the lineage
[20:28] <~Dan> Why would someone want to be cold blooded?
[20:28] <+Jezibel> It’d be useful in extreme heat, right?
[20:28] <+Helio_BG> to avoid being detected by heat detectors
[20:28] <+Helio_BG> and to be able to live in different environments
[20:29] <+Helio_BG> the Upgrade itself is not just being cold blooded, but rather being able to control the temperature of one’s body within reasonable limits
[20:29] <~Dan> Ah, I see.
[20:30] <~Dan> Does the setting include power armor and/or mecha?
[20:32] <+Helio_BG> power armours are relatively common, mecha do exist in the universe but haven’t made an appearance on the rules just yet, we might make an expansion about them at some point
[20:33] <~Dan> What is space combat like?
[20:35] <+Helio_BG> it is bound to happen within the Labyrinth. There are no rules in the system yet, but there are a few pointers in the explanation of the Labyrinth in the setting section
[20:35] <+Helio_BG> there are interesting things that can happen when you fight inside wormhole tunnels
[20:35] <+Helio_BG> such as firing missiles backwards so they go through the space-time loop and reach your enemy in the rear
[20:36] <+Helio_BG> or avoiding a shot so that it will come back to the original attacker
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[20:36] <~Dan> (Howdy, LW!)
[20:36] <+Helio_BG> lots of maneuvering against the non-existent walls of the Labyrinth, going through space-time loops…
[20:37] <~Dan> Are missiles the main weapon of spacecraft, or do they use energy weapons as well?
[20:37] <+Helio_BG> there are missiles, powerful lasers and plasma cannons, and electronic attacks
[20:38] <+Helio_BG> electronic attacks will aim to disable the systems of other spaceships through hacking
[20:39] <+Helio_BG> in the draft rules we have for space combat (expansion coming out at some point) we contemplate each ‘class’ (although there are no classes in the system, but it is still a nice reference point) to have a different task
[20:39] <+Helio_BG> (done)
[20:40] <~Dan> You mentioned four alien species. Are there any more?
[20:41] <+Helio_BG> To summarize, there’s the civilised species: Corvo, Iz’kal, Raag, Humans
[20:41] <+Helio_BG> and then there’s the Ravager
[20:42] <+Helio_BG> mutants whose only purpose is to collect DNA to improve the species
[20:42] <+Helio_BG> there was another species, the Korian
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[20:43] <+Helio_BG> very violent in nature, they enslaved the Iz’kal and the Raag many years back, but the Iz’kal plotted a rebellion during 200 years, silently thanks to their hyperlink (emotional telepathy) and took out everyone of them in a single strike
[20:43] <+Helio_BG> or so they believe
[20:44] <+Helio_BG> thus the Korian are currently extinct, as far as the other species know
[20:44] <+Helio_BG> of course there might be plenty of other rational species out there, but nobody from the known universe has met them yet
[20:45] <+Helio_BG> (done)
[20:45] <~Dan> How common is life in general in the setting?
[20:46] <+Helio_BG> extremely common, a quote from the book is ‘In all places where life can exist, it will exist.’
[20:47] <~Dan> That being the case, do you include a bestiary of alien creatures?
[20:48] <+Helio_BG> there are a few alien creatures in the NPC deck included in the Core Set we published last year
[20:49] <+Helio_BG> and more will be in this year’s A Garden in Hell starter set
[20:49] <+Helio_BG> as you see, our bestiary doesn’t come listed in a book, but in npc cards/decks instead
[20:53] <~Dan> Can you say a bit about the gods in the setting and the reason behind the game’s name?
[20:54] <+Helio_BG> in the universe of Faith, it is known that people with strict morals can have powers that allow them to break the laws of physics
[20:55] <+Helio_BG> thus five Gods were identified, or agreed upon, as the entities that grant those powers
[20:55] <+Helio_BG> Kaliva is the god of those who seek only self improvement and gain
[20:56] <+Helio_BG> Vexal is the god of those who seek individual development of their inner selves, as well as helping others achieve the same
[20:56] <+Helio_BG> Ergon is the god of those who seek the benefit of their society as a whole, never imposing anything but instead accepting the will of the many
[20:57] <+Helio_BG> Hexia is the god of those who pursue the benefit of the many, but know society is not fit to rule itself. Thus, they seek knowledge to be able to rule better.
[20:58] <+Helio_BG> Then there’s Ledger, the god of those who just want to watch the world burn, the god of Chaos
[20:58] <~Dan> Heh. Ledger. 🙂
[20:59] <+Helio_BG> our humble way of honouring the memory of the late Heath Ledger
[21:00] <~Dan> I suspected as much. 🙂
[21:00] <~Dan> What sorts of abilities do these beings grant?
[21:02] <+Helio_BG> teleporting, telekinesis, illusions, creation of fear or chaos (of course!), planewalking…
[21:02] <+Helio_BG> they are themed around the morality of the God
[21:02] <+Helio_BG> thus, Divine Upgrades (that’s how these powers are called) from Ergon will help you protect your team mates
[21:03] <+Helio_BG> while Upgrades from Kaliva will help you, especially if you are better than your opponents (Kaliva has little respect for the weak, but helps the strong become stronger)
[21:04] <+Helio_BG> Upgrades from Ledger will of course help you create as much chaos and destruction (or not, chaos is random of course!) has possible
[21:04] <+Helio_BG> (done)
[21:05] <~Dan> What is the core mechanic like?
[21:06] <+Helio_BG> it is really simple: every action is successful if it is within the limits of what’s reasonably possible, unless someone or something does something to avoid it
[21:06] <+Helio_BG> in such case, there is a confrontation and all parties involved will have a chance to play cards
[21:07] <+Helio_BG> whoever gets the higher total score succeeds, all opposing parties fail in their actions or counteractions
[21:07] <+Helio_BG> players have a hand of 7 cards (8 if they are human)
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[21:08] <+Helio_BG> and can play as many cards as the Attribute they are using (Attributes are Agility, Dexterity, Constitution, Link (for tech/hacking), Faith and Mind), usually from 1 to 3
[21:09] <+Helio_BG> they also have Skills (there’s 12 of them, such as Hacking, Medical, Ballistic or Initiative) that range from 0 to 9 and give you a base value for your action
[21:09] <+Helio_BG> so you add your skill to the value of the cards you played (player cards come from a custom poker deck, thus are numbered 1 through 13) and that gives you your action value
[21:10] <+Helio_BG> (done)
[21:10] <~Dan> Do suits matter?
[21:11] <+Helio_BG> Yes. The suits are Nature, Urban, Operating System and Space
[21:11] <+Helio_BG> if you use a card from the suit of the ambience where you are, you get to draw a card
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[21:11] <~Dan> (Lolth!)
[21:11] <+Helio_BG> representing you are moving or acting well in that environment and thus you do not get tired
[21:11] * ~Dan hugs Lolth!!
[21:12] <+Helio_BG> cards pretty much represent stamina
[21:12] <&Lolth> Meep
[21:12] <+Helio_BG> you also get to draw cards when you do something that represent little effort (cards of equal or lower value than the skill you are using)
[21:13] <~Dan> How does combat work?
[21:13] <+Helio_BG> and you get to refresh your hand at the end of each scene, when you have a chance to rest
[21:13] <+Helio_BG> combat takes place in initiative rounds of 3-5 seconds
[21:13] <+Helio_BG> (of game time, that is, in real time it can of course take longer!)
[21:14] <+Helio_BG> whenever there are two or more characters who want to perform an action simultaneously or trying to outperform eachother there is an initiative round
[21:15] <+Helio_BG> everybody involved discards the topmost card of the deck and adds their initiative value, then gets to act in descending order of total initiative value
[21:15] <+Helio_BG> if you are affected by an action before (or after!) your turn, you get a chance to counteract, but you lose your turn if you haven’t taken it yet
[21:16] <+Helio_BG> in Faith, for as long as you are aware of it happening, you always get a chance to confront any action that affects you
[21:16] <+Helio_BG> (done)
[21:16] <~Dan> How does damage work?
[21:17] <+Helio_BG> characters have Physical and Neural health, which are double their Constitution and Mind attributes respectively
[21:17] <+Helio_BG> weapons are pretty lethal, ranging from 1-4 in damage and double that in case of critical success
[21:18] <+Helio_BG> meaning you can drop below 0 health in one or two shots easily, unless you are carring some very heavy armour
[21:18] <+Helio_BG> if you drop below 0 Physical health, you are Bleeding out and die if you don’t receive medical attention before the end of the scene
[21:18] <+Helio_BG> if you drop below 0 Neural health, you become Traumatised and fall unconscious until a doctor treats you
[21:19] <+Helio_BG> if you are Bleeding out and Traumatised at the same time you die, and you can also die from other effects such as ashpyxia, excessive mutilation, etc
[21:19] * ~Dan nods
[21:19] <+Helio_BG> additionally, each point of damage of either type is a -1 to all your skills, which can become crippling quite fast
[21:20] <+Helio_BG> there is advanced medicine performed in hospitals or hi-tech clinics that can regenerate your wounds quite fast
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[21:21] <+Helio_BG> but medicine performed in the field is very basic, and a bullet wound is a bullet wound so it will take long to recover from it
[21:21] <+Helio_BG> (done)
[21:22] <~Dan> Does the setting include psionics, or is that covered by divine upgrades?
[21:23] <+Helio_BG> it is covered by divine upgrades
[21:23] <+Helio_BG> the Iz’kal do have hyperlink though
[21:23] <+Helio_BG> which allows them to join their minds into a single one, sharing thoughts and emotions (only inter-species)
[21:23] <+Helio_BG> intra-species that is, sorry
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[21:24] <+Helio_BG> and the Ravager communicate through complex radiowaves, and some of them have figured out how to use their own radiowaves to hack devices
[21:24] <+Helio_BG> but other than that, no psionics outside of Divine Upgrades
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[21:27] <~Dan> Let’s see… I’m about tapped out on questions. is there anything we haven’t covered that you’d like to mention?
[21:28] <+Helio_BG> I’d like to add a few of my favourite things about the system if you don’t mind
[21:28] <~Dan> Please do!
[21:29] <+Helio_BG> The core rules are very light, but having all the gear and npcs in cards allow to add many details that would bog down the game if you had to look them up in the rulebook and this way they are readily available
[21:29] <+Helio_BG> plus, the rules are specifically designed to encourage good roleplay
[21:30] <+Helio_BG> a mechanic we haven’t covered is the Advantage
[21:30] <+Helio_BG> if you have better equipment or are in a better position than your opponent, you may gain advantage over them, which will put them in Inferiority
[21:30] <+Helio_BG> someone in Inferiority plays one less card than usual, making it a lot easier to succeed against them
[21:31] <+Helio_BG> advantages can be gained through equipment, for example a good weapon or scope, or through Upgrades
[21:31] <+Helio_BG> but more importantly, they are gained through roleplay
[21:31] <+Helio_BG> if you just claim you repair your broken robot, that’s all fine and dandy
[21:32] <+Helio_BG> but if you describe how you download the blue-prints from its manufacturer’s data base, model how the damage affected the different parts in 3d, take apart only what is necessary and make good diagrams…
[21:32] <+Helio_BG> then the Game Master can and should grant you advantages for your action
[21:33] <+Helio_BG> likewise, if you behave tactically in combat you will gain advantages thanks to cover, aiming, better positioning…
[21:33] <+Helio_BG> and finally, my favourite part of the system is the Profession skill
[21:34] <+Helio_BG> you choose your Profession when you create your character, it can be anything you want from musician to satellite technician, IT security specialist or ex-Black ops
[21:35] <+Helio_BG> the level of your skill will represent your contacts and respect within your industry or guild, as well as the funds you have readily available
[21:35] <+Helio_BG> but more importantly, it will allow you to change details of the story
[21:36] <+Helio_BG> for example, if you are a Mechanical Engineer, you might claim your vehicle has oil-powered transmission, or is powered by solar panels, or has a hidden hatch on the floor…
[21:37] <+Helio_BG> for as long as those details are related to your profession, you may change them and if the GM does not wish you to do so, they will have to confront you, playing cards from their own hand… which means you may very well get away with it after all
[21:37] <+Helio_BG> especially if you save good cards for it
[21:39] * ~Dan nods
[21:40] <~Dan> Any other questions from the audience, folks?
[21:41] <+Helio_BG> I could talk for hours about the game as you can imagine, but I’d love to ask any questions you might have 🙂
[21:41] <+Helio_BG> answer*
[21:42] <~Dan> What’s next for the game line?
[21:42] <+Helio_BG> (not a native speaker, not sure if it’s been a problem thus far, but I do sometimes struggle with English words, apologies about that!)
[21:42] <~Dan> (You’ve been doing very well!)
[21:42] <+Helio_BG> A Garden in Hell is the first of a penthalogy of campaigns for Faith
[21:43] <~Dan> All linked?
[21:43] <+Helio_BG> there will be one for each of the known species, A Garden in Hell being about the Ravager, their origins… Players are part of a special operations team of the Coalition on a mission to extract war information from a Ravager Queen
[21:44] <+Helio_BG> they will be linked in some way
[21:44] <+Helio_BG> after each campaign is released, we will record the results of everyone who wants to share them with us within a certain deadline
[21:44] <+Helio_BG> and use the most common finale to create the canon of the universe
[21:45] <+Helio_BG> that will show in significant ways in the next campaigns
[21:45] <~Dan> Nice!
[21:45] <+Helio_BG> for example, if most people defeats the Queen, then in the next campaign maybe the Coalition does not exist anymore, or doesn’t have as much power, because the Ravager do not pose that big of a threat anymore
[21:46] <+Helio_BG> whereas if most people fails on their mission, maybe civilisation is on a bloody war to ensure survival and most folks are called to arms
[21:47] <+Helio_BG> we want the community to be a part of the universe of the game, and this is our way of allowing everyone to contribute
[21:47] <+Helio_BG> however as you might suspect, this may take some time, at least a couple of months until after the game hits backer’s homes and store’s selves if everything goes according to plan
[21:48] <+Helio_BG> so we have something else prepared to release before that
[21:49] <+Helio_BG> it is FAITH: Gates to the Universe (working name), a sourcebook about the Labyrinth with at least one deck with more gear and npcs
[21:49] <~Dan> Oh, that sounds promising.
[21:49] <+Helio_BG> it will be a book describing home systems, main colonies, independent and alien worlds… prepared so you can pretty much open it in any page and with minimal prep send your players to that system or planet
[21:49] <~Dan> Awesome!
[21:50] <+Helio_BG> it will allow groups to continue their adventures after their mission in Ujara, the planet they will visit in A Garden in Hell
[21:50] <+Helio_BG> or to expand the game if they have the original Core Set
[21:51] <~Dan> Thanks very much for joining us at such an ungodly hour, Helio_BG!
[21:51] <+Helio_BG> a gazetteer, if you will, but with minimal prep involved 🙂
[21:52] <+Helio_BG> well thank you for having me, it has been great!
[21:52] <~Dan> I think I’ll add this to the end of the previous Q&A log.
[21:52] <+Helio_BG> nice
[21:53] <~Dan> Give me just a sec, and I’ll get that posted!
[21:53] <+Helio_BG> I think even though we covered similar topics, me and Carlos have very different approaches to explaining things