[19:31] <+DanT> Hi, I am Dan, I am 1/2 of the writing team for Arcidia: Flesh and Bone.
[19:31] <+DanT> Done
[19:32] <+FullTimeGM> Hello everyone, I am Peter Nielsen. I am the primary fluff and story writer for Arcida: Flesh and Bone. I’ve previously written Galaxy Incorporated and the scenario, Boiling Point for the Base Raiders RPG. “(Done)”.
[19:33] <~Dan> Thanks, guys! Ready for questions?
[19:33] <+FullTimeGM> Ready Dan.
[19:33] <+DanT> yup Ready
[19:33] <~Dan> The floor is therefore open to questions. 🙂
[19:33] <~Dan> So what’s the game about? 🙂
[19:34] <~Dan> (Howdy, ChadDubya!)
[19:34] <+ChadDubya> Hey Dan
[19:34] <+DanT> Arcadia: Flesh & Bone is an epic Survival Horror Sword and Sorcery, Resource Management game, set in a dying world setting. In which the player are part of a conspiracy trying to win their world back from the invading gods. (done)
[19:34] <~Dan> (Howdy, catty_big!)
[19:35] <+RayAtHigherGrounds> How do you impart horror info a fantasy setting?
[19:35] <+ChadDubya> Elaborate on resource management?
[19:35] <+catty_big> Dan (Hey there)
[19:35] <+DanT> that is a rally good question. Peter you got this one…
[19:35] <+catty_big> Dan (Can you plx give me a link to the game?)
[19:36] <~Dan> ( catty_big: See FB.)
[19:36] <+xyphoid> (Link: https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone)https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone
[19:36] <+FullTimeGM> Horror is added to a normal fantasy setting by threatening characters and limiting their options to respond to threats.
[19:37] <+catty_big> Dan xyphoid (thx)
[19:37] <+FullTimeGM> Violence is a common threat in fantasy; to make it stand out you need to reduce a character’s ability to recover or respond.
[19:37] <+FullTimeGM> In Arcidia we’ve tried to avoid using violence, or rather violent character death, as a primary horror element to facilitate a longer form of campaign.
[19:38] <+DanT> resource management: it is handed though everyday life in the game. Exp and other items can be used for both leveling, repairing and other game related items.
[19:38] <+FullTimeGM> Players primary horror is the threat is discovery and being wiped out by a superior opponent rather than losing in a street fight.
[19:38] <+RayAtHigherGrounds> So would you compare it to any horror movies out, for example? Perhaps Ash vs. Evil Dead?
[19:39] <+DanT> All item and equipment can take damage and will need to be repaired. Loot is used to build up both the player resources and the groups resources.
[19:39] <+FullTimeGM> The typical campaign begins with the declaration of an overruling power, The Locust Lord, who acts as a constant potential threat to the players should the conspiracy they run be discovered.
[19:39] <&Silverlion> Allo. Hrms.
[19:40] <+FullTimeGM> Players undertake quests or missions to farther their conspiracy which means they must act at least partly in the open, potentially becoming known to their target and the potentially vast power that it wields.
[19:40] <+DanT> resource management comes intp play at the point. You have to manage the resopurces. and with this being a survial and horror game. You can;t just drop by the local blacksmith to repair that armor that got beat up during a battle. (done)
[19:41] <~Dan> What are the Locust Lords?
[19:41] <+DanT> Locust Lord are the name given to the invading gods.
[19:41] <+FullTimeGM> So, we try to achieve horror by trying to force players to make difficult choices: between possible rewards and possible reprisals. Naturally, this has the typical horror problem that players MUST buy into the setting and characters or they won’t feel anything, let alone horror.
[19:42] <+DanT> From the book: Locust Lords are deific monsters from another world, these giant insects are demi-gods, capable of touching the divine but still formed of flesh and blood. Some say they can be slain by a mortal’s hands. Each member of their race commands a host of servants, cultist, and “angels” who attend it, as well as ruling their slave population
[19:43] <+DanT> Done
[19:43] <+catty_big> Dan I just looked through the KS, and the artwork for the Locust Lords is terrific.
[19:43] <+FullTimeGM> To help players buy in we use a system that makes NPCs very very important. The conspiracy has to generate an income to succeed and that means people need to work for the players. Players invest in these individuals and as a result come to value them, which makes anything that threatens the NPCs potentially quite scary.
[19:44] <+DanT> catty — Thanks. That is the basic art… what till we get all the commission stuff done (done)
[19:44] <+catty_big> FullTimeGM That’s a very elegant way of ensuring buy in.
[19:44] <~Dan> What supernatural powers can the PCs possess?
[19:45] <+catty_big> DanT Can’t wait to see it!
[19:45] <+FullTimeGM> Someone may not be too concerned if they face the possibility to being attacked by guards but the possibility of those same guards capturing someone who has provided food to you for months and beating them until they either crack or die in a jail cell is not only disturbing to most people but a threat since that NPC is not longer giving you food. (done)
[19:45] <~Dan> (Howdy, LaggingDice!)
[19:45] <+LaggingDice> Hey
[19:45] <+LaggingDice> (sorry)
[19:45] <+catty_big> Dan (Hi LaggingDice)
[19:46] <+DanT> In Arcidia, The player are blessed (or cursed) with powers granted by the divine gods that died or are dying.
[19:46] <+DanT> When the Locust Lords first attacked, they assaulted the realms of the gods; many of the native deities were killed and consumed for while the gods were great the Locusts were thousands strong.
[19:47] <+DanT> Mortal beings include humanoids, animals, and monsters, which become infected by god’s blood, are transformed by the power of the blood and twisted by the god’s hate. They strike out against anything that they can. Those tainted by the Gods’ Blood seek out the Locusts and their hosts wherever they can
[19:47] <+catty_big> Dan (Is there a queue for asking questions or can we just jump in?)
[19:47] <+DanT> done
[19:47] <~Dan> (Just jump in. 🙂 )
[19:48] <+catty_big> Dan (Cool, thx)
[19:48] <+FullTimeGM> Mechanically, all characters typically are going to have some form of magical or divine power unless they really work to avoid it. We use a system of Talents, purchased primarily at character creation, that form a role for a character. Players can easily access similar spells (arcane or divine) as one might possess as a 1st level Wizard or Cleric in D&D,
[19:48] <+ChadDubya> It sounds like NPCs are a strategic consideration… can you describe more about how the game mechanics support this?
[19:48] <+DanT> Peter and I will try to answer all the question. 🙂 We love question (done)
[19:48] <+FullTimeGM> even if magic isn’t their primacy focus. They can also access some boosting abilities through magic, such as die adders. (done)
[19:49] <+DanT> I go over some parts of char generation here ( (Link: http://galaxyincrpg.com/2017/02/27/arcidia-flesh-and-bones-character-generation/)http://galaxyincrpg.com/2017/02/27/arcidia-flesh-and-bones-character-generation/ ) Done
[19:49] <+catty_big> On the KS page it talks about converting monsters’ stats from D&D to F&B. Would it not have been easier to have simply run the game off D&D 5e?
[19:50] <+LaggingDice> (Sorry for missing the beginning, is there a link for the thing being discussed?)
[19:50] <~Dan> (Link: https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone)https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone
[19:50] <+FullTimeGM> ChadDubya: Mechanically, each NPC allied to the PC conspiracy tithes 1/2 a day’s worth of supplies. “Supplies” is a currency we use in the game to simulate food, water, valuables, or other generally useful things.
[19:51] <+FullTimeGM> Players need Supplies to survive adventuring primarily but it’s also how they go about acquiring anything they need physically such as better armor, weapons, favors, or access to locations.
[19:51] <+DanT> While I LOVE D&D.. it does not really handle horror very well. So to cover that. I had to either re-write a big chunk of D&D or use the rules set that I created for Galaxy Inc. Also, Arcidia is a storytelling system. does that answer you question? (done)
[19:52] <+xyphoid> tying ‘this many people like me’ into the core resource loop is pretty sweet
[19:52] <+xyphoid> ++
[19:52] <+FullTimeGM> A PC is assumed to be a highly skilled individual and generates 1.5 days of Supplies each day they are able to work. This means they make enough to feed themselves plus a little extra. So, if one character wants to go on a journey requiring 1 week to complete they need 7 days of supplies which in turn means 14 days of work.
[19:53] <~Dan> So no spur-of-the-moment adventuring.
[19:53] <+FullTimeGM> NPCs who tithe greatly reduce player’s need to actively work and help the party adventure for treasures or relics to help overthrow the Locust Lord. (don)
[19:53] <+DanT> that extra food is used to spend on training or improving a NPC or building up your hideout. (done)
[19:53] <+FullTimeGM> Dan: Spur-of-the-moment adventuring is practically suicide but it can be done.
[19:54] <+xyphoid> you have hideout buildup systems?
[19:54] <+xyphoid> tell me more
[19:54] <+FullTimeGM> Players can eat minimal rations or over pace themselves but that builds up their stress and starts to tax their sanity, represented by our Stress system.
[19:54] <+catty_big> DanT Yes it does, thanks. Conversion from one system to another that better handles X or Y aspect of one’s game is something I hear about a lot. I get the imprresion it is (or can be) quite onerous.
[19:54] <+DanT> Dan – Yes and know. As resouces are low (based on the game you are running) you need to plan to make sure you can cover the loss (resource management)
[19:55] * ~Dan nods
[19:55] <+DanT> yes and no – hideouts are a thing that is build during char generation>
[19:55] <+DanT> (done)
[19:55] <+FullTimeGM> Xypoid: Hideouts will be a major part of the game but they are actually a subsystem within the Conspiracy, which has it’s own mechanics. Hideouts, mechanically, would provide players bonuses to avoiding dedication.
[19:55] <+FullTimeGM> (done)
[19:56] <~Dan> I assume you meant detection? 🙂
[19:56] <+ChadDubya> FullTimeGM… you should rob “Cryptomancer” of hideout/safehouse ideas, do it better.
[19:56] <+FullTimeGM> Dan: I did but I supposed PCs can avoid dedication by building man caves. (done)
[19:56] <~Dan> 😀
[19:57] <~Dan> ChadDubya and LaggingDice are two more of our “local” game authors. 🙂
[19:57] <+FullTimeGM> ChadDubya: I fully support the whole sale pilfering of anything that makes the game better. I’ll look into Crytpomancer for sure if it has fun mechanics.
[19:57] <+DanT> lol… yes… The player are always on edge from the locust lords agents and cultist. We use a heat system to track this. The more the players are active the greater heat they will generate. THe hideout, can be used to buy down ~ish the heat… (done)
[19:58] <~Dan> So the Locust Lords are totally in control of the world?
[19:59] <+catty_big> With all the resource management and having to work to get food etc., it resembles a strategy boardgame in some respects, specifically Agricola, if you’re familiar with that game. Not saying that’s a bad thing, just interesting.
[19:59] <+FullTimeGM> Dan: Maybe. The Locust Lord actual control over the world is beyond the scope of a typical game.
[19:59] <+DanT> When we wrote Galaxy Inc, I read every cycberpunk / technomage thing looking for spell ideas and powers. I full support reading a research (done)_
[19:59] <+FullTimeGM> By default PCs are focused on kill, overthrowing, or otherwise removing one specific Locust Lord.
[20:00] <+FullTimeGM> Knowledge of other lands beyond their own might not be freely available.
[20:00] <+DanT> Yes – We LOST! the lords have own for the most part. YOu are part of the resistance trying to rebuild. (done)
[20:00] <&Silverlion> So its a horror game, are there any tools to help magnify the tension?
[20:00] <+FullTimeGM> But that said, yes, the assumption of the game in character is that the Locust Lords have completely conquered the world. (done)
[20:01] <+DanT> Silverton Yes. We use a tension like thing called Stability Pool. Your Stability Pool is a Damage Tracker for Horrors your Character has faced in the world.
[20:01] <+FullTimeGM> Silverlion: We specifically have rules to increase or decease the mechanical stress damage that a character can suffer. I’m working to make sure that GMs are also presented with proper narrative tools and devices to tighten the story screws onto the party as well.
[20:02] <&Silverlion> Interesting, that’s a good thing
[20:02] <+DanT> For each net hit of fear that the target receives, the player will mark off 1 stability box from their Stability Damage Track. When the player has taken a more damage than their Stability Point they have cracked. Cracked means the character is starting to show the signs of mental strain. (done)
[20:02] <~Dan> Can PCs resist fear?
[20:03] <+FullTimeGM> Silverlion: Characters in the game have individual flaws, often a specific fear, which can be exploited. They also have things supporting them which help to block certain kinds of stress.
[20:03] <+FullTimeGM> (done)
[20:03] <&Silverlion> Nice.
[20:03] <+DanT> Yes – each player have a stability die pool. Stability is a Derived Ability that is calculated by adding the characters Will, Reason and Brawn then divide by 3 round normally. This is called the character Stability Point. To the Stability Point add the Character Point Ability Score. This is the Characters Stability Power Pool. (done)
[20:04] <+DanT> Did we miss any question? they were fly for sec there (done)
[20:04] <~Dan> You say the game is sword and sorcery… What does that mean to you?
[20:04] <+FullTimeGM> In one of our playtest a player specifically took a fear of being infected by one of the corrupting forces in the game. It just so happened that the scenario focused on that force. The player was forced into many more Stability Tests than any of the other players and came dangerously close to going insane.
[20:05] <+catty_big> Dan Great question.
[20:05] <+DanT> Think Conan vs Elfs on Dragon. D&D is a classic fantasy, that is where the world started. Then we broke it 🙂 (done)
[20:06] <+LaggingDice> How crunchy is the system compared to D&D? Do you use any opposed dice rolls?
[20:06] <+FullTimeGM> Dan: Sword and Sorcery, first a foremost, says “older than tabletop”. It puts the mind back to fantasy literature, generally Conan. We want to invoke those themes; a divided world, a world were walking over a given area of wilderness is actually a life altering event, and walking a few miles may well put someone beyond everything they knew. (done)
[20:07] <+catty_big> Can you expand on Paths a bit?
[20:09] <+FullTimeGM> LaggingDice: Slightly less. Everything in the game is an opposed roll because players only roll if they face the chance of failure but it all uses the same mechanic of rolling a pool of dice and comparing numbers, in descending order, with a GM rolled opposition pool.
[20:09] <+DanT> The system is designed to by as crunchy as you need. There are rules for every aspect that you may face. I also give you all the rules and math so you can the abilty to make rules on the fly. As to D&D, I really don;t call D&D crunchy. it can at time be rule heavy or light. and what peter said. (done)
[20:09] <+FullTimeGM> catty_big: Paths are our solution having a to a classless system while still encouraging players to assume a role.
[20:10] <&Silverlion> Can you give us a task example? Say Serpent guy needs to leap over a gap?
[20:10] <+catty_big> FullTimeGM Yes, I was going to say they look a bit like classes.
[20:10] <+DanT> F&B is a classes system. You are free to build your char. Free to add magic and sword play. (done)
[20:11] <~Dan> Is there a character sheet that we can see?
[20:12] <+DanT> Leaping over some one normally would be an acrobatic skill test. The DM set the dificulty, which in turns sets the dice they wqill be rolling.
[20:12] <+FullTimeGM> There are three Paths: Sword, Divine, and Magic. Each character assigned them into Primary, Secondary, and Tertiary order. The order affects the cost of the Talents a character purchases. You will always have the most Talents from your Primary Path because only the Primary Path gets anything for free.
[20:12] <+FullTimeGM> But it is possible to pick up Talents from your other two Paths, just at increased costs.
[20:13] <+DanT> Yes, let me get the link…
[20:13] <+catty_big> FullTimeGM nods
[20:13] <+FullTimeGM> We want to have master swordsmen who cast spells well; we just don’t want master swordsmen who cast as well as dedicated magicians. (done)
[20:13] <+DanT> It is a bit of a long read. (Link: https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone/posts/1830760)https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone/posts/1830760
[20:13] <+DanT> This is one of the demo char’s. I go over a lot of things in the write up.
[20:14] <+DanT> Path of Sword: This is the path of physical action and risk. You defend your party and take the brunt of the damage. They gain the most from direct confrontation and excel when using weapons and armor to boost their dice pools and abilities. Characters will this Path may use points in their Defense Pool to protect other Party Members.
[20:14] <~Dan> So let’s see here… Three Core Attributes, each with two Derived Abilities…
[20:14] <+DanT> Path of Magic: This is the path of the Mages and users of magical arts. Arcane Arts and Magical Tricks are all part of this path. Character with this path may move points from their Mana Pool after they have been assigned to their Defense pool to block damage.
[20:14] <+DanT> Path of Divine: This is the path of the Gods. You have personal inner strength and a connection to the divine. Characters will this Path may use Points in their Defense Pool to Heal Party Members.
[20:14] <+DanT> done
[20:15] <+DanT> Dan – yes. we use a point buy system, each core starts at 2 and you ahve 6 points to add.
[20:15] <~Dan> I’m guessing that the Paths of Sword, Magic, and Divine correspond to Body, Mind, and Spirit respectively?
[20:16] <+DanT> Yes they do. 🙂 done
[20:16] <+catty_big> FullTimeGM I like the idea of core and non-core abilities. With that system one of the PCs can attempt an action even if the dude that normally does that kind of stuff is absent for whatever reason.
[20:16] <+Will> Is there some provision for ‘social combat’ types?
[20:16] <+DanT> When purchasing Fortes there is a very simple formula that is applied. Your Primary Path Fortes are at 1 less in cost, your secondary path Fortes are at cost plus 1 and the final path is cost plus 2.
[20:16] <+DanT> Will – Oh YES. Social combat is a big thing in this game.
[20:17] <+FullTimeGM> catty_big: That is a primary concern. We also have an assistance system so that two less capable character can cooperate to make up for the lack of a specialist in the party.
[20:17] <+DanT> Diplomacy Convince others to see your point of view. You can use the Diplomacy skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill allows the proper etiquette and manners suitable to the problem, as well as dealing with people of all social Ranks.
[20:18] <+catty_big> FullTimeGM Gotcha.
[20:18] <+DanT> when is social combat you take damage to your Spirit or Mind, based on the attack.
[20:19] <~Dan> Going back to Silverlion’s question, can you describe the game’s core mechanic?
[20:19] <+DanT> Sure
[20:19] <+DanT> he dice that are used in Flesh and Bone are d6, d8, and d10. D8s are the most-often used.
[20:20] <+DanT> The dice pool is based on your Derived Ability score plus your Skill pool and any extra dice added for any Qualities you have that apply. To this you will add any bonus dice for other characters or actions that may give you extra dice. The Storyteller can also award other dice to keep the story going, or for good roleplay. Once you have gotten your pool of di
[20:20] <+DanT> The Skill challenge roll in Flesh and Bone is: Derived Ability Score + Ranks in a skill = Dice pool The number of Keep Dice is limited by the Core Attribute.
[20:21] <+DanT> et’s say that the character wants to remember where that one bar was from last time they were in this part of the city. They would be remembering something; that is under the Intellect derived ability, and finding something in the city would be either a Navigation or Survival challenge.
[20:22] <+DanT> this is not a difficult challenge, the Storyteller set the challenge as a Normal Challenge. The storyteller will be rolling 3d8. Does that get you the idea? (done)
[20:22] <+catty_big> DanT Interesting that you call the GM Storyteller. I was just thinking there are elements of WoD in F&B, such as the tri-stat system.
[20:23] <~Dan> I think so, yes. Is everything d8-based?
[20:23] <+DanT> Catty… ummm maybe… Yes there is. nWOD and WOd are both very good storytelling system
[20:23] <+DanT> Yes – D8s.
[20:23] <+DanT> done
[20:24] <~Dan> (Oh, you don’t need to say (done) after everything you say — just anytime it’s not clear that you’re done. 🙂 )
[20:24] <+DanT> if you have an advantage for something, the d8 is promoted to a d10. If you have a dis-ad for something it is demoted to a d6.
[20:24] <~Dan> How do Talents and Abilities work?
[20:24] <+DanT> Dan thanks…
[20:25] <+DanT> Talents are broken in a few type. YOu ahve Racial and Path and path called forte.
[20:25] <+DanT> let me get an example
[20:26] <+DanT> Forte (path) This is a sword talent – Holy Flesh (triggered) Feedback Pre-Requirement: 1 Rank of Divine Arts The holy warrior’s body is pure and protected by their Faith. As they gain in power and becomes more and more of an instrument of Faith, their body is protected from certain deleterious effects delivered by demonic forces. The Holy Warrior can add
[20:26] <+DanT> in the link to the demop char I really break this out.
[20:26] <+DanT> here is a racial – Battle Born – Orc’s are said to be born to Battle. An Orc will always be able to make usable Flint weapons. They may add their Ranks in Melee skill to any crafting roll on flint or stone weapons. When using an Orc made flint or stone weapons, they may Power-Up 1d8 to 1d10 for each rank of melee. Orcs have learned to fight with flint weapon.
[20:27] <~Dan> Speaking of Orcs, what races are available?
[20:27] <+DanT> This a a Path – (Major) Shatter: When a Path of the Sword has a Quality Dice score a hit, they may choose to activate your Shatter ability. When the player deals damage to a target, they chose to either damage to the Target physically or the Targets Weapon, Armor or shield. The Target cannot spend Defense to offset this attack.
[20:27] <+FullTimeGM> Dan: Talents come in a few varieties. They generally do one of three things: 1) Give you bonuses to a Skill test in certainly circumstances. 2) Let you do something new or different (wield a new type of weapon, wear a new kind of armor, or access a new level of spells. And 3) Let you bypass normal limitations like equipment or time.
[20:27] <+catty_big> DanT Which prompts another question: is there a morality system in the game? I’m thinking not so much alignments in D&D as the morality system in WoD, such that if you callously and unnecessarily kill another creature, say, you are punished mechanically in some way.
[20:28] <+DanT> as this is a storytelling system each char get one Quality (think Fate High aspecct) that adds in an addtional die. That die is your critical hit type thing. When it hits it can be used to active power and abilites.
[20:30] <+FullTimeGM> catty_big: No morality system. However Stability serves a similar role. Behaving like a horrible individual can force Stability test and increase stress. Filling the Stability meter adds mental or social complexities and begins to restrict the freedom of a character’s behavior.
[20:30] <+DanT> morality system – not really no.
[20:30] <+FullTimeGM> It is possible for a character to be “killed” by getting so many negative traits from Stability loss that they become unplayable.
[20:31] <~Dan> Off to the looney bin!
[20:31] <+catty_big> FullTimeGM DanT nods
[20:31] <+catty_big> Dan Lol!
[20:31] <~Dan> 🙂
[20:31] <+DanT> Stabilty Hit are mental damage. the go loony until healed. there is a sanity system.
[20:31] <+FullTimeGM> However, this is a feature, not a bug. We fully embrace the situation where the party suddenly needs to discuss the possibility of ‘dealing with’ the PC who keeps torturing captives.
[20:32] <+DanT> nod – what peter said 🙂
[20:32] <~Dan> (Howdy, egyptian!)
[20:32] <~Dan> (Howdy, Lin_Chong!)
[20:32] <+Lin_Chong> hey
[20:32] <~Dan> How powerful is magic? What sorts of things can it accomplish on the high end of the scale?
[20:32] <+DanT> Did I missing any question or answer them?
[20:32] <~Dan> I think you’re good, DanT.
[20:33] <+catty_big> FullTimeGM Oh no, I wasn’t thinking of it as a bug. These kinds of dilemmas can be crucial in the cohesion of a group of PCs.
[20:33] <+DanT> Magic… it can be. Like any magic system. It is all based on the creative player.
[20:33] <~Dan> Is magic freeform, then?
[20:34] <+catty_big> egyptian Lin_Chong (Hi!)
[20:34] <+DanT> I started with the basic D&D spells and converted them into F&B. Magic usinga very simple mana system.
[20:34] <+FullTimeGM> Because the goal is more or less overthrowing a giant insect god in physical form the party has to consider liabilities like PCs developing habits that lead to information getting out. Drinking problems, violence leanings, or other flaws PCs can pick up increase the possibility of a guard or secret police looking into that individual’s private life. (done)
[20:34] <+DanT> Anytime a spell is cast there is a possibility of generating feedback. Clerics and Mages spells and some Sword Fortes will build up Feedback as they use their powers. The more often they use their Invocations and Spells, the more feedback they will create
[20:35] <+DanT> this will go a bit into the combat rules.. but here we go
[20:36] <+DanT> all chars havea reaction pool. The Reaction Pool is the measure of how fast a character can react to a given situation and how many spells they can cast and how well that can take damage in a round.
[20:36] <+DanT> The Reaction Points can modify either the character’s Initiative, Defense, or Power Spell Casting speed.
[20:37] <+DanT> Initiative – Points are spent to go faster in the round. Defense – Points are spent to buy down damage in combat. Mana Pool – Points are spent to activate powers and cast spells
[20:37] <+DanT> adding the character’s Coordination, Intellect, and Will. Then divide this number by 2. This will give you the points in the Reaction Pool for your character… Done
[20:38] <~Dan> While we’re sort of on the subject, can you describe the combat mechanic?
[20:39] <+DanT> Sure,
[20:40] <+DanT> as I talked about before – we use a d8 system. Advantages powerups a d8 to a d10, dis-ads powerdown to a d6.
[20:40] <+catty_big> DAnT When do you decide how/where to apportion your Reaction Points? When performing an action or beforehand?
[20:40] <+catty_big> DanT When do you decide how/where to apportion your Reaction Points? When performing an action or beforehand?
[20:40] <+DanT> I will be jumping a little here., but will walk back 🙂
[20:41] <+DanT> The Skill challenge roll in Flesh and Bone is: Derived Ability Score + Ranks in a skill = Dice pool. The number of Keep Dice is limited by the Core Attribute.
[20:41] <+DanT> The overall difficulty Rank is set by the Storyteller.
[20:41] <+DanT> Each Rank has a set number of dice that the Storyteller will roll in the encounter or challenge.
[20:42] <+FullTimeGM> catty_big: Reaction Points are assigned following what we call Pre-Initiative actions, before actual Initative is rolled. Assignment lasts for that round and can be reconsidered when the next round is rolled.
[20:42] <+catty_big> Crazy-Cabal (Hi)
[20:42] <+DanT> Easy is 2 dice, Normal is 3dice, Moderate is 4 dice. then it jumps. to 6dice, ect… you get the idea.
[20:43] * ~Dan nods
[20:43] <~Dan> How is damage determined?
[20:44] <+DanT> Then the players and the storyteller roll off. Each rolls their pool and arrange them high to low. If the player dice beats the storyteller, they get a hit. If the Storyteller meets or beats they geta net hit.
[20:44] <+DanT> Each net hit is one point of damage.
[20:44] <+catty_big> FullTimeGM I see.
[20:45] <+DanT> if as an example, the fighter has a body of 5 and gets 6 net hits… only the first hits are counted.
[20:45] <+DanT> This is the limiter on the game balance.
[20:45] <+DanT> done
[20:46] <~Dan> Does armor reduce damage, or does it make you more difficult to hi?
[20:46] <~Dan> hit, even
[20:47] <+catty_big> Going to get some shut-eye now (it’s nearly 2 am here in the UK). Thanks for your time FullTimeGM and DanT. Some interesting points raised and answered. Best of luck with the game :).
[20:48] <+DanT> Damage is first subtracted from point put into the defense pool. Once that pool is used. The remaining damage is devied between the player, armor or weapon. The player picks unless a talent or ability is used.
[20:48] <+DanT> as this is a resource game also. THe player needs to figure out is he taking the dame or his equipment.
[20:48] <+FullTimeGM> catty_big: Thanks!
[20:49] <+DanT> weapos ,armor and shield have nit point also. So you can break a sword in combat and you are in for a bad day.
[20:49] <+DanT> done
[20:49] <+DanT> err hit points that is LOL …
[20:50] <+DanT> thanks catty
[20:51] <+DanT> did we get all the question answer?
[20:52] <~Dan> You mentioned Orcs earlier. What other fantasy races are available/
[20:52] <~Dan> ?
[20:53] <+DanT> right now he have Humans, Elf, Dwarf, Orc. Plus 2 races that are F&B. They are the Serpentas and Lords of the Air (birdfolk)
[20:54] <+FullTimeGM> Dan: We have the typical Human, Elf, Dwarf and we work in Orcs, Birdfolk, and Serpent people.
[20:54] <+FullTimeGM> We’re trying to keep the races from being generic fantasy by using Racial Talents to give them flavor.
[20:54] <+DanT> As we write more. I am looking at adding a few more races. Just not sure yet. buty we are totally open to ideas
[20:55] <+DanT> Each race is very unique while keep the favor that is a classic
[20:55] <~Dan> Are there any major antagonists other than the Locust Lords?
[20:55] <+FullTimeGM> For example, Dwarves in Arcidia sometimes develop mineral qualities in their bodies due to their connection to the earth. One of the Racial Talents I really enjoyed writing gives a Dwarf flint finger nails, allowing them to spark fires barehanded.
[20:56] <+FullTimeGM> Dan: Cultists.
[20:56] <~Dan> What about monsters?
[20:56] <+DanT> Cultist will be the first thing normally
[20:57] <+DanT> Wewill be converting about 100 to 150 monster form D&D in to F&B
[20:57] <+FullTimeGM> Dan: Cults are huge in Arcidia. They are interesting opponents, being organizations, and serve as a sort of shadow to the player’s own conspiracy. Cults represent people who have given up or given in rather than struggled to overcome (like the player characters).
[20:58] <+DanT> Here is a link to the update when I talk about monster and show one that is converted. (Link: https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone/posts/1823379)https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone/posts/1823379
[20:59] <+DanT> I will be giving all the rules to be able to convert any monster on the fly. So if you have a fav D&D adventure (1st, 2nd 3rd or 5th) you can run it with our conversion rules.
[20:59] <+FullTimeGM> Dan: There’s a corrupting force in the world called “Gods’ Blood” that alters the living beings it comes into contact with. They are a major antagonizing force without being (normally) organized enough to be the primary ‘villain’ of a campaign.
[20:59] <+FullTimeGM> Dan: Gods’ Blood is also a frequent element of the most dangerous cults.
[20:59] <+DanT> The Gods’ Blood is the blood of the dying or dead gods.
[21:01] <+FullTimeGM> For example, we have goblins in the game. Again, to try and make then a little more unique we’ve given them the trait that they are exceptionally resistant to death from the Gods’ Blood. Many beings simply die when exposed or mutant into things that can’t last very long. Goblins, however, are adaptive and take on horrible qualities when exposed.
[21:02] <+DanT> It can be. That will be upto the storyteller. In the starting adventure the player will need to travers through an area of it. It is the main factor of changing a normal critter in to something totally scary and horrific that eat players.
[21:03] <~Dan> Does the game have a bestiary?
[21:03] <+DanT> The Gods Blood is normally any place that a god had preview. Temples as an example. But if it is the goddess fields and crops… well that could be a total adventure as the player try to deal with it so their town can grow food again
[21:04] <+FullTimeGM> Creatures exposed to Gods’ Blood gain qualities linked with the pantheon of the god who’s blood it is. So, if some of Zeus’ (Zeus isn’t a god we use, I’m making a point) blood falls from the sky during a thunder storm. Someone caught out in it might die from electrical burns but they might also gain the ability to fire lighting from their hands.
[21:04] <+DanT> It will have a bestiary. We are alooking at 100 to 150 monsters to start
[21:05] <+FullTimeGM> Or they might develop social qualities of the god. In the Zeus case someone might become arrogant or feel strange urges to sire child.
[21:05] <~Dan> That’s a lot of spells?
[21:06] <~Dan> monster, rather!
[21:06] <~Dan> (Sorry — didn’t get much sleep last night. 🙂 )
[21:06] <~Dan> How traditional are your monsters in terms of your average fantasy RPG?
[21:06] <+DanT> We really want a full world and monsters are one of the best ways to give people ideas for running their own worlds.
[21:07] <~Dan> (brb)
[21:08] <+DanT> We are looking at the default D&D monsters from the MM. That is the starting point. From there we add in our world touches and abilties. So some examples of how the gods blood changed them. Goblins are going to be a thing also.
[21:09] <+FullTimeGM> Dan: We have a lot of traditional monsters because he want to invoke the idea of a familiar world that has been greatly altered. We like the idea of players stumbling across, say, a pack of gnolls scavenging for food and feeling a nostalgic relief. ‘Hey, gnolls! Remember when that was a bigger problem for us than starvation? Good times.’
[21:10] <+DanT> We also are looking at the tropes for the monster and building around that.
[21:10] <~Dan> (back)
[21:10] <+DanT> WB 🙂
[21:11] <~Dan> 🙂
[21:11] <+DanT> Really quick on Combat and damage.
[21:11] <+FullTimeGM> Alot of the unique threats in the game will be related to the Locust Lord. Those guys have a whole system dedicated to creating humanoid or monsterous minions to challenge the players by sharing fragments of their godly might.
[21:12] <+DanT> We don’t use a normal hit point system. You core attribute are you hit point for that type of damage.
[21:13] <+DanT> On Locus Lords: They are divine, they are able to grant abilities to there followers. By defenting a follower you learn some of the powers of the power and how to defeat it.
[21:14] <~Dan> So you take physical damage to your Body?
[21:14] <+DanT> if I could type… LOL
[21:14] <~Dan> 🙂
[21:14] <+DanT> Yes. IfI punch you in the face you take body damage. IfI call you name you take spirit damage. e
[21:14] <&Silverlion> (goodnight all)
[21:14] <~Dan> (Bye, Silverlion!)
[21:15] <+DanT> Night Silver thanks for hanging out
[21:15] <~Dan> Wow… That looks like a pretty fast death spiral.
[21:16] <+DanT> if you havea body of 5, when you take 6 points of damage you are KO’d when you hit 10 you are killed. You can buy off damage by taking a condition.
[21:17] <+DanT> Also remeber, each round you ahvea defense pool to defend you. Also clerics can spell unused mana to heal at the end of the round. It is really balanced.
[21:17] * ~Dan nods
[21:17] <+DanT> er spend that is lol
[21:18] <~Dan> 🙂
[21:18] <+FullTimeGM> Dan: The idea is to give players tools to avoid or remove damage fairly quickly if they pay attention. If players don’t play cautious enough they can easily get into a bad way. Being aware of Defense or healing is supposed to be a big focus.
[21:18] <~Dan> Right, right.
[21:18] <+DanT> being a resource game also. The player can have the armor or shield take some of the daamge.
[21:19] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:19] <+DanT> The Sword path can also defend other players can take some damage for them as that is their role
[21:20] <+DanT> F&B is designed to be a party co-op game. Where you work with the other player so solve problem and defeat the Lords.
[21:21] <+DanT> If you guys liked what we talked about please think about support the Kickstarter. We are over 50% funded right now. (Link: https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone)https://www.kickstarter.com/projects/478361823/arcidia-flesh-and-bone
[21:22] <~Dan> Does anyone have any final questions for our guests?
[21:22] <~Dan> Okay then! Thanks very much for joining us, guys!
[21:22] <+DanT> Did we answer all your question? If we missed anything or you think of anything. YOu can hit me up on FaceBook (Link: https://www.facebook.com/GalaxyIncorporated/)https://www.facebook.com/GalaxyIncorporated/
[21:22] <+FullTimeGM> Thanks for having us on. I hope people are interested in checking us out. Thanks!
[21:23] <~Dan> As a reminder to folks, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:23] <+DanT> Thanks…. This was really awesome and some really good questions tonight
[21:23] <~Dan> Our pleasure!
[21:23] <~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂
[21:23] <+DanT> thanks