[20:44] <+RebirthTeam> Hello everyone, My name is Michael Hansen and I will be talking about our new Tabletop RPG, Rebirth. Rebirth focuses on bringing variety to the modern tabletop.
[20:45] <+RebirthTeam> We have professions devoted entirely to crafting. That being said, we didn’t forget to show love for the classic combat, support, and RP classes as well
[20:45] <+RebirthTeam> The system uses the high risk high reward concept, challenging players to take risks in hope of great payoffs.
[20:46] <+RebirthTeam> I look forward to answering your questions.
[20:46] <+RebirthTeam> (done)
[20:46] <~Dan> Thanks, RebirthTeam!
[20:46] <~Dan> The floor is open to questions!
[20:47] <~Dan> Is this a fantasy game?
[20:47] <+RebirthTeam> Yeah, it takes place in the world of Kreyo
[20:47] <+BPIJonathan> What makes it different enough that I should buy it over one of the million other fantasy games out there? Are there different mechanics, unique races, etc.?
[20:48] <+RebirthTeam> In response to the first question, there are seven nations ruled by necromancers, each of which rules over their undead (or reborn) citizens.
[20:49] <+RebirthTeam> and what makes it different. Well, one thing is that there isn’t magic in the normal sense
[20:49] <+BPIJonathan> How does magic work then?
[20:50] <+RebirthTeam> The only magic within the game comes from the demonic power stolen by the necromancer. This means that characters do not have inherent magic, outside of their soul and the demonic power in their reanimated bodies. Creating “magic” weapons require a manipulation of the soul
[20:50] <+RebirthTeam> So essentially there isn’t magic like fireballs and lightning, rather mental and physical manipulation
[20:51] <+RebirthTeam> This is also used in the crafting system
[20:51] <+BPIJonathan> So, in other fantasy rpgs, I could leave town and run into a band of marauding orcs, or stumble into a cave and it be the lair of a mighty dragon…is this still possible in this game, or does it not have those elements?
[20:51] <+RebirthTeam> to create potions for example, one must use bone shards, shattered remains of the once animated that contain demonic power, as a catalyst
[20:53] <+RebirthTeam> There are enemies to be fought, however, rather than facing things like orcs and dragons, the players will be facing other characters. These can range from Drug Lords controlling the underground markets to Mercenaries murdering travelers.
[20:53] <+RebirthTeam> There are also three divine beings, creatures left behind when the gods abandoned Kreyo, that are almost impossible bosses for parties that feel they can take on the world
[20:54] <+BPIJonathan> So, how does advancement work?
[20:56] <+RebirthTeam> The game uses a normal experience leveling system. Starting at level 1, a character will choose a base profession. There are 14 base professions, 2 for each nation. After reaching level 11 a character must choose from the advanced professions available to their base profession. Currently there are two for each base profession.
[20:56] <+RebirthTeam> Advanced professions either gain new exciting abilities, or enhance specific aspects of the base profession.
[20:57] <+RebirthTeam> Currently the maximum level is 20.
[20:57] <+BPIJonathan> Does this work more like Prestige Classes in D&D / Pathfinder, or like occupational changes in WFRPG (1e)
[21:00] <+RebirthTeam> I have actually never played WFRPG, however, the difference between Prestige classes and advanced professions, is that a base profession has specific advance professions it can become. That means that other base professions cannot become that advanced profession. For example,
[21:00] <+BPIJonathan> Okay, that actually answers my question 😀
[21:01] <+RebirthTeam> the merchant, an RP support class dedicated to manipulating trade, can advance into the caravan leader, a support that summons mercenaries, or an antiquarian, a crafting profession that consumes the power from artifacts (enchanted equipment)
[21:01] <+BPIJonathan> Is period of advancement the same for all classes? I mean will all characters starting at the same time, played at the same rate, advance to the next level at the same time?
[21:02] <+RebirthTeam> Yes, all base professions advance at level 11, meaning they get 10 levels of their base and 10 of their advanced. The only difference depends on your GMs willingness to give out exp for RPing and cool stuff
[21:02] <+RebirthTeam> But this brings something unique to the game
[21:03] <~Dan> Do you have a character sheet that we can see?
[21:03] <+BPIJonathan> So two characters starting at level 1, will advance to level 2 at the same rate?
[21:03] <+RebirthTeam> yeah of course, we have one currently posted on our kickstarter
[21:04] <+RebirthTeam> (Link: http://kck.st/2pTka4J)http://kck.st/2pTka4J under the updates section
[21:04] <+BPIJonathan> Dan: (Link: https://www.kickstarter.com/projects/235411295/rebirth-a-new-tabletop-rpg/posts/1891990)https://www.kickstarter.com/projects/235411295/rebirth-a-new-tabletop-rpg/posts/1891990
[21:05] <+RebirthTeam> and yeah, both characters would level up at the same time. This leveling system is made to go with the gifts, which are similar to DnD feats.
[21:06] <+RebirthTeam> Hello? It just pushed me out of the chat
[21:06] <+BPIJonathan> You are here.
[21:06] <~Dan> Odd.
[21:06] <+RebirthTeam> Oh well haha
[21:06] <+BPIJonathan> How do you handle damage?
[21:07] <+BPIJonathan> Im going to assume your Constitution score handles your “hit points”
[21:07] <+RebirthTeam> Well each character has Health, which is determined by one of the nine attributes, constitution.
[21:07] <+RebirthTeam> You are correct
[21:08] <+RebirthTeam> and whenever a character takes damage, it eats at there health. However, if a character takes over 1/3 of there health in a single attack, they have to make a skill check using their endure skill. If they fail, they lose a round to recover.
[21:09] <+RebirthTeam> If they take 2/3 of their health from a single attack and fail the endure check, the body cannot handle the impact and they fall unconscious.
[21:09] <~Dan> What is the human scale for attributes?
[21:09] <+RebirthTeam> It is part of the risk of playing a squishy character
[21:09] <+BPIJonathan> Does death occur instantly? Is there anything a character could do to prevent death? For example, in Savage Worlds after a certain level of attacks you take a wound, at four wounds you die. However, you are allowed to spend their equivalent of fate points to prevent death. Do you have a similar mechanic?
[21:09] <+RebirthTeam> Do you mean human scale, as in what would a normal human have?
[21:10] <~Dan> Yes. What’s the minimum and maximum score for a human?
[21:11] <+RebirthTeam> Death does not occur instantly. When a character’s health drops to or below zero, they fall unconscious. During combat, an ally must make a medicine skill check to stabilize them. If the check fails they die at the end of the round. If they aren’t stabilized after three rounds they die.
[21:11] <+RebirthTeam> A regular human like you or me would probably have between 5-10 in each attribute, give or take.
[21:13] <+RebirthTeam> Also, any character may spend a round to coup de grace an unconscious target, killing them instantly.
[21:14] <+RebirthTeam> Once a character is stabilized, they don’t regain consciousness until the combat ends.
[21:15] <+RebirthTeam> (done)
[21:17] <~Dan> What is the core mechanic?
[21:19] <+RebirthTeam> The core concept of the game is resource management. This can be seen in the currency system, the combat system, the crafting system, and almost every other aspect of the game. Because each character is undead and the nations continue to bolster their population, bone shards are the currency of Kreyo. However,
[21:20] <+RebirthTeam> because bone shards have demonic power from reanimation, they are also necessary in the creation of potions and poisons, certain armor and weapons, the crafting of artifacts (enchanted equipment). The players have to weigh have currency with its actual practical uses.
[21:21] <+RebirthTeam> The combat system uses “events” which represent the actions a character can make each turn of combat. If a character uses all of their events for extra attacks, then they have a defensive negative for not preparing defenses. Normally a player will save one event to simulate defensive preparation.
[21:22] <+RebirthTeam> However, a character can also save additional events, which increase their defensive score, making them more difficult to hit.
[21:22] <+RebirthTeam> So its all about weighing the value of each resource and risking it or playing it safe.
[21:22] <+BPIJonathan> Is it a dice based game?
[21:23] <+RebirthTeam> It is, the percentiles are used for just about every roll, except damage and rolling attributes in the beginning.
[21:24] <+RebirthTeam> For example,
[21:26] <+RebirthTeam> when making an attack. We assume two equals have a 50 percent chance of hitting each other. So the attacking player takes their attack score, their ability to hit, adds it to 50 and minuses the defensive score of the target. They must then roll under the resulting number. So attack score 40 against defensive score 45, the player must roll 45 or under.
[21:27] <+RebirthTeam> (done)
[21:29] <~Dan> How do you make craftspeoplein interesing chraracters?
[21:30] <+RebirthTeam> Just do double check, do you mean how are crafters interesting characters?
[21:31] * ~Dan nods
[21:32] <+FP_David> *gets caught up*
[21:33] <+RebirthTeam> Well, each crafting profession brings something incredibly unique to the table. First, each crafting profession can create objects that cannot be purchased, meaning the only way to get the equipment is through a crafting character. Second, the items crafting characters can create are stronger than any purchasable items.
[21:33] <+FP_David> If I were to play a crafting character in your game, what would I do during, say, a battle?
[21:34] <+RebirthTeam> It also allows the character to manipulate the items, for RPing or even combat. For example, the scrapper is a crafting profession that can purposefully put flaws in weapons they create, causing them to shatter in their users hands etc. which can be used for RPing
[21:35] <+RebirthTeam> During battle a crafting character can do a few things. One is participate in the combat. There specialty lies outside of combat creating the equipment, however, they can use their own just as well as anyone else. A crafter can also take some skill ranks of medicine or other support skills, posing as a supplemental healer.
[21:37] <+RebirthTeam> Certain professions have abilities that are perfect for combat. Such as the antiquarian, which consumed the power of enchanted equipment. At high levels, the antiquarian can immediately drain the abilities of artifacts, which can disrupt enemies using artifact based setups
[21:37] <+FP_David> Are they able to contribute to the fight itself in a meaningful way that’s fun and engaging for the person playing the character?
[21:38] <+FP_David> Or are they mostly limited to a supplemental healing role?
[21:40] <+RebirthTeam> Yeah, each crafting profession can contribute in a different way. The antiquarian for example, which as I stated can drain the enchantments from artifacts mid combat. On the flip side, the scrapper can take a gift, which are similar to DnD feats, that allow allies to ignore weapon proficiency negatives.
[21:40] <+RebirthTeam> The chemist can throw poisons and potions which explode on contact.
[21:41] <+FP_David> I did a quick read, I don’t think you’ve answered this yet… how long have you been working on this particular project?
[21:41] <+FP_David> Still playing catchup a little here on the Q&A
[21:42] <+RebirthTeam> This particular project has been about three years. It started as all great ideas do, over 50 cent tacos and cheap beer. Since then we have been developing the story and the systems. As of late we are going through extensive balancing and testing while receiving the art.
[21:42] <+RebirthTeam> and no worries
[21:43] <+RebirthTeam> It should be done end of July as planned and ready to ship out to supporters late August.
[21:43] <+FP_David> Is your mechanics system completely custom built or is it based on something else?
[21:45] <+RebirthTeam> I am sure it has some subconscious influence from all of the years of DnD. However, we built it custom from the ground up, working through each piece individually on the way.
[21:45] <+FP_David> Good stuff
[21:45] <+RebirthTeam> Thanks, we are really proud of how its turning out and can’t wait for people to enjoy it as well.
[21:46] <~Dan> Can you give an example of a character taking an action?
[21:49] <+RebirthTeam> Definitely. A good example would a testing session we did ourselves this last Wednesday. We were testing some of the health threshold mechanics and profession balancing in combat. It was two vs. two combat. One team had a Slaver, a base support profession that damages its allies to buff them, and an Enforcer, a stance combat base profession.
[21:50] <+RebirthTeam> The Slaver spent two of their three events to activate “Forward,” a skill that damages an ally while increasing their movement, and “Blood Renewal,” a delayed healing ability that heals the target over time.
[21:51] <+RebirthTeam> Then they saved the third to avoid a negative to their defensive score for no defensive preparation.
[21:51] <+RebirthTeam> These were level 5 characters we were testing.
[21:52] <+FP_David> With 24 different possible classes, how do you feel about being able to balance them all so they are all interesting and fun to play any none get left behind?
[21:54] <+RebirthTeam> Well, there is 14 base professions and 28 advanced professions. So as far as balancing goes, well, over the past few weeks we have created tons of characters, making sure to personally test each profession.
[21:55] <+FP_Leo> What basis is your dice system? (e.g. d20-based, etc)
[21:55] <+RebirthTeam> And as far as interesting play style, that was actually a huge concern of ours when beginning this project. Because of that, we spent hours on each profession, crafting a unique and memorable play style for each. Then we test the play style and if it doesn’t feel fun or unique, we alter it until it fits.
[21:56] <+RebirthTeam> It is a percentiles dice system. So 1d100 or 2d10s.
[21:57] <+FP_Leo> ((Sorry if that was already asked, I just tuned in ^^;;; )
[21:57] <+RebirthTeam> We feel pretty good about the balancing. Luckily, our team is creative and long time gamers, so a portion of our professions are things we always wanted to see in games that were just never there.
[21:57] <+FP_David> So I see your Kickstarter goal is only 500 dollars. If you make only your minimum goal, is that going to be adequate to do what you need to do?
[21:57] <+RebirthTeam> and no worries at all 🙂
[21:58] <+FP_David> That’s the fun of making your own thing!
[21:58] <+RebirthTeam> definitely haha
[21:59] <+RebirthTeam> yeah our goal is set fairly low. Most of the art is already paid for out of pocket, so the money will go to advertising, publishing, and some of the art costs. Because we are doing print on demand and the book is in black in white to match the art style (medieval woodprint) the printing costs are fairly cheap.
[21:59] <+FP_Leo> Like what are some of those things you’ve always wanted to see?
[22:00] <+RebirthTeam> So proportionate to the amount of backers, the money we receive is budgeted to work out perfectly.
[22:01] <~Dan> Does the game include a bestiary?
[22:01] <+RebirthTeam> Personally, I am a bard player, which is why a lot of the supports got love in this book from me. One in particular is the Chosen, an advanced profession of the Fanatic. The Chosen cuts themselves to manipulate there image in the mind of their targets, appearing as a dead loved one or a person of authority.
[22:01] <+RebirthTeam> This gave us a way to make disguise a combat skill which is something I always wanted
[22:01] <+RebirthTeam> There is also the tactictian.
[22:02] <+RebirthTeam> Tactician*
[22:02] <+FP_David> Cuts themselves… do you feel that may come across as… perhaps insensitive or offensive in some way? Or am I misinterpreting that?
[22:03] <+RebirthTeam> The tactician is a personal favorite. They are a support class that creates long complex plans for their team using the leadership skill. The more complex the plan, the bigger bonuses their teammate receive when enacting it.
[22:03] <+RebirthTeam> Ahh, sorry about that. I don’t mean to offend anyone.
[22:03] <+RebirthTeam> The faction they come from are religious fanatics.
[22:04] <+FP_David> I’m hard to offend, I mostly try to put myself in the shoes of potential customers 🙂
[22:04] <+RebirthTeam> One aspect of the culture is letting blood in sacrifice to their god.
[22:04] <+FP_Leo> David, I think it’s more bloodletting and less… self-infliction
[22:04] <+FP_David> In a religious fanatic context it makes a little more sense
[22:04] <+RebirthTeam> I totally understand.
[22:04] <+FP_David> What are your long term plans?
[22:05] <+FP_David> Or, perhaps better phrased, you’re pledging to deliver a product in August, what do the following 12 months look like after your release your product?
[22:06] <+RebirthTeam> One long term plan is to continue releasing content on a regular basis, small monthly content packages, extra professions, gifts, etc. We also have the ideas for the second major book underway and are looking to begin on that as soon as possible.
[22:07] <+RebirthTeam> Well 12 months out, we plan on having about 10 months of new content built up, advancing the lore and mechanics. We also plan to have begun the writing of the second book, which will be a huge change from the first one.
[22:08] <+FP_David> How does the second book differ from the first?
[22:08] <+FP_David> Are you talking a full second edition of the game?
[22:09] <+RebirthTeam> The first book takes place after humanity has been basically killed off, their dead bodies reanimated into the reborn that characters play. This all takes place on the mainland of Kreyo.
[22:10] <+FP_David> Okay so book 2 is a furtherance of the story then?
[22:10] <+RebirthTeam> The second book will be the world from the almost extinct remaining human population surviving on an island of the eastern coast. This will allows party vs. party campaigns, blending content from the first and second books.
[22:10] <+RebirthTeam> Yeah, book two is essential the world from the perspective of the almost extinct mankind.
[22:11] <+FP_David> Gotcha 🙂
[22:12] <+RebirthTeam> The reborn may be reanimated, but they actually appear similar to humans, except for the mark of their necromancer scarred into their right hand.
[22:12] <+RebirthTeam> That leaves some room for fun roleplaying with the remaining humans.
[22:12] <~Dan> Are the necromancers the big bad guys in the setting?
[22:15] <+RebirthTeam> prior to the death of mankind, Kreyo was stuck in basically the dark ages. Then seven men came together, stole the power from a demon, killed almost all of mankind, and liberated them through reanimation. In a way, they are more similar to the emperor of each nation.
[22:15] <+RebirthTeam> Most reborn within each nation actually respect and revere their necromancer.
[22:17] <+RebirthTeam> Rather than being the big bad.
[22:19] <+FP_David> IS there a big bad?
[22:21] <+RebirthTeam> Part of the fun, is that the big bad changes depending on what the campaign is. The campaign can be a revolt against of the necromancers, it can be the toppling of an underground government, it can be a struggle to win the war. Each campaign calls for a different big bad. For example, one big bad that was used in a recent campaign was a maximum level drug
[22:21] <+RebirthTeam> lord who was attempting a coup against one of the necromancers.
[22:22] <+RebirthTeam> There are also three bosses in the end of the book, which are divine spirits left behind when the gods abandoned Kreyo, which are near impossible for even max players if they aren’t coordinated. These are probably the biggest bad in the book.
[22:22] <+RebirthTeam> Its a very open world with many different campaign possibilites
[22:23] <+FP_David> hmmm
[22:24] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[22:26] <+RebirthTeam> The only thing I can think of is the gift system. Each character gains general gifts, which are accessible to all professions, and profession specific gifts. Each character will only be able to gain four of the eight profession specific gifts maximum, which adds to further customization and specialization within professions.
[22:26] <+RebirthTeam> I think that’s about it
[22:26] <+RebirthTeam> Thank you so much for having me
[22:26] <~Dan> Thanks very much for joining us!
[22:26] <+FP_Leo> Good luck!!
[22:27] <+RebirthTeam> Just to post it again, anyone who finds this interesting feel free to visit are kickstarter and show your support ❤ (Link: http://kck.st/2pTka4J)http://kck.st/2pTka4J
[22:27] <+RebirthTeam> Thank you
[22:27] <~Dan> Standard reminder: My virtual tip jar is at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ for those so inclined. 🙂
[22:27] <~Dan> If you’ll give me just a minute, I’ll get the log posted and link you.
[22:27] <+RebirthTeam> of course