[19:31] <+Overkilldev> Hello everyone, I’m Joseph Barber and I’m here to talk about my game, Overkill.
[19:31] <+Overkilldev> It’s a tabletop roleplaying game where players take on the role of action movie stars.
[19:31] <+Overkilldev> It’s designed to be quick to get into and uses a normal deck of playing cards for its main mechanic.
[19:32] <+Overkilldev> I think that about covers it.
[19:33] <~Dan> Thanks, Overkilldev! The floor is open to questions!
[19:33] <~Dan> Does the game have a specific setting?
[19:35] <+Overkilldev> The classes are divided into decades which each are sort of an established power level which helps inform the setting
[19:36] <+Overkilldev> There are also Gods the players can worship in more fantasy settings that provide them with small boons in exchange for roleplaying restrictions
[19:37] <~Dan> I’m not sure I follow you… Can you give an example of one of these classes?
[19:38] <+Overkilldev> Sure, a player chooses from three different classes to create their characters so there are a number of specific and general classes
[19:39] <+Overkilldev> For example there is a kung fu master class that is in the 80’s decade as it encourages a more ridiculous playstyle
[19:39] <~Dan> (Howdy, Silverlion)
[19:39] <+Overkilldev> And there is a breackneck fighter class that is more focused on permanent injuries to opponents so it is in the 00’s decade
[19:40] <+Overkilldev> This allows for sort of modular play as a GM can allow for a specific subset of classes, or all of them
[19:41] <~Dan> So each character gets 3 classes?
[19:41] <+Overkilldev> Yes, at the first three levels they choose a different class each granting them one ability and HP
[19:41] <+Overkilldev> Thereafter they get a more powerful ability from one of the classes, but no additional HP
[19:42] <+Overkilldev> There are also feats and at max level a special class to choose from in terms of progression
[19:44] <~Dan> How many classes are there?
[19:46] <+Overkilldev> Currently there are 26 but I am working on an expansion that will another 10-15
[19:46] <~Dan> Wow… And all of the classes are decade-specific?
[19:47] <+Overkilldev> They are, but so far in play-testing I’ve just been allowing all decades, and that is the default mode of play
[19:49] <~Dan> You mentioned there are fantasy elements?
[19:50] <+Overkilldev> Right now they are limited to the Gods which used to be a more major element but have been downplayed as playtesting revealed they weren’t liked that well.
[19:50] <+Overkilldev> The expansion is designed to embrace those aspects more fully, potentially including some urban fantasy elements.
[19:52] <~Dan> Do you have a character sheet that we can see?
[19:52] <+Overkilldev> I have a temporary one that I’m not particularly happy with.
[19:53] <+Overkilldev> Right now we’ve mostly been using sheets of paper
[19:54] <~Dan> No problem! I just find that a character sheet helps discussion of the system.
[19:55] <+Overkilldev> Sure, I have a google drive link if that works?
[19:55] <+Overkilldev> (Link: https://drive.google.com/open?id=0Bw-_tU2jrDr2QmsxVG9iZzNsUms)https://drive.google.com/open?id=0Bw-_tU2jrDr2QmsxVG9iZzNsUms
[19:55] <~Dan> Yup! Let’s see here…
[19:56] <~Dan> The first thing that stands out to me is a lack of attributes. Or am I just not seeing them?
[19:57] <+Overkilldev> Nope, there are no attributes
[19:57] <+Overkilldev> Everything is based off classes
[20:01] <~Dan> How does that work? Can you give me an example of how you figure strength, for example?
[20:02] <+Overkilldev> Sure, the main mechanic of the game is sleights. Players are dealt three slights at the beginning of every encounter
[20:02] <+Overkilldev> Sleights are one face up card, and one face down card, drawn from a normal deck of playing cards
[20:03] <+Overkilldev> When you want to attack or defend you reveal the face down card of one of these and compare it to the GM’s
[20:03] <+Overkilldev> There are a number of ways to get more sleights, add cards to them, or gain numerical bonuses
[20:06] <~Dan> Hmm… What does the face up card do?
[20:07] <+Overkilldev> Oh right I wasn’t clear before, the face up and face down card add to the total power
[20:08] <+Overkilldev> So when doing an action you have some idea of how successful it will be.
[20:08] <~Dan> Ah, I see.
[20:08] <~Dan> So going back to strength, how do I know how strong my PC is?
[20:09] <+Overkilldev> Characters only real numbers are a level and amount of fate.
[20:10] <+Overkilldev> Level is probably the best indicator for how strong someone is, as being level 4 gets them access to the second ‘tier’ of abilities’ and level 7 gets them the third
[20:11] <~Dan> Well, by strength, I’m talking literally physical strength, not overall power level.
[20:12] <+Overkilldev> Right now there is no real mechanical way, though there are feats that allow you to be stronger or faster than the average person
[20:13] <~Dan> I see… And how does that manifest mechanically?
[20:14] <+Overkilldev> In increased melee damage as well as the ability to pick up things and use them as weapons.
[20:14] <+Overkilldev> Most things that would traditionally be attributes are relegated to feats in this system.
[20:15] <+Overkilldev> There are a few feats that allow you to be more charismatic, or more skilled, or more durable.
[20:15] * ~Dan nods
[20:15] <~Dan> Speaking of skills, how do they work?
[20:15] <~Dan> (Howdy, Le_Squide!)
[20:16] <+Will> Sorry, juggling stuff, so the concept is that ‘this is like an action movie’ not ‘I’m playing an actor’?
[20:16] <+Overkilldev> Yeah you are in an action movie
[20:16] <+Overkilldev> Back to skills they are fairly mechanically light, each class gives you a few names of skills but they are all unique
[20:17] <+Overkilldev> It’s about justifying that your particular set of skills are relevant to what you are trying to do
[20:17] <+Overkilldev> And it uses the same sleight mechanic as everything else
[20:17] <~Dan> So do skills add directly to sleights?
[20:18] <+Overkilldev> Yeah, they give a numerical bonus, currently +5 or if you have multiple relevant skills +10
[20:18] <~Dan> (Howdy, MonkofLords!)
[20:18] <+Overkilldev> Some skill checks are also easier or more difficult giving you additional cards to your sleights
[20:19] <+Overkilldev> Like picking a padlock is easier than breaking into a bank vault
[20:19] <+Overkilldev> So the more difficult something is the more cards in the sleight of the GM
[20:21] <~Dan> How specific are skills?
[20:22] <+Overkilldev> They are somewhat specific, examples include explosives, gun maintenance, or acrobatics.
[20:23] <+Overkilldev> There are also some more ridiculous ones like drinking or animal handling
[20:24] <~Dan> What are the weapon skills like?
[20:25] <+Overkilldev> Skills are treated differently than attacks so there are no weapon skills exactly.
[20:25] <+Overkilldev> However players can use their skills to do attacks, like collapsing a building to damage an opponent
[20:27] <~Dan> How does combat work?
[20:28] <+Overkilldev> Sleights are dealt out to each player and the GM depending on the number of people involved in the combat
[20:28] <+Overkilldev> Then advantage is determined based on whether one side has surprise or the like.
[20:28] <+Overkilldev> Advantage allows that side to move first, as well as means their attacks can not be defended against.
[20:29] <+Overkilldev> When someone wants to attack another character they choose one of their sleights and indicate they are attacking with it.
[20:29] <+Overkilldev> The defender then can choose to try to block with their own sleight, or let the damage through.
[20:29] <~Dan> Why would they do the latter?
[20:30] <+Overkilldev> Blocking with a sleight uses it up so it can’t be used on offense
[20:30] <+Overkilldev> So there is a balance between attacking and defending
[20:30] <+Overkilldev> There are two types of damage, fate and injuries
[20:31] <~Dan> (Howdy, LW`!)
[20:31] <+Overkilldev> Fate is basically normal HP, and is the total of the attacking sleight minus the defending sleight.
[20:31] <+Overkilldev> Injuries are dealt when a character has no fate, or a critical hit is dealt
[20:31] <+Overkilldev> These function as semi-permanent penalties to characters and are rolled on a table to determine severity.
[20:32] <+Overkilldev> Most enemies are classified as mooks and don’t take injuries, if they got o 0 fate they simply die or are knocked unconscious
[20:36] <~Dan> How do weapons work?
[20:37] <+Overkilldev> Weapons all add a numerical bonus to sleights, generally either +5 or +10.
[20:37] <+Overkilldev> Right now there is no ammunition, but in the expansion there will be an alternate rule for keeping track of it.
[20:38] <+Overkilldev> Melee attacks are a simple action so they can be done twice in a round, ranged attacks take a standard action.
[20:38] <+Overkilldev> Certain kinds of guns also have spread, a very important ability that allows someone to attack multiple people with one sleight
[20:39] <+Overkilldev> So far having one member of the party equipped with a spread weapon seems fairly important to deal with a horde of bad guys
[20:39] <~Dan> What about full auto?
[20:40] <+Overkilldev> Spread weapons sort of fill that role, but there are also paths that give abilities to hit huge numbers of enemies
[20:44] <~Dan> Does the game include any scifi elements?
[20:46] <+Overkilldev> There are a few. Right now the way money works it there are three categories for gear, common, rich, and secret.
[20:46] <+Overkilldev> Secret includes things like jetpacks, power armor, and a chainsword type weapon.
[20:47] <+Overkilldev> There is also a Robocop class, though likely that will be moved to the expansion and another class will replace it in the base game
[20:48] * ~Dan nods
[20:49] <~Dan> What would you say brings out the action movie feel in the game?
[20:50] <+Overkilldev> A lot of the classes feature very archetypal characters from action movies of the past, there is a Chosen One, Drunker Master, and Samurai warrior.
[20:51] <+Overkilldev> In addition the combat is designed to have the players wading through mooks before reaching the Badass enemies who have paths just like the players
[20:51] <+Overkilldev> And then after fighting through the lieutenants they fight the Big Bad who is even better than his minions at fighting
[20:52] <+Overkilldev> In general the mechanics aim for a bombastic feel that I hope contributes to the theme.
[20:53] <~Dan> Is this your first published game?
[20:55] <+Overkilldev> Yeah, I studied video game design at university which gave me a lot of experience with playtesting but this is the first time I’ve tried publishing my own thing.
[20:57] <~Dan> What are some of your RPG influences?
[20:58] <+Overkilldev> I grew up playing D&D but made an active effort to play through a number of different systems over the last few years.
[20:58] <+Overkilldev> One of the most prominent influences is probably Legend, a community published game inspired by 3.5 that came out just as 4th edition was released.
[21:00] <+Overkilldev> Another big inspiration for me was the Dresden Files RPG which has permanent injuries as the step up from temporary damage.
[21:03] <~Dan> What are your plans for the game should it prove to be a success?
[21:06] <+Overkilldev> Right now I’m just focused on the kickstarter and what comes after.
[21:06] * ~Dan nods
[21:08] <~Dan> Let’s see… Is there anything we haven’t covered that you’d like to bring up?
[21:09] <+Overkilldev> Not particularly, we talked everything I wanted to talk about.
[21:09] <+Overkilldev> I’m happy to have had this opportunity
[21:09] <~Dan> I’m glad you could join us!
[21:10] <~Dan> Standard reminder: My tip jar and Patreon link are here, for those interested: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:10] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you!