[20:54] <+GSG–Webmaster> Alrigjt! I’m the webmaster for Golden Shield Games and
[20:55] <+GSG–Webmaster> I also develop Ruins of Humaity
[20:55] <+GSG–Webmaster> Ryan develops RoH and manages all of our funding
[20:56] <+GSGRyan> Hi, I’m Ryan from Golden Shield Games and we are the producers of Ruins of Humanity, a zombie apocalypse RPG system
[20:56] <+GSG–Webmaster> The game is based off of the d20, which is used for most of the game
[20:57] <+Blore> Is Ruins of Humanity based on George A Romero’s movies?
[20:57] <~Dan> (Please hold questions until we get a (done) from our guests. Thanks! 🙂 )
[20:58] <+GSGRyan> It is more free then most games, in the way where it gives the players and GM a lot of power to do what they want. It’s also a good game for beginners and veterans to RPGs
[20:58] <+Blore> And I’m assuming that there’s a “One hit kill” where once you get bitten by a Zombie, it’s over (unless there’s a way to prevent the zombification process)
[20:59] <+Blore> Or maybe one turns into a zombie after they legimately die
[20:59] <+Blore> like you can be bitten and live a full life but once you die, you become a zombie
[20:59] <+GSG–Webmaster> the game revilves around eight classes, each with two subclass deviants with their own abilities
[20:59] <~Dan> (Blore: Please wait for a (done) from our guests. Thanks!)
[21:00] <+GSG–Webmaster> Each class has equipment and perks that they start with along with the normal gear
[21:01] <+GSG–Webmaster> There is leveling uo tk 10 for each class, with the skills getting progressively better
[21:01] <+GSG–Webmaster> (Done) i can take questions
[21:02] <~Dan> The floor is open to questions!
[21:02] <+Blore> My previous questions above
[21:02] <~Dan> Yup, you can address Blore’s questions now. 🙂
[21:02] <+Blore> Like the zombification process
[21:02] <+GSG–Webmaster> Actually, Blore , the game is only based off of the movies (romero) except for the fact that there are zombies
[21:02] <+Blore> Like once it’s after the bite or you have to be kill or die through normal means
[21:03] <+Blore> *killed
[21:03] <+Blore> Hence the latter makes more sense that Zombies are the “Walking Dead”
[21:04] <+GSG–Webmaster> Actually the zombification process is based off TWD
[21:04] <+GSGRyan> So when you’re bitten there is a window of time (almost like the walking dead) before you turn, there are some items that can prevent you from turning but they are very rare and only “cure” one bite
[21:04] <+GSG–Webmaster> And they can’t cure already turned zombies
[21:05] <+Blore> 50 calibur brain surgery is the only cure by then
[21:05] <+GSGRyan> Basically haha
[21:06] <+Blore> no pun intended
[21:06] <~Dan> So as in TWD, the dead always rise by default?
[21:06] <+Blore> Are the zombies slow scufflers or they runners?
[21:07] <+GSG–Webmaster> There are various types of zombies
[21:07] <+GSG–Webmaster> And Dan , humans killed with a head wound do not turn
[21:08] <+GSGRyan> Blore there are shamblers and runners depending on how newly they are infected (New infecteds are runners old, rotting ones are the slow ones)
[21:09] <+GSG–Webmaster> There are also special zombies, such as Banshees, Hunters, Titans, and Carriers
[21:09] <~Dan> Can you say a bit about those?
[21:10] <+GSG–Webmaster> Sure! Give me one second!
[21:10] <+Blore> Braiiinnsssss
[21:11] <+GSG–Webmaster> Runner: Runners are recently reanimated humans with most or all vestiges of their earlier strength, as they have not began the decomposition process. They can run, jump, and sometimes even climb to get at people. Advisable to not fight in close quarters, and easy to dispatch at long range. Banshee: Banshees are essentially normal zombies, but instead of groa
[21:11] <+GSG–Webmaster> Ning they scream
[21:11] <+GSG–Webmaster> Titan: This terrifying beast is a mutant reanimated with more than 1250% muscle mass. It can easily smash buildings, throw cars, and decimate humans in a single blow. Evacuation is almost always necessary. AVOID HOSTILE CONTACT.
[21:12] <+GSGRyan> The scream from the Banshee attracts other zombies around and creates a hoarde
[21:12] <+GSG–Webmaster> Basilisk: This grotesque form of infected is deformed with glowing eyes and long claws. It has the capability of stunning its prey for a small time, rendering them defenseless until the paralyzation wears off or someone helps defend them.
[21:12] <+GSG–Webmaster> Prodigy: These infected have no physical advantage, but are clearly the most intelligent. The Prodigy is able to use and make weapons, and mimic humans, learning to climb, run, use tools, and even shoot firearms.
[21:13] <+GSG–Webmaster> Hunter: Hunters are a unique type of infected that have enhanced motor skills and agility, and even have signs of intelligence. They can climb, jump, and run faster than almost any human. These infected are very dangerous and can kill most loners. Do not engage these alone.
[21:13] <~Dan> (Welcome to #rpgnet, Guest65!)
[21:13] <+GSG–Webmaster> Carrier: Carriers are large and bloated zombies covered with pus sacs all over. These sacs are filled with infectious blood, and is incredibly dangerous. If the blood enters the bloodstream, the same effects of a bite follows.
[21:14] <+GSG–Webmaster> Butcher: Butchers are a strange type of infected that has an obsession with collecting objects, usually shiny, metallic ones. It also stores and meat in its lair, which would explain its obese stature, and unusual long claws. It’s lair is a building that it lives in and will defend. They can make traps and open doors
[21:14] <+GSG–Webmaster> (Done)
[21:15] <~Dan> Are all zombies vulnerable to the traditional head shot?
[21:16] <+GSG–Webmaster> Titans are not and butchers are resistant, but otherwise yes
[21:17] <+GSG–Webmaster> The game uses only one dice for combat as opposed to two for games such as DnD
[21:17] <~Dan> What happens if you don’t go for the head? Can zombies be destroyed in other ways?
[21:18] <+GSG–Webmaster> Well depending on the type of undead, a 15 or abovs on a roll kills it, or you can repeatedly hit it
[21:18] <+GSGRyan> Decapitation usually works as well as pinning or tying them down. Fire also kills them but that may not always be accessible in battle
[21:19] <+GSGRyan> With various modifyers depending on situation
[21:19] * ~Dan nods
[21:20] <~Dan> Do you give a reason for the zombies?
[21:20] <+GSG–Webmaster> We leave it to the GM. It could be disease, or a genetic experiment gone wrong, etc.
[21:21] * ~Dan nods
[21:21] <+GSGRyan> In our special mission we hint at what we’d consider canon creation of the special zombies
[21:21] <~Dan> How long after the initial rise does the game take place?
[21:22] <~Dan> GSGRyan: The creation of the special zombies? My guess is that someone was after super-soldiers.
[21:23] <+GSG–Webmaster> The game takes place about a year in Dan
[21:23] <+GSGRyan> Dan Kind of
[21:24] <~Dan> Do you have a character sheet that we can see?
[21:25] <+GSGRyan> yeah give me a minute
[21:26] <+GSGRyan> I’ll send the universal one, but each class has individual ones that list their abilities and starting items to choose from
[21:28] <~Dan> (Howdy, LaggingDice!)
[21:28] <+LaggingDice> (Hello Dan)
[21:29] <~Dan> (Topic: (Link: https://www.kickstarter.com/projects/346276626/ruins-of-humanity)https://www.kickstarter.com/projects/346276626/ruins-of-humanity )
[21:29] <+GSG–Webmaster> Yep
[21:29] <+GSGRyan> This is just our beta copy, I don’t currently have our finished version
[21:29] <~Dan> While we’re waiting, why a class system?
[21:30] <~Dan> GSGRyan: No problem.
[21:30] <+GSGRyan> (Link: https://docs.google.com/document/d/14RIIO6viO2SNTRdStm8n-lS04Q7kD2VcZB2sIZkL0Zc/edit?usp=sharing)https://docs.google.com/document/d/14RIIO6viO2SNTRdStm8n-lS04Q7kD2VcZB2sIZkL0Zc/edit?usp=sharing
[21:30] <+GSG–Webmaster> That may give some idea
[21:31] <+GSG–Webmaster> The class sytstem was used because this RPG was inspired by other RPG’s such as D&D and Dumgeon World, which both use the class sustem. I
[21:32] <~Dan> So it looks like the attributes are Strength, Speed, Stealth, Reflex, and Diplomacy?
[21:32] <+GSG–Webmaster> It also adds more interactivity to the game
[21:32] <+GSGRyan> In the empty boxes the classes skills will be written in, each time they level up they can pick one of two skills which will be different pathways they can choose, for example there is a class called The Leader and his two pathways are the diplomat and tyrant.
[21:32] <+GSG–Webmaster> And yes Dan
[21:33] <~Dan> What do you use for intelligence?
[21:33] <+GSG–Webmaster> The leveling sustem was modeled off of the one from the game XCOM 2
[21:33] <+GSG–Webmaster> Intelligence is used for observing things, knowing things, etc
[21:34] <~Dan> Right, but I’m not seeing an Intelligence attribute.
[21:34] <+GSG–Webmaster> The diplomacy stat is used for intelligence
[21:35] <~Dan> Ah, I see.
[21:35] <+GSGRyan> As well as a charisma type skill
[21:35] <~Dan> What is the scale for attributes?
[21:36] <+GSG–Webmaster> The buffs and debuffs give modifiers, which is what goes in the stat boxes
[21:36] <+GSGRyan> It’s a 1 to 1 scale so each point you have adds +1 to dice rolls
[21:36] <+GSG–Webmaster> Yeah
[21:37] <+GSGRyan> You get 1 point to put anywhere when you level up
[21:37] <+GSGRyan> And some skills and classes improve the stats as well
[21:38] <+GSG–Webmaster> Yes
[21:38] <~Dan> By “scale”, though, I’m talking about the human minimum/maximum.
[21:38] <+GSG–Webmaster> You start with zero and can get up to eight bonus points
[21:39] <+GSG–Webmaster> That’s a +8 on a d20 roll
[21:39] <+GSGRyan> You can’t go any lower then -1 though (unless if injured or ill)
[21:40] <+GSG–Webmaster> Although situational modifiers can do that too
[21:41] <~Dan> What is the relationship (if any) between attributes and skills?
[21:43] <+GSG–Webmaster> Attribute modifiers can affect skill rolls, while some skills give attribute bonuses
[21:44] <~Dan> Can you give an example of the latter?
[21:45] <+GSG–Webmaster> For example, a marksman skill is +1 with scoped amd precisoon weapons (reflex stat)
[21:46] <+GSGRyan> For example one of the classes called the brawler (it’s basically a fighter) has a skill that can stun humans and zombies, its considered a strength skill and the strength attribute helps the roll
[21:49] <~Dan> How does combat work?
[21:51] <+GSGRyan> All combat is turn-based(unless the Gamemaster or party chooses otherwise, like every other rule) based on the character’s Speed stat. That is, higher Speed means you move earlier in combat. If two players have the same Speed stat, you may either roll a dice and pick the higher number or decide amongst yourselves.
[21:51] <+GSGRyan> Depending on how the Gamemaster decides the lethality of attacks, he also decides when and how the enemy is killed. More difficult enemies grant higher XP.
[21:51] <+GSGRyan> If you are attacked by an NPC(unless it is their counter to your attack), you may make a counter. A counter allows you to do an action to defy or escape an attack from an enemy. For example, if attacked, you may choose to roll a twenty sided dice to run behind cover, or to return fire. Add your Reflex stat to the total, and that’s your score.
[21:51] <+GSGRyan> On your turn, you may do nearly any single action you could do otherwise. Normally, you would either move, use an ability, or attack the opponent. To attack, depending if it is ranged or melee, works differently. Melee attacks can only be used at close range, and have a higher chance of succeeding, with a 12 or above registering as a general hit. With ranged
[21:51] <+GSGRyan> (done)
[21:53] <+Guest34> Hello
[21:53] <~Dan> (Welcome to #rpgnet, Guest34, Guest65!)
[21:53] <+Guest34> What’s with all this q and a business, eh?
[21:54] <~Dan> (Welcome, Guest34! Topic: (Link: https://www.kickstarter.com/projects/346276626/ruins-of-humanity)https://www.kickstarter.com/projects/346276626/ruins-of-humanity )
[21:56] <~Dan> What are the classes?
[21:57] <+Guest34> I was wondering that myself! I assume it’s fairly basic (fighrter, sniper, medic maybe?)
[21:58] <+GSGRyan> The Leader, The Marksman, The Brawler, The Scavenger, The Scout, The Mechanic, The Stalker, and The Medic
[21:59] <+Guest34> How does the scavenger work? The rest seem fairly starigjtforward?
[22:00] <+GSGRyan> The Scavenger is one of my favorites because its main ability basically makes looting way easier. Scavenger’s scavenging allow him or her to sense all loot in an 18 foot radius, or while inside, the room that they currently occupy. When a Scavenger loots an area, the Gamemaster must tell them all valuable loot in their search radius
[22:01] <+Guest34> Define valuable?
[22:01] <+Guest34> Is it lime just weapons or size based?
[22:02] <+GSGRyan> If you don’t have a scavenger you have to search all the cabinets and rooms in a building for specific loot but it makes it much easier. Valuable is anything that could have some use to a player like crafting components or weapons (Basically anything that’s not trash)
[22:04] <+Guest34> Ah
[22:05] <~Dan> Are there any other threats besides humans and the assorted zombies?
[22:07] <+GSGRyan> Not really, but there are some prominent human factions that can be trouble for a group of players if they are too aggressive.
[22:09] <+GSGRyan> Oh and a big feature that we forgot to mention is city building, the system allows players to start their own civilizations that NPCs can/will join that will allow the players to make alot of different decicions on helping their town people and themselves
[22:11] <~Dan> What do you think makes this game stand artt aome other zombie RPGs?
[22:12] <+GSGRyan> The freedom to do whatever the group wants to do, and the civilization system
[22:16] <+GSGRyan> Thanks for the Q and A! Its pretty late where I’m at, so i wont be able to answer any more questions, If you or someone else has anymore questions you/they can email us at email@example.com
[22:17] <~Dan> Sounds good, guys!
[22:17] <+GSGRyan> or message us at the kickstarter (Link: https://www.kickstarter.com/projects/346276626/ruins-of-humanity/)https://www.kickstarter.com/projects/346276626/ruins-of-humanity/
[22:17] <~Dan> Can you give me just a minute to log the chat and link you?
[22:17] <+GSGRyan> ok