[19:25] <+CReiter> Alright. Hello everyone, my name is Christopher Reiter, I’m an immigrant to Texas from Virginia and I’m here today to discuss The Navarro Knight, CyberSpine Publishing’s new tabletop RPG.
[19:28] <+CReiter> The Navarro Knight is a post-reality game. Set in the wake of a series of events that destroyed the political landscape of Earth as well as damaged the universal rules such as gavity and time, the game follows the brave, cowardly, and often stubborn survivors that populate the fractured, freely-floating world.
[19:31] <+CReiter> Det on continent-sized ships made from these free-floating pieces, player characters are created from a series of raw attributes, skill sets, histories, and genetic alternatives that allow the players a wide range of freedom. This freedom we have attempted to reflect in every asset, rendering buildings, vehicles, and weapons in a similar modular fashion.
[19:33] <+CReiter> Now, to answer the first question: This is CyberSpine Publishing’s first game. We’re a start up that is currently awaiting a business license from the Texas state government. As such,, everything in the game, up to this point, has been self-funded by me.
[19:33] <+CReiter> (done)
[19:33] <~Dan> Thanks, CReiter! The floor is open to questions!
[19:34] <~Dan> And by the way, I’ll likely be asking some questions that I asked the other day for the sake of getting answers “on the record”, so to speak.
[19:34] <+CReiter> Not a problem
[19:34] <~Dan> For example: Who (or what) built these ships?
[19:35] <+CReiter> Want me to re-answer that one now?
[19:35] <~Dan> Sure!
[19:36] <+CReiter> As of this writing, the lore hasn’t fully expanded on who, or what, constructed the massive, continent-sized ships that house humanity. All that’s known is that the ships rose up through the crust of the planet, tearing it apart and carrying humanity into space before slipping into the realm between our reality and the next…
[19:36] <~Dan> (Howdy, BillLogan!)
[19:36] <+BillLogan> Howdy Dan
[19:36] <~Dan> (CReiter, meet BillLogan, another of our “local” authors. 🙂 )
[19:37] <+DLB_Chuck> Possible the ships were there all along?
[19:37] <+CReiter> Research done on the ships, specifically from the large crevasses that the remaining governments and privateers explore, have revealed that the insides of the ships are seemingly organic in construction, even though they’re made from blackened metals and polymers.
[19:37] <+CReiter> (done)
[19:37] <~Dan> Any idea of where the ships are headed and/or how to navigate them?
[19:37] <+xyphoid> so what do you do in the game? what’s a ‘default session’ look like?
[19:38] <+CReiter> DLB_Chuck: It is entirely possible that the ships were there all along
[19:39] <+CReiter> Dan: At the time period that TNK is initially set in, humanity is unable to find any means to control, navigate, or understand where the ships are headed to. That’s one of the many options for a possible plotline that we want, as developers, to leave open for Narrators (Our GMs) to explore with their players.
[19:40] <+DLB_Chuck> How much of the game is actually completed?
[19:41] <+CReiter> Xyphoid: The default session for our game, at least at the start, is small in terms of scale. We wanted to make a game system that focused on small stories that can spiral upwards and outwards. Many of the suggested intros and plots given to the Narrators in their book point out that people in TNK are mundane and ordinary, even if they’re a bit ‘special’…
[19:42] <~Dan> (Howdy, JamesGillen!)
[19:42] <+CReiter> Police are needed, doctors and medics. A session can be founded around a fire in a lab, a simple robbery or break-in, or even a dead patient brought in, wholly intact, but petrified.
[19:42] <+JamesGillen> hi
[19:42] <+CReiter> DLB_Chuck: At this time TNK is a completed project in terms of Rules and in terms of writing. All that remains are images.
[19:43] <+xyphoid> like, sell me on a first session that i can do in this game specifically and not elsewhere
[19:43] <+CReiter> Ever hit an eldritch horror so hard that it hit open air and broke it?
[19:44] <+CReiter> It broke the open air, that is. Shattered it like glass.
[19:45] <~Dan> Interesting effect.
[19:46] <~Dan> What would be in place of the shattered air?
[19:46] <+CReiter> Alternatively, ever had to rodeo a ten foot tall cybernetic mongrel while flesh-like growths on the thing try to eat you alive?
[19:47] <+CReiter> Dan: Well, considering that the main time that would happen would be you punching a hole in reality itself, it depends on where you punched the horror -to-. could be some place nice, or you could’ve just set off an even bigger problem. Likely it’d be a bigger problem.
[19:47] * ~Dan nods
[19:48] <~Dan> What sorts of special abilities can the PCs possess?
[19:49] <+DLB_Chuck> What are the mechanics like?
[19:50] <+CReiter> PCs are able to possess standard skills that make for most of the mechanical leverage. From that point you can start expending your willpower to alter reality in subtle ways through ‘abilities’. After that, you can expend time AND focus with ‘masteries’ to make massive alterations, such as causing temporal shifts or rendering a concept into a weapon.
[19:51] <~Dan> Is this akin to magic?
[19:51] <+CReiter> The core mechanics of the game revolve around a contested dice pool system. You get a number of die (max 10) based on your skills, the related attribute, and any passive or environmental bonuses. You roll that against your opponent, compare successes (odds), and determine the results from those.
[19:52] <+CReiter> THAT is a question that is a very good one. In a way it is similar to magic, but magic, in this universe, means something specific. Psionics are when you alter reality for yourself, daring to exhaust yourself to will something into being or to happening.
[19:52] <+CReiter> Magic, on the other hand, is when you ask something to intercede with reality on your behalf. A very dangerous proposition.
[19:53] <~Dan> So internal vs. external sources of power?
[19:54] <+CReiter> Very much so, and the only real external sources of power that are capable of doing that are the same nightmares that broke through when The Collapse shattered the world.
[19:56] <~Dan> Are these akin to Lovecraftian horrors?
[19:57] <+xyphoid> who are the PCs in this setup
[19:57] <+CReiter> Lovecraft did play a role in creating these, however I would dare to say these are worse in a way. Lovecraftian horrors are ageless and timeless, but still mostly physical gods. The nightmares are figments of mankind’s imagination and unsettlement given flesh.
[19:59] <~Dan> How would you describe the environment(s) aboard the ships?
[19:59] <+CReiter> As mentioned above, PCs are often survivors, scavengers, and wanderers like any other individual in the setting. Their attributes and traits are dependent on the backgrounds that they come from, their genetic makeup and similar details.
[19:59] <+CReiter> Now personally, I tend to place PCs in the roles of detectives, mainly cause I’m a noir nut.
[20:00] <+DLB_Chuck> Are there other noir aspects to the game?
[20:00] <+CReiter> For the environments aboard the Black Fleet, the continent-sized ships, we wanted to hit a major case of ‘uncanny valley’. Cities still exist, they’re not all ruined. They’re mostly unpopulated, with wildlife and nature reclaiming some of them.
[20:01] <+xyphoid> so you’re targetting post-apocalyptic noir ?
[20:01] <~Dan> What sort of wildlife exists? And what (if anything) serves as a replacement for the sun?
[20:02] <+CReiter> We want the players, mostly, to feel like they’re walking into another world that mirrors our own. One portion of town, the populated one, will have people going about their daily lives, working at refineries and growing crops. Walk a mile away and you’ll hit parts of town that are abandoned, empty shops. A baseball stadium, for instance, that looks like…
[20:02] <+DLB_Chuck> You mentioned rules don’t apply. Do they need air?
[20:03] <+CReiter> it was in the middle of a game when the Collapse happened, clothing without bodies covering the stands, ball on the pitcher’s mound with a glove.
[20:04] <~Dan> Creepy.
[20:04] <~Dan> Very nice.
[20:04] <+JamesGillen> mm
[20:04] <+CReiter> The noir aspects to the game revolve around these idiosyncracies within the setting. What -is- the collapse? What happened? Why are calamities continuing to occur (For instance the stillborn problem: why are children only born now when someone else dies)?
[20:05] <~Dan> What is technology like in this setting?
[20:06] <+CReiter> Wildlife exists mostly as it has, but now there are mutants as well. From the bone-and-sinew bodied Crag Cats to the electrified Sand Wolves to the poisonous, deadly bile rats, they run the gamit from mundane to exotic. And what replaces the sun are other suns, the stars that the continent ships pass by as they dip in and out of reality.
[20:08] <~Dan> You mentioned mutants there. Are there mutated humans as well?
[20:08] <+CReiter> Rules don’t apply depending on area. Localized anomolous events such as inverted gravity, pinpoint thermal spikes, and temporal unwinding occur at seeming random the further outside of civilization you go. And even though these events don’t need a cause, you still need what you need to survive as a human being.
[20:08] <+CReiter> Unless you have that ability that means you don’t, that is.
[20:10] <+CReiter> Technology in this setting is akin to modern day technology. Smart phones, computers, guns, these all exist. Mass communication analogs exist: Instead of the internet, the ships possess a wireless network known as the Electrosphere for instance. Then there are cybernetics, power armor…
[20:10] <+CReiter> Directed energy weapons, gene therapy, and full-body prosthetics on the highest end.
[20:12] <+CReiter> As for mutants, yes. Mutated humans are in the setting. And they are playable. There are three aspects of humanity in total: Humans, like you and me. Artificials, which are conscious, sapient machines. Finally there are Demi-humans, which are humans that have undergone controlled, or uncontrolled atavisms.
[20:13] <+CReiter> These Demi-humans are mostly what constitutes as ‘mutated’. Some are bestial, feral-looking, with odd pigmentation and increased muscle mass. Others incorporate animalistic features and traits such as claws or patterned skin.
[20:13] <+CReiter> One such character, a cybernetically enhanced naga demihuman is present on the kickstarter page
[20:14] <+CReiter> (Link: https://ksr-ugc.imgix.net/assets/019/874/823/d03a7fe928d87d6343be30e46386577e_original.png?w=680&fit=max&v=1516054840&auto=format&lossless=true&s=f51cb3812963369ee0e0bb442a04e2a6)https://ksr-ugc.imgix.net/assets/019/874/823/d03a7fe928d87d6343be30e46386577e_original.png?w=680&fit=max&v=1516054840&auto=format&lossless=true&s=f51cb3812963369ee0e0bb442a04e2a6
[20:14] <~Dan> Do I remember correctly that there are three tiers of technology?
[20:14] <+CReiter> Three bases of technology, yes.
[20:15] <+CReiter> Human tech, which is what we have now. Alien tech, which is like our tech, slightly advanced in some ways and slightly behind in others. Then there’s the Black Technology, things like synthetic myomer fibers and the trees that grow them, things humanity knows of, can utilize, but cannot replicate at this point in the timeline
[20:15] <~Dan> So there are aliens in the setting?
[20:16] <+CReiter> Aliens do exist in the setting, however they are at odds with humanity. It is unknown whether they find humankind frightening, or that they are out to kill the human species, by every contact has ended in violence.
[20:17] <~Dan> How many alien species exist in the setting, and what are they like?
[20:19] <+CReiter> It is unknown how man alien species or cultures exist in the setting. However, all aliens that have been encountered belong to one culture of various different genetic species. Each seems to have been purposefully formed to fulfill specific functions, from leaders, to shock troopers, to living medical stretchers, to organic fission reactor bugs, to muscular..
[20:19] <+CReiter> Titanic breeders capable of ripping a human in half.
[20:20] <~Dan> Are they arriving via spacecraft, and if so, does the game include rules for space combat?
[20:22] <+DLB_Chuck> If humans don’t control the giant ships they are on, can they fly other ships?
[20:22] <+CReiter> Yes, rules exist for space combat. And often they’re encountered in crashed vessels or forward outposts near crashed spacecraft. Often it seems that their ships get caught inside the atmosphere of the black ships when they return to reality.
[20:23] <+CReiter> And yes, humans can fly other ships. In fact, they have recovered other, smaller ships that seem to rely on similar technology to the continent ships.
[20:23] <+CReiter> But those ships are reserved for the people brave enough to wander the sunless semi-organic corridors at the center of the continent ships.
[20:24] <~Dan> What sorts of threats are in there?
[20:26] <+CReiter> In the center of the black ships, the terrain itself is your biggest threat. Passages, though typically still, may shift and pulsate, carrying you far off-course or even making you move in a loop. The beasts within are also a danger, combinations of living machinery given bestial forms.
[20:28] <~Dan> How powerful are the PCs, generally speaking?
[20:31] <+CReiter> Considering the scale of the game, the PCs are intended to feel powerful, superior to human beings as we are now, but at the same time they are outclassed by the bigger, stronger creatures. Using a tiered system of enemies, the Narrator is capable of fine-tuning each fight, from an endurance-match against a horde to a fight against…
[20:31] <+CReiter> Singular creatures that possess similar, or even superior abilities.
[20:33] <+CReiter> Some fights at the highest end can even be considered more akin to puzzles than anything else, requiring PCs to do research and run away until they can come up with an appropriate battle plan.
[20:33] * ~Dan nods
[20:33] <+CReiter> In some cases, the most dangerous opponents are those that look the most human.
[20:34] <+DLB_Chuck> Are there aliens or other creatures that can appear as human?
[20:34] <+CReiter> yes
[20:35] <+CReiter> Some have key features that give them away. Some turn an investigation into a rage against time.
[20:35] <+CReiter> **Race
[20:39] <+DLB_Chuck> What is your timeline now for getting the game out since you’ve ended the kickstarter?
[20:40] <+JamesGillen> Yeah I noticed that was cancelled.
[20:40] <~Dan> (Howdy, KJ2!)
[20:41] <+CReiter> We will be reopening kickstarter when we have more assets developed for the game. Currently we’re looking to reopen the KS in roughly another 2-3 months for another 29 days with a significantly reduced goal of roughly $3-4K
[20:42] <+CReiter> Apologies, 49 days
[20:42] <+DLB_Chuck> Why 49 days? Most seem to be about a month.
[20:45] <+CReiter> More time to meet the goal. Likely we’ll reduce it as we get more interest.
[20:46] <+DLB_Chuck> Most of the RPG pledge curves I’ve seen show about 80+% coming in between the first three days and the last three days. Smaller projects seem to have a lot of 0 and sometimes negative days in the middle.
[20:47] <+DLB_Chuck> How did you arrive at your initial funding goal for the one you just cancelled?
[20:50] <+CReiter> We itemized how large a population we wanted to reach, as well as all the items we wanted to provide. We overshot, significantly, with our 12k mark on both popularity as well as notoriety. Our much reduced goal is a result of that realization.
[20:51] <~Dan> Oh, I almost forgot: Can you link us to your character sheet?
[20:53] <+CReiter> certainly
[20:53] <+CReiter> (Link: https://docs.google.com/spreadsheets/d/1GcTmKXVMAZWthKL9dYpNszmD8rrKYQ3I5_2Qv7Lvl0E/edit?usp=sharing)https://docs.google.com/spreadsheets/d/1GcTmKXVMAZWthKL9dYpNszmD8rrKYQ3I5_2Qv7Lvl0E/edit?usp=sharing
[20:54] <~Dan> You said that this is attribute + skill?
[20:55] <+DLB_Chuck> Would you consider the rules to be fairly “crunchy”? I notied a lot of spaces for numbers on the sheet
[20:55] <+CReiter> Our goal is to reduce down the ranks and abilities system into a mote display similar to the OWOD games
[20:55] <+CReiter> Not in terms of functionality, but representation
[20:56] <+CReiter> For our playtesters, they’ve told us that the difficulty / crunchiness is equivalent to cheating on a mathtest
[20:56] <+DLB_Chuck> lol
[20:56] <~Dan> Successes are odds, you said?
[20:57] <+CReiter> yes, and dice are D6s
[20:58] <~Dan> Are the skills listed all-inclusive?
[20:59] <+CReiter> Yes, those are all the skills in the game. We’ve tried to keep them general enough that new ones will not be required
[20:59] <+CReiter> That being said, some things, such as piloting vehicles, are locked behind disciplines, which are passive benefits
[21:00] <~Dan> How does combat work?
[21:02] <~Dan> (brb)
[21:03] <+CReiter> Initiative is rolled to determine turn order for the entire combat, Players move according to this as per most games
[21:04] <+CReiter> When you move, you have AP that decreases as you perform actions. Most actions only require 2 AP. Fighting / swinging / shooting all require a bit more in terms of AP.
[21:04] <+DLB_Chuck> is initiative impacted by abilities etc.?
[21:04] <+CReiter> Whenever you make a ‘contested’ action, which is an action that has a chance of failure, you roll your die pool against your opponent
[21:06] <+CReiter> The winner of this contest has their action succeed. If you’re attacking and succeed, you add the amount of die you had over your opponent’s dice to your weapon’s lethality. If your opponent wears armor, they roll to soak that resultant damage)
[21:06] <+CReiter> whatever’s left over (to a minimum of 1) then gets applied to the opponent’s health
[21:06] <+DLB_Chuck> do you roll for lethality or does each weapon have a fixed number?
[21:06] <+CReiter> Each weapon has a base fixed number
[21:07] <+CReiter> This number can be increased, or decreased, by attaching modifications to said weapon
[21:07] <+CReiter> Also, initiative is impacted ONLY by attribute scores and disciplines
[21:12] <~Dan> Does the game include a bestiary, and if so, how extensive?
[21:13] <+CReiter> The bestiary is currently two splat books. The monster total is roughly 120, with 60 being in each one.
[21:13] <~Dan> Very impressive! Why two books, though?
[21:16] <+CReiter> We’ve split the books into two both to make them cheaper to purchase. Splat books, soft covers, are quite a bit less expensive than soft covers. Additionally, we’re splitting them so that you have the ‘mundane’ threats, such as beasts and mutants, in one book while the other contains more existential threats.
[21:16] <+CReiter> sorry, less expensive than hard covers
[21:17] <~Dan> How many other books are required to play?
[21:17] <+CReiter> For players, only the Field Guide is required to play.
[21:17] <+CReiter> In fact, the core rules for the Field Guide are the only thing that’s needed if you’re inventive and can grasp the rules without the setting being in place
[21:19] <+CReiter> The Narrator book provides alternative and advanced rules for more nuanced situations, such as handling player death, vehicle combat, and breaching buildings, as well as a healthy amount of the lore for the setting.
[21:19] <+CReiter> The monster splat books are mainly there to serve as an easy reference as well as provide more hints about the greater goings-on in the setting through the creature descriptions
[21:20] <+CReiter> more plot points for the Narrator to explore
[21:20] * ~Dan nods
[21:20] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+CReiter> at this time, no. Most of the major points and features of the game have been covered. The kickstarter, (Link: https://www.kickstarter.com/projects/188796491/the-navarro-knight-first-edition)https://www.kickstarter.com/projects/188796491/the-navarro-knight-first-edition , has more images for those that are interested.
[21:22] <+CReiter> Though I do wish to let everyone know that TNK is only the first of a three-part project.
[21:22] <~Dan> Oh? What are the other parts?
[21:22] <+CReiter> We’re going to be releasing the remaining parts in asynchronous order
[21:23] <+CReiter> TNK, being released now, is part 1
[21:23] <+xyphoid> it’s kind of odd seeing a game split up into 4 books these days
[21:23] <+CReiter> Part 3, Augury, is a collectible card game that is set in the posthuman time at the end of the timeline
[21:24] <~Dan> What’s Part 2?
[21:26] <+CReiter> Part 2 is Gargant, a tactical tabletop skirmish game set in the time between TNK and Augury, featuring the towering biomechanical cyborgs known as Gargants.
[21:26] <~Dan> Oh, and before I forget: Those interested in supporting my Q&As can do so at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:28] <~Dan> Thanks very much for joining us, CReiter!
[21:28] <+CReiter> No problem Dan, thank you for having me.
[21:29] <~Dan> I hope you’ll hang out with us in the future. We’re always open for business. 🙂
[21:29] <+CReiter> look forward to it, if I can ever tear myself away from game development.
[21:29] <~Dan> If you’ll give me just a minute here, I’ll get the log posted and link you. 🙂
[21:30] <+DLB_Chuck> Sorry I had to step away for a sec.
[21:30] <+DLB_Chuck> So if I wanted all of the books, how many are there?
[21:30] <+CReiter> 4 total