[19:32] <+DiogoNogueira> Hi, my name is Diogo Nogueira, I am from Brazil, and I am kinda of an RPG enthusiast. I’ve been playing since I was about 10 years old.
[19:32] <+DiogoNogueira> I began with a Brazilian RPG called Tagmar and soon got into D&D (the black introduction box of early 90s) and then into AD&D 2e. I played through GURPS, Vampire (and other Classic World of Darkness games), Shadowrun.
[19:33] <+DiogoNogueira> Got back to D&D with 3rd edition and 3.5, but took a break at the end of it because of college and work. I came back in 2010 and got a bunch of 4e books. Played for an year and found out it wasn’t exactly what I was expecting.
[19:33] <+DiogoNogueira> Then I decided to look around this magnificent thing we call the internet to see what people were playing. I discovered Indie games, the OSR and a bunch of other stuff and played everything I could get my hands on.
[19:33] <+DiogoNogueira> In the end, I fell in love with the OSR and all its crazy creations, discovered the Appendix N literature and saw that we could make the hobby our own, with our own creations and share it with the community. And that’s what I am doing with Old Skull Publishing.
[19:34] <+DiogoNogueira> I published my first game in 2016, Sharp Swords & Sinister Spells ((Link: http://www.drivethrurpg.com/product/198163/Sharp-Swords–Sinister-Spells)www.drivethrurpg.com/product/198163/Sharp-Swords–Sinister-Spells), and a few months after it’s companion book, the Addendum.
[19:34] <+DiogoNogueira> (Link: http://www.drivethrurpg.com/product/219747/Sharp-Swords–Sinister-Spells–Addendum)www.drivethrurpg.com/product/219747/Sharp-Swords–Sinister-Spells–Addendum
[19:34] <+DiogoNogueira> And now I have a crowdfunding campaign at IndieGoGo (Brazilian authors can’t use Kickstarter, since they don’t have an office in Brazil) to produce Solar Blades & Cosmic Spells.
[19:34] <+DiogoNogueira> (Link: https://igg.me/at/sbncs)https://igg.me/at/sbncs
[19:34] <+DiogoNogueira> SB&CS is a game about sword and sorcery adventure amongst the stars that used a revised version of the game rules of Sharp Swords & Sinister Spells.
[19:34] <+DiogoNogueira> It’s set in a post-apocalyptic universe when these sorcerous tyrants rule different sectors and the player characters try to survive and make their own destiny. It has spaceships, swords, pistols, lasers, sorcery, aliens, robots, undead, demons and all that craziness of pulp fantasy.
[19:35] <+DiogoNogueira> [done]
[19:35] <~Dan> Thanks, DiogoNogueira! The floor is open to questions!
[19:35] <~Dan> This almost sounds like Thundarr the Barbarian in space.
[19:36] <~Dan> Is that a fair comparison?
[19:36] <+DiogoNogueira> That’s certainly an influence and it’s listed in the Appendix where I talk about the inspirations of the game. 🙂
[19:36] <~Dan> Ah, cool. 🙂
[19:36] <+DiogoNogueira> There is a bunch of stuff in there. Comics, cartoons, movies, books, games.
[19:36] <~Dan> What was the source of the apocalypse?
[19:37] <+DiogoNogueira> Well, I love the saying “all good fantasy is post-apocalyptic”.
[19:37] <+DiogoNogueira> I wanted the game to be set in an age where the apex of civilization is lost in the past.
[19:38] <+pandres> Hey @Diogo, why did you choose to expand the SS&SS system with a space opera instead of a more traditional S&S world?
[19:38] <+DiogoNogueira> And people search for these relics and treasures. They fight for it. Cause they symbolize the hope of a better tomorrow I guess. It’s how it is in sword and sorcery.
[19:39] <+DiogoNogueira> Pandres: Well, I do plan to publish a setting toolkit for SS&SS with a “traditional” sword and sorcery setting, but the idea of Solar Blades & Cosmic Spells hit me one day reading some comics and I just had to do it.
[19:40] <+pandres> cool
[19:40] <~Dan> So SS&SS itself doesn’t have a setting?
[19:40] <+pandres> we’ll await both!
[19:40] <+DiogoNogueira> I am a graphic designer and illustrator also. So I was looking around those pulp scifi images and it just hit me. I wanted a game where thoese scenes would be possible.
[19:40] <+pandres> it seems to be a natural followup setting for S&S
[19:41] <+pandres> for some reason
[19:41] <+DiogoNogueira> SS&SS has a strong sword and sorcery feel (and the rules reinforce that), and there are a lot of passages where some setting elements are mentioned.
[19:42] * ~Dan nods
[19:42] <+DiogoNogueira> But the setting wasn’t published yet. It can be used in many different sword and sorcery games though. Some use it on the Age of Hyborea. I used it to play Lankhmar adventures. I’ve seen people using AS&SH adventures with it.
[19:42] <~Dan> (Howdy, RayAtHigherGrounds!)
[19:43] <~Dan> ( RayAtHigherGrounds, have you met DiogoNogueira?)
[19:43] <+DiogoNogueira> I actually have many different takes for the SS&SS noted, but I can only do one at a time. 🙂
[19:43] <+pandres> to be sincere, I rather have a proper Howard’s conan setting instead of a new one. It should be enough with your system and reading the novels
[19:44] <+DiogoNogueira> Oh yeah. I recommend, if you can get your hands on it, the Return to the Road of Kings for Conan d20. It’s a setting book with basically no rules and a lot of information of the setting. It’s really great.
[19:44] <+pandres> I collected a couple of S&S at this point and I don’t feel like learning a new world now. An expansion on SS&SS would be awesome though
[19:45] <+pandres> I’ll look at it. I have enough reading howard and rpg books at the moment
[19:45] <+DiogoNogueira> Well, the setting for SS&SS will be a setting toolkit. A book to use on the table, to generate stuff, instead of a static setting. Like the setting toolkit on Solar Blades & Cosmic Spells.
[19:45] <+pandres> that would be great
[19:45] <+DiogoNogueira> After seeing the work on Yoon-Suin and Hubris, I can’t ever think about making a setting without those tools.
[19:45] <+pandres> on the same note, what do you recommend to read to set the mood for Solar Blades?
[19:47] <+DiogoNogueira> I discovered a comic book during the process of writing the game that made me feel like I was creating the RPG of the comic. I even want to hire the artist to make a special cover for the game and sell it only on the week of its aniversary every year.
[19:47] <+DiogoNogueira> It’s called Space Riders.
[19:47] <+DiogoNogueira> It’s AMAZING!
[19:47] <+pandres> well, hubris is just a tool. You can perfectly write a smaller one in the same spirit of the guide for adventures that you have in SS&SS. Which I’m planning to use
[19:47] <+pandres> I’ll check space riders then
[19:48] <+DiogoNogueira> You can google Space Riders and just look at the images and get the feel of the game, really.
[19:48] <+DiogoNogueira> The protagonist has a spaceship in the shape of a skull that shoots lasers from where the eye socket is.
[19:49] <~Dan> Nice. 🙂
[19:49] <+pandres> lol, sounds great
[19:49] <+DiogoNogueira> It has and underground vibe that I think really resonates with the OSR (I love the zine culture of it).
[19:50] <+pandres> I think that’s the right settings for space and sorcery , I can’t take seriously any other thing
[19:50] <~Dan> Can you give us an idea of the tech level of the setting?
[19:50] <+pandres> yeah, can I go with a barbarian against the space soldiers?
[19:50] <+DiogoNogueira> Well, the draft text in the campaign page goes in detail on this. But let me try to explain.
[19:51] <+pandres> I’m afraid the players wouldn’t think about going with a tough in that setting
[19:51] <+DiogoNogueira> The universe had a very advanced civilization thousands of year ago.
[19:51] <&Silverlion> Dang it, I didn’t know we were doing this game today….sighs.
[19:51] <+DiogoNogueira> But then sorcery was discovered, the sorcerers rebelled against the empire, and began the Cleansing Wars.
[19:51] <&Silverlion> I’m highly interested in it.
[19:52] <+DiogoNogueira> All the development went into war. Weapons and stuff.
[19:52] <+DiogoNogueira> All other aspects of the civilization were basically ignored.
[19:52] <&Silverlion> So low cultural advancement of technology?
[19:53] <+DiogoNogueira> In the end, much of the civilization’s advancement was lost, and the few that remained were taken by the Galactic Overlords (the rulers of the universe).
[19:53] <+DiogoNogueira> They don’t let civilians use advanced tech, cause that gives them freedom and power. They don’t want that.
[19:53] <+DiogoNogueira> People have some tech, but not much.
[19:54] <+DiogoNogueira> PCs can start with a pistol that shoots bullets, but not laser.
[19:54] <+DiogoNogueira> They want to access a server, they have to physically connect to the terminal.
[19:54] <+pandres> I feel a strong political commentary in your plot. Is there a relationship with the current events in Brazil or the rest of the world?
[19:55] <+DiogoNogueira> pandres: Yes, there are barbarians in the game. For some cultures the use of ranged weapons is frowned upon.
[19:55] <+pandres> I mean, local galactic overlords vs a previous universal coallition
[19:56] <+DiogoNogueira> pandres: well, yes and know. There is sectors that reflect some extremism of many sides of the political spectrum.
[19:56] <+pandres> right, I thought a campaign in solar blades would start as a regular S&S game and then slowly go to space
[19:56] <+DiogoNogueira> And, I don’t know, we can’t really refrain from being influenced from our surrundings I guess.
Session Close (#rpgnet): Mon Apr 16 19:56:59 2018 -0500
Session Start (Dan:#rpgnet): Mon Apr 16 19:57:06 2018 -0500
[19:57] <~Dan> (Whoops)
[19:57] <+DiogoNogueira> It can, or it can start right in a developed sector under the control of greedy corporations that helped the Galactic Overlords.
[19:58] <~Dan> What was the question just answered?
[19:58] <+DiogoNogueira> pandres: Well, the book doesn’t set everything to stone.
[19:58] <+DiogoNogueira> It provides a lot of rumors but makes sure that no one knows what’s true or not.
[19:58] <+DiogoNogueira> Some believe the Overlords are actual saviors.
[19:58] <+pandres> two questions: 1- can you still be a sword barbarian in solar blades? 2 – political commentary about evil overlords
[19:58] <+DiogoNogueira> And some might be. They might even pretend to be in league with the other ones to avoid conflict.
[19:59] <~Dan> How powerful is sorcery on the high end, and how pervasive is it?
[20:00] <+DiogoNogueira> Well, sorcery can be very powerful in higher levels, but it’s very dangerous to use. It can work just fine, but it drains the character life energy.
[20:00] <+DiogoNogueira> Or it can fail and cause a lot of problems.
[20:00] <+pandres> yes, because it sounds like everything was better in previous eras. With more technology and the universal coallition
[20:00] <+DiogoNogueira> It can summon an entity from the Void.
[20:00] <+DiogoNogueira> Sorcery is chaotic. Mortals were not meant to use it. They meddle with things they do not fully comprehend.
[20:01] <+pandres> fine, I’ll wait and read. Sorry , questions keep popping in my head. Since it seems there will be psyionics. What’s the difference between it and sorcery? mechanically mostly
[20:01] <+DiogoNogueira> pandres: Yes. Indeed. But there is, for example, secret sectors that have some of that tech still, and try to avoid contact with others.
[20:02] <~Dan> (Howdy, FrankG!)
[20:03] <+DiogoNogueira> pandres: well, mechnically not much, besides potential side effects and corruption. I didn’t really want to create too many alternate systems. But when they are used and things go wrong, they affect the character and those around him differently.
[20:03] <+DiogoNogueira> But there are powers that fit better psychic characters and powers that fit better sorcerer characters.
[20:04] <+DiogoNogueira> And the character concept will certainly indicate which ones will be more appropriate.
[20:04] <+pandres> I always have a hard time with psyonics but in a space setting makes more sense
[20:04] <+pandres> cool
[20:04] <+pandres> I think I have two more questions
[20:05] <+DiogoNogueira> Yeah, having played AD&D, I hated the overly complicated Psionics rules of modes of attack and defense and all those matrix.
[20:05] <+DiogoNogueira> That’s something I ended up appreciating from more modern games and unified mechanics.
[20:06] <+pandres> right
[20:07] <+DiogoNogueira> Ask away 🙂
[20:07] <~Dan> 🙂
[20:07] <+pandres> So, regarding the races. I saw some very cool drawings lately. With some strange humanoids. But what’s with the six legged three horned things? I don’t see me at least wanting to play those things
[20:07] <+pandres> maybe I don’t get the mood
[20:07] <+pandres> I rather have space dwarves who are the tech wizards
[20:07] <+pandres> (i love dwarves)
[20:08] <+DiogoNogueira> Lol, I see. Well, I don’t really made any of the fantasy races explicit present in the universe.
[20:08] <+DiogoNogueira> But they could certainly exist.
[20:09] <+DiogoNogueira> And the universe is full of weird things. I try let the artists participating in the project have a pretty wide creativity liberty.
[20:09] <~Dan> (Howdy, Monochrome_Tide!)
[20:09] <+pandres> but there are preset races
[20:09] <+DiogoNogueira> So if they want to create some weird alien, I let them. The game comes with some very simple rule on creating alien species.
[20:09] <+DiogoNogueira> And a few examples.
[20:10] <+pandres> that’s great
[20:10] <+DiogoNogueira> But the games I’ve played, just one player used a species in the book. Most, when not playing humans, create their own aliens.
[20:10] <+FrankG> hello
[20:10] <+DiogoNogueira> hello FrankG
[20:11] <+pandres> hello Fran
[20:12] <+DiogoNogueira> (I do however have plans for dwarves and elves for SS&SS that won’t make them very suitable for PCs)
[20:12] <~Dan> ( FrankG: (Link: https://www.indiegogo.com/projects/solar-blades-cosmic-spells-tabletop-rpg-books#/)https://www.indiegogo.com/projects/solar-blades-cosmic-spells-tabletop-rpg-books#/ )
[20:12] <+FrankG> (thanks)
[20:13] <+pandres> actual for S&S setting I would go more human, but that’s fine
[20:13] <+DiogoNogueira> Dan: Do you want me to copy and send to you the chat.
[20:13] <+DiogoNogueira> pandres: that’s the point exactly. I want all characters to be human.
[20:13] <+DiogoNogueira> Elves and dwarves will be more monstruous.
[20:13] <+pandres> great
[20:13] <+pandres> ok, the last one. I asked the other day about the power enemies rule and dice. I have one more regarding rules, multiple attacks
[20:13] <~Dan> DiogoNogueira: Might not hurt.
[20:14] <+pandres> ok, I’ll give you time to copy
[20:14] <+DiogoNogueira> pandres: What about multiple attacks? How do they work in the game?
[20:14] <+pandres> we have two rules so far, I think, for fighter/tough
[20:14] <+DiogoNogueira> I will send to him afterwards. Don’t worry.
[20:14] <+pandres> hd lvl – hd max enemy attacks
[20:14] <+pandres> which is nice
[20:15] <+pandres> and the -2 x Att rule
[20:15] <+pandres> and maybe I can homebrew one or two more
[20:15] <+pandres> how does this all play together?
[20:15] <+DiogoNogueira> There is an optional rule in the Appendix
[20:15] <+DiogoNogueira> To use Daring Points.
[20:16] <+DiogoNogueira> You can spend a daring point for an extra action (which can also be an attack),
[20:16] <+pandres> ok
[20:16] <+DiogoNogueira> Well, fighters, after a while, can start to do some crazy stuff in battle, which is great.
[20:16] <~Dan> Speaking of fighters, I take it that the game uses classes?
[20:16] <+DiogoNogueira> The -2 for each attack rule is more like a desperate thing.
[20:17] <+pandres> and if the tough is fighting a bigger HD opponent (maybe with two 1HD opponents around) . Does that nullifies the multiple attacks?
[20:17] <+DiogoNogueira> For 2 attacks per round, it’s not so bad. But once you do 3, it’s +4 to the difficulty, which is pretty bad most of the time.
[20:17] <+pandres> right
[20:18] <+DiogoNogueira> pandres: if the bigger HD opponent is in close range of him, yes. Since he will have to pay attention to the more experienced opponent.
[20:18] <+pandres> makes sense
[20:18] <+DiogoNogueira> For automatic weapons, there are rules for autofire and things like that too.
[20:19] <+pandres> oh yeah, I saw something. i love the resource dice
[20:19] <+pandres> ok, I think I’m good. Thank you for your patience, lol
[20:20] <+DiogoNogueira> Thank you for your interest pandres! I really appreciate it!
[20:20] <+pandres> sure
[20:21] <+pandres> I’m gonna check space riders now
[20:21] <+DiogoNogueira> Good choice! 🙂
[20:21] <~Dan> Did you see my question about classes, DiogoNogueira?
[20:21] <+DiogoNogueira> Oh, no. I didn’t.
[20:22] <+DiogoNogueira> Let me look.
[20:22] <~Dan> I was just asking if the game uses them.
[20:22] <+DiogoNogueira> Dan: Well, not classes per se.
[20:22] <+DiogoNogueira> We use Archetypes, that determines the type of character you are, like The Tough, The Nimble, The Smart and The Gifted.
[20:22] <+DiogoNogueira> And with that, there is a character Concept.
[20:23] <+DiogoNogueira> Which works pretty similar to a FATE aspect.
[20:23] <+DiogoNogueira> You can create anything you want, and even do some world building with it.
[20:23] <~Dan> How so, re: world building?
[20:24] <+DiogoNogueira> The Tough is the character that is usually the more resilient and strong. So you might say he is a Knight of the Order of the Star Crusaders.
[20:24] <+DiogoNogueira> And the GM never mentioned Star Crusaders.
[20:24] <+DiogoNogueira> So you too sit together and come up with what that means.
[20:24] <~Dan> Ah, I see. Nice.
[20:24] <+DiogoNogueira> Who are these Star Crusaders, what do they stand for and things like that.
[20:24] * ~Dan nods
[20:25] <+DiogoNogueira> The Concept can be used in your favor, and against you too.
[20:25] <~Dan> Do you have a character sheet that we can see?
[20:25] <+DiogoNogueira> Yes.
[20:25] <+DiogoNogueira> (Link: https://drive.google.com/open?id=1rFVi9ronTOHVg4RrrVwvwcXU0mkHZuRz)https://drive.google.com/open?id=1rFVi9ronTOHVg4RrrVwvwcXU0mkHZuRz
[20:25] <+pandres> great, I think my players will like it when I’ll show them the space riders images. Definitely artists first is the way to go.
[20:26] <+DiogoNogueira> I made it myself, and we may have a variant one too (since I already paid an artist to make one).
[20:26] <+DiogoNogueira> pandres: right? the images are really great, and the story is pretty wild too!
[20:26] <+pandres> I understand what you said about the races now.
[20:27] <~Dan> What is the human attribute scale?
[20:27] <+DiogoNogueira> 3 to 18. It’s inspired in the OSR games and all.
[20:28] <+DiogoNogueira> 4 Attributes.
[20:28] <~Dan> Are there skills?
[20:28] <+DiogoNogueira> Physique, Agility, Intellect and Willpower.
[20:29] <+DiogoNogueira> No exactly, but your Concept will probably tell us what your character is good at and maybe bad at.
[20:29] <+DiogoNogueira> And you will receive a Positive or Negative Die on tests relating to that.
[20:29] <~Dan> Can you describe task resolution?
[20:29] <+DiogoNogueira> You can learn new abilities, but that must be achieved in play.
[20:30] <+DiogoNogueira> Task resolution is very simple. Depending on what you are trying to do, you make an Attribute test. You gotta roll equal or lower than the Attribute.
[20:30] <+DiogoNogueira> But, sometimes, there is a Difficulty.
[20:30] <+DiogoNogueira> So, let’s say the Difficulty is 3.
[20:30] <+DiogoNogueira> And your Attribute is 14.
[20:31] <+DiogoNogueira> You have to roll equal to or lower than 14, but above 3.
[20:31] <+DiogoNogueira> There are more specific circunstances when you roll two d20s and keep the best result.
[20:31] <+DiogoNogueira> Or the worst one.
[20:31] <+DiogoNogueira> But that’s basically it.
[20:32] <~Dan> I see… Why not simply reduce the effective attribute level by the difficulty?
[20:32] <+RayAtHigherGrounds> Are there critical rolls or failures? So difficulty 5, skill 15. Means between 5 and 15 is a success, right? So you’re looking for more of a median roll than a high/low result?
[20:33] <+DiogoNogueira> The game uses a rule that only allows the player to try the same test again one time, justifying what he is doing differently. And if he fails, something unexpected (usually bad) happens.
[20:33] <+DiogoNogueira> RayAtHigherGrounds: Actually, between 6 (above the Difficulty of 5) and 15 is a success.
[20:34] <+DiogoNogueira> The Higher the better, as long as it is within your score.
[20:34] <+DiogoNogueira> So when 2 character are competing, the one who succeds and obtains the higher score wins.
[20:34] <~Dan> Ah, I see.
[20:34] <~Dan> Speaking of competition, how does combat work?
[20:34] <+DiogoNogueira> Critical success is rolling you exact Attribute score. Critical Failure is rolling 20.
[20:35] <+DiogoNogueira> Characters make Attribute tests with either Physique (Melee attacks) or Agility (ranged attacks).
[20:36] <+DiogoNogueira> The Difficulty is determined by the difference between the opponents HD and the character’s Level.
[20:36] <+DiogoNogueira> So if a 1st level character attacks a 5HD creature, the attacks will have a Difficulty of 4.
[20:36] <+DiogoNogueira> Opponents may have special abilities that dictate otherwise, but that’s not common.
[20:37] <+DiogoNogueira> Opponent, however, have very simple stats.
[20:37] <+DiogoNogueira> A HD, and a number of special abilities. This makes them easy to create on the fly if needed.
[20:38] <+DiogoNogueira> All they need to do to hit a character is to roll above the appropriate Attribute (usually Agility in combat). They roll a d20 and add the difference of their HD to the character level if it is positive.
[20:38] <+DiogoNogueira> That way, even low HD opponents remain a reasonable enemies at higher levels.
[20:39] <+DiogoNogueira> They may not gain bonuses to their attack, but they don’t get a penalty.
[20:39] <~Dan> Hmm… I’m not sure I’m following something there. NPCs have to roll above, not below?
[20:40] <+DiogoNogueira> Yep. The game mainly focuses on the characters stats to resolve things.
[20:40] <~Dan> How does non-combat task resolution work for NPCs?
[20:40] <+DiogoNogueira> So instead of having all the stats the PCs have, monsters just have a HD and some Special Abilities that modify the rules.
[20:41] <+DiogoNogueira> Dan: Good question. Usually, the Referee can determine what happens, but, if needed, we can assume a NPC has an Attribute score of 10 + their HD in things they are good at.
[20:41] <+DiogoNogueira> Or half as that in things they are not so good at.
[20:42] <~Dan> Gotcha.
[20:43] <+DiogoNogueira> So, if it’s a sorcerer of 4 HD, we can assume he has an Intellect of 14.
[20:43] <~Dan> How is damage determined?
[20:43] <+DiogoNogueira> But his Physique would be only 7.
[20:43] <+DiogoNogueira> Dan: By weapons, powers, spells for PCs.
[20:43] <+DiogoNogueira> NPCs is determined by HD, but Special Rules trumps that.
[20:44] <~Dan> Are these by die type?
[20:44] <~Dan> (e.g., 1d4 for a dagger, etc.?)
[20:44] <+DiogoNogueira> Nope, all d6 with + or -.
[20:44] <+DiogoNogueira> SB&CS uses only d20s and d6s.
[20:45] <+DiogoNogueira> I wanted to simplify and make it more accessible.
[20:45] * ~Dan nods
[20:45] <~Dan> So 1d6-1, etc.?
[20:45] <+DiogoNogueira> And… It has a bit of OD&D influence in there 😉
[20:45] <+DiogoNogueira> Yep.
[20:45] <+DiogoNogueira> 1d6-1, 1d6, 1d6+1
[20:45] <+DiogoNogueira> 2d6 and so on.
[20:45] <~Dan> Can you describe the magic system?
[20:46] <+DiogoNogueira> Sure.
[20:46] <+DiogoNogueira> The magic system was meant to be one that can provide a lot of power and flexibility to the characters that use them, but that also charges a price for its use and that is dangerous to rely upon blindly.
[20:47] <+DiogoNogueira> Spells have no levels. So a character can potentially learn any spell.
[20:47] <+DiogoNogueira> But they do have graduations, we call Power Levels.
[20:47] <+DiogoNogueira> An Energy Projectile can do 1d6 points of damage per Power Level.
[20:48] <+DiogoNogueira> When the character wants to cast this spell, he chooses at which Power Level he wants to cast it.
[20:48] <+DiogoNogueira> And that also determines the Difficulty of the test.
[20:48] <+DiogoNogueira> If he wants to inflict 5d6 points of damage (5 power levels)
[20:49] <+DiogoNogueira> that’s a difficulty 5 Willpower test.
[20:49] * ~Dan nods
[20:49] <+DiogoNogueira> Depending on the level, he has to pay a price in Vitality points (that’s basically HP, but he can regain some after a short rest if he isn’t too tired).
[20:50] <+DiogoNogueira> If he passes the test, it’s all good.
[20:50] <+DiogoNogueira> If he doesn’t, he may lose the spell for the day (unless he sacrifices Attribute points to cast it again), or choose to suffer a side effect.
[20:51] <+DiogoNogueira> If he critically fails, he suffers side effects, and even a corruption effect, as the chaotic energies affect his body, mind and soul.
[20:51] <+DiogoNogueira> As sword and sorcery tales, spellcasting in Solar Blades is usually associated with evil.
[20:52] <+DiogoNogueira> But some might try to fight fire with fire.
[20:52] * ~Dan nods
[20:52] <~Dan> How do psionics work?
[20:52] <+DiogoNogueira> Or just embrace the chaos and use it for their own gain. 🙂
[20:53] <+DiogoNogueira> I think that’s basically it.
[20:53] <+DiogoNogueira> There is some special rules for True Names, ancient sorcery and stuff.
[20:53] <+DiogoNogueira> But that’s the basics.
[20:54] <&Silverlion> Question, does Indiegogo charge now, or when the campaign is over?
[20:54] <+DiogoNogueira> Unfortunately, they charge the moment you pledge. I thought they had changed it, but they did not.
[20:55] <+DiogoNogueira> If I ever do a Crowdfunding again I will try to get a partner in the US so I can use Kickstarter. A lot of people do not feel comfortable with IndieGoGo.
[20:55] <&Silverlion> Dang. Sadly then I cannot help you fund.
[20:55] <&Silverlion> I is broke now.
[20:56] <+DiogoNogueira> Silverlion, the project runs for a month and a half still, so if you have any funds next month.
[20:56] <+DiogoNogueira> 🙂
[20:56] <+pandres> anyway so far it seems to be a success
[20:56] <&Silverlion> Ah. Ok. Maybe doable!
[20:56] <+DiogoNogueira> If not, a share now and then helps a lot too!
[20:56] <+pandres> I don’t realize what are the expectations when you start one of this things
[20:57] <&Silverlion> I just got paid some back royalties. I was going to use, but I need 1 more dollar in that acount.
[20:57] <~Dan> DiogoNogueira: Did you see my question about psionics?
[20:57] <+DiogoNogueira> pandres: Indeed, it does. If we get to 5k, I can make a few pages of comics in the introduction, and we have plans for more stuff. If we get to 7k, we will have an adventure written by and author who publish and adventure for LotFP too! But that’s a secret I am only talking about here! 😉
[20:58] <+DiogoNogueira> Dan: Psionics work similarly to sorcery. I didn’t want to complicate the system and use a unified mechanic to resolve actions. However, they have specific backlash and corruption effects.
[20:59] * ~Dan nods
[20:59] <+DiogoNogueira> And there are powers that are better suited to mentalist, and powers that resonate better with sorcerers.
[20:59] <~Dan> What other powers are available to PCs?
[20:59] <+pandres> cool!
[21:00] <+DiogoNogueira> Well, anything they can imagine, but they have to get them in the game itself. The book has a section talking about learning new abilities that specifies that.
[21:00] <+DiogoNogueira> Let’s say someone wants to be able to enter a berserker rage. Great!
[21:01] <+DiogoNogueira> He and the GM will talk about it and come up with something they need to accomplish within the game to learn that ability.
[21:01] <+DiogoNogueira> Maybe they will need to go to a savage planet in the Sector dominated by the ferocius Galactic Overlord of the Beasts and defeat a master berserker there and drink the infused blood of the primal beasts there.
[21:02] <~Dan> (Howdy, Crazy-Cabal!)
[21:02] <+DiogoNogueira> I wanted to make players and GMs come up with stuff they can turn into adventure seeds and hooks
[21:02] <+DiogoNogueira> instead of just leveling up and noting new things on their character sheets.
[21:03] <+DiogoNogueira> The book comes with ten examples of special abilites and idead of how to get them.
[21:04] <+DiogoNogueira> pandres: My expectations were surpassed very quickly. I really didn’t expect to reach the basic funding in 12 hours.
[21:05] <~Dan> Do you have any pre-generated species available for play, or are they all player-created?
[21:06] <+DiogoNogueira> There are 4 pre-generated species in the book.
[21:06] <~Dan> What are they?
[21:07] <+DiogoNogueira> A sort of cyborg beings who built their bodies to suit each individual’s needs (the Cyberians).
[21:08] <+DiogoNogueira> The Szarians who are reptilian creatures that have an innate ability to know where they are in the universe.
[21:08] <+DiogoNogueira> And the Trekkats, who are half insect/dinosaur race with a talent with machines.
[21:08] <+DiogoNogueira> It’s only 3 species plus humans, sorry.
[21:09] <+DiogoNogueira> But creating species is so easy.
[21:09] <~Dan> No problem. 🙂
[21:09] <+DiogoNogueira> People create it on the fly.
[21:10] <~Dan> Does the book include a bestiary?
[21:10] <+DiogoNogueira> Yes, I didn’t cound how many creatures and NPCs, but quite a few, and a Monster Generator too.
[21:11] <~Dan> Are there robots, and if so, are they available as PCs?
[21:12] <+DiogoNogueira> About 60 or so ready opponents and a monster generator.
[21:12] <+DiogoNogueira> Dan: Yes, there are robots, but they are rare. And yes, they can be used as PCs.
[21:12] <~Dan> Cool.
[21:13] <+DiogoNogueira> The Cybereans are almost robots, they basically have biological brains. But there are plain robots too.
[21:13] <+DiogoNogueira> Actually, there is a God-Machine.
[21:13] * ~Dan nods
[21:13] <~Dan> A God-Machine?
[21:13] <+DiogoNogueira> A super self-aware robot, AI, computer that wants to replace all life with robotics.
[21:14] <+DiogoNogueira> As living beings are clearly inferior to machines.
[21:14] <~Dan> Ah, nice. 🙂
[21:14] <~Dan> How does sorcery interact with technology? Can you have a magic laser gun?
[21:15] <+DiogoNogueira> Yes you can. The chaotic energies of the Void can be harnessed and Galactic Overlords develop the Arcane Tech. It’s rare and can be really dangerous to mortals. The game comes with a generator for those and a few examples too.
[21:16] <+DiogoNogueira> They can do amazing things, but they can eat away someone’s sanity and vitality.
[21:16] <~Dan> Awesome. 🙂
[21:17] <+DiogoNogueira> 🙂
[21:17] <~Dan> Given the task resolution mechanic, can the system handle attribute scores in excess of 20?
[21:17] <+DiogoNogueira> I confess I create the stuff I want for myself. Lol
[21:19] <+DiogoNogueira> Dan, through Difficulty, yes. But since the focus of the rules is on the PCs, and they are very unlikely to reach these values, that’s rarely an issue. If a creature has an Attribute over 20, they should probably run.
[21:19] <+DiogoNogueira> Being an game with an strong OSR influence, not every battle will be fair.
[21:20] <+DiogoNogueira> And running is always a good option if negotiation or trickery didn’t work.
[21:21] <+DiogoNogueira> Character aren’t meant to be super powerful, and the feeling of more powerful creatures in the universe is one that is part of the concept of the game.
[21:21] <~Dan> I forgot to ask while we were talking about combat: How does armor work?
[21:21] <+DiogoNogueira> Armor absorb damage.
[21:21] <+xyphoid> is running away viable? a lot of games with initiative systems make fleeing impractical
[21:21] <+DiogoNogueira> Shields let you try to block attacks.
[21:22] <~Dan> Howdy, fantomx11!
[21:22] <+DiogoNogueira> xyphoid: No attacks of opportunity here, but having someone covering your escape always help, as enemies can follow you.
[21:23] <~Dan> How common is space travel, and do you have rules for space combat?
[21:24] <+DiogoNogueira> And being and Old School game, we encourage the Referee to reward creativity. If the players do something to hinder their pursuers, let them get away. If they drop the ceiling, if they push trash cans on the path, give them a bonus on the Agility test to get away.
[21:24] <+DiogoNogueira> Dan: It’s not common, but we assume the crew has a ship, and each ship has a past and complication.
[21:25] <+DiogoNogueira> There is a table to see how the group got their ship, and each result can inspire adventures and problems for them.
[21:25] <+DiogoNogueira> And yes, we have rules for space combat. It’s pretty abstract tough and function similarly to normal combat.
[21:25] * ~Dan nods
[21:26] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:26] <+DiogoNogueira> But each ship determines it’s limits on Maneuverability and Accuracy.
[21:27] <+DiogoNogueira> I would like to remind everyone that the complete draft text of the game is available in the campaign’s page, including a character sheet, so you can play right away.
[21:27] <+DiogoNogueira> Also, that the game that inspired this one is completely PWYW (including print version), so check out Sharp Swords & Sinister Spells.
[21:28] <~Dan> Same basic system?
[21:28] <+DiogoNogueira> And that it’s great to be part of such a welcoming community. Being from Brazil and being welcomed by the international community is really awesome!
[21:29] <~Dan> We’re very glad to have you here. 🙂
[21:29] <+DiogoNogueira> We can make our own games and we can share it with one another. The DIY movement is really inspiring and I am thankful for everyone that contributes to it.
[21:29] <+DiogoNogueira> Dan: Yes, it’s pretty similar. Solar Blades revised some rules, but it’s basically the same.
[21:29] * ~Dan nods
[21:30] <~Dan> Reminder: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , for those so inclined. 🙂
[21:30] <+DiogoNogueira> I guess that’s it. Grab your solar blades and prepare your cosmic spells folks!
[21:30] <~Dan> Thanks very much for joining us, DiogoNogueira!
[21:30] <~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂
[21:30] <+DiogoNogueira> Thank you for having me here Dan!