[19:30] <+John> Good evening everyone, I’m John Welch from Silentcandle Games.
[19:31] <+John> Naturally I’m quite excited to talk to you all about our upcoming game “Heroes of Estaria.”
[19:31] <+John> Heroes of Estaria is a fantasy roleplaying game aimed at Tabletop Gamers of just about any skill level. It starts off simple yet can bloom into something with loads of depth.
[19:31] <+John> It uses a D6 system.
[19:31] <+John> Our Kickstarter is live here: (Link: https://www.kickstarter.com/projects/heroesofestaria/heroes-of-estaria-a-fantasy-tabletop-rpg)https://www.kickstarter.com/projects/heroesofestaria/heroes-of-estaria-a-fantasy-tabletop-rpg
[19:31] <+John> Funded in 36 hours! 1 Week Left. Currently aiming for Stretch Goals.
[19:32] <+John> Here are some 15 Key Features this game boasts:
[19:32] <+John> 1. 40 Classes
[19:32] <+John> 2. Primary Subclass System
[19:32] <+John> 3. 200 Character Traits
[19:32] <+John> 4. 18 Feats to Rank Up
[19:32] <+John> 5. Dynamic D6-based Combat System
[19:32] <+John> 6. Instant Speed Actions
[19:32] <+John> 7. Localized Damage & Wounds
[19:33] <+John> 8. Colorful Elements & Status Effects
[19:33] <+John> 9. Crafting System
[19:33] <+John> 10. Monster Creation Kit
[19:33] <+John> 11. NPC & Treasure Generators
[19:33] <+John> 12. Items & Keepsakes
[19:33] <+John> 13. 25 Diverse Weapon Types
[19:33] <+John> 14. Mini-Sample Campaign
[19:33] <+John> 15. Game Master Tools
[19:33] <+John> Feel free to ask me any questions you may have about the above, or anything else you would like to know about our game Heroes of Estaria.
[19:34] <+John> (done)
[19:34] <~Dan> Thanks, John! The floor is open to questions!
[19:34] <~Dan> First of all, congrats on funding!
[19:34] <+Guest00> Can you talk more about how to use the d6 in your system?
[19:34] <+John> Thank you, our first was very swift!
[19:34] <+John> Absolutely
[19:34] <~Dan> (Guest00: You can set your name with the /nick command if you like; e.g., /nick Dan 🙂 )
[19:35] <+John> Probably the easiest way to talk about this, would be to describe how it works with combat.
[19:35] <~Dan> Actually, can I pause you there for a moment?
[19:35] <+John> yes
[19:35] <~Dan> Do you have a character sheet we can see? I find that helps with system discussion.
[19:35] <+John> Absolutely
[19:36] <+John> It actually has a front and a backside. You’ll mostly concern yourself with the front side for 90% of gameplay.
[19:36] <+John> FRONT
[19:36] <+John> (Link: https://docs.wixstatic.com/ugd/2ce89b_49f7f53ae6624ff784f5ad4ec1483a73.pdf)https://docs.wixstatic.com/ugd/2ce89b_49f7f53ae6624ff784f5ad4ec1483a73.pdf
[19:36] <+John> BACK
[19:36] <+John> (Link: https://docs.wixstatic.com/ugd/2ce89b_1526b83865d84aa7b44ab2359887b85c.pdf)https://docs.wixstatic.com/ugd/2ce89b_1526b83865d84aa7b44ab2359887b85c.pdf
[19:36] <~Dan> Thanks! Please proceed. 🙂
[19:37] <+John> As you can see, we keep the character sheet straight to the point, with minimal fluff.
[19:37] <+John> Ok, so the D6 system
[19:37] <+John> Heroes of Estaria primarily uses a D6 exclusive system. The only exception to this rule, is when you use percentile die to roll for items and equipment. Other than that, no other die is necessary.
[19:37] <+John> With a D6 system, critical (hits/successes) and critical (misses/failures) happen much more often. Since combat can shift back and forth so fluidly, this design can keep you on the edge of your seat.
[19:38] <+John> That being said, you’re not going to accidentally hit a nearby ally by rolling a 1 (critical miss). That would only happen if you rolled 1 twice in a row, known as a double critical.
[19:38] <+John> On the flipside, the satisfaction we’ve seen players have critically hitting roughly 16% of the time has been an absolute blast.
[19:38] <+John> (Naturally, characters will have their own unique ways to modify certain dice rolls.)
[19:38] <+John> Attacking – Initially, attacking is as simple as rolling 1D6.
[19:39] <+John> •Part 1: Roll 1D6 for Accuracy
[19:39] <+John> •Part 2: Roll for Damage or Spell Damage. (if you hit)
[19:39] <+John> For example, a Sword has an accuracy of 3/4/5/6, so your attack hits if you roll a 3, 4, 5, or 6. Then, you roll your damage D6 and add the associated stat. For a sword, you would roll 2D6+MAD (Melee Attack Damage).
[19:39] <+John> Another example
[19:39] <+John> A Staff weapon has a range of 5 spaces (25 ft) and an accuracy of 4/5/6. For a Staff that deals Spell Damage (SP-DMG), you would roll 2D6+Spell Mastery.
[19:40] <+John> Enemy Attacks
[19:40] <+John> Enemy attacks are simpler. They roll 1D6 for accuracy and then deal a fixed amount of Damage or SP-Damage. For example, 16 Damage on a hit and 22 Damage on a Critical Hit. This keeps enemy turns moving along quickly, so there can be more focus on the Heroes.
[19:41] <+John> *By this time it should be clear we use kind of a unique D6 system*
[19:41] <+John> Attribute Tests
[19:41] <+John> In this game, Attribute Tests aren’t always pass/fails. The degree to which you fail a test determines the punishment in which you receive. This is known as the DPD, or the Dealt Per Difference system.
[19:42] <~Dan> (Thanks, Dori!)
[19:42] <+John> EXAMPLE: You must test AGI 5 to avoid a sawblade.
[19:42] <+Dori> Thank you for that!
[19:42] <+John> You roll an AGI test score of 4. You are dealt 10 Damage. (The sawblade nicks you.)
[19:42] <+John> You roll an AGI test score of 3. You are dealt 20 Damage. (The sawblade cuts you.)
[19:42] <+John> You roll an AGI test score of 2. You are dealt 30 Damage. (The sawblade digs into your flesh.)
[19:42] <+John> (done)
[19:43] <~Dan> Hmm…. So how does character ability factor into attacks if it’s all about the weapon’s accuracy?
[19:44] <+John> That is just the base accuracy for a normal person. There are plenty of passive abilities you can learn that will modify specific weapon accuracy for you.
[19:45] <~Dan> Can you give an example?
[19:45] <+John> Absolutely
[19:45] <+John> First I want to also note
[19:45] <+Dori> Would that be the same for spells?
[19:45] <+John> That Traits can also do the same, as well as Feats.
[19:45] <~Dan> (Welcome to #rpgnet, Guest03! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:45] <+John> Spells are similar yet different. One second on that while I find an example
[19:46] <+John> Weapon Expert (AA) – Mace, Maul, Spear, Hand Axe, and Great Axe weapons have an accuracy of 3/4/5/6 for you.
[19:46] <+John> Heart of Battle (CA) – If you’re adjacent to 2 or more enemies, weapons you have equipped with a normal accuracy of 4/5/6 now have an accuracy of 2/3/4/5/6.
[19:47] <~Dan> (Welcome to #rpgnet, Guest43!)
[19:47] <+John> Those are 2 examples of abilities that alter your weapon’s accuracy.
[19:48] <+John> As for Spells, they work a much different way in this game than many others. Most of this is for simplicity, as it keeps combat fluid.
[19:50] <+John> If a Hero uses a spell, it’s normally going to hit, with no accuracy roll needed. However, if any enemy is adjacent to you, you will have to make a Concentration Check (Spell Accuracy.) You will roll 1D6, and only miss if you roll a 1. This only applies to Offensive and Summon Spells.
[19:51] <+John> Now, this may seem strong for spell casters, but there’s one thing to keep in mind.
[19:52] <+John> Enemies are typically immune to 2-3 Status Effect types, which is what most spells deal. Therefore, your spell may hit your designated target, but it won’t necessarily affect them.
[19:52] <~Dan> Example?
[19:52] <+John> Spells also deal Spell Damage, but if your target has a high amount of Spell Armor, they might just shrug it off.
[19:53] <+John> Absolutely, let me find one
[19:54] <+John> I will give you 3 from the Acidomancer class, to show you the difference in spell variation.
[19:55] <+John> Gel (AA) – As an action, you may deal 1D6 SP-DMG to target enemy within 3 spaces. (Limit twice per combat.) Triggered Effect: The next time this enemy is attacked and hit, they’re also dealt 1D6 stacks of Dissolve.
[19:55] <+John> Melt (2) – Deal 1D6 stacks of both Dissolve and Burning to target enemy within 3 spaces.
[19:55] <+John> Acid Blast (3) – Deal 10 SP-DMG and 1D6 stacks of both Knockback and Dissolve to an adjacent enemy.
[19:55] <+John> Any Spell Damage you deal, will also have your SP-Mastery stat added to it as bonus Spell Damage.
[19:56] <+John> (done)
[19:56] <~Dan> (You there, Guest43? 🙂 )
[19:56] <+Guest43> yes
[19:57] <~Dan> (You can set your name with the /nick command. 🙂 )
[19:57] <~Dan> John: How does the game handle skills?
[19:57] <+Dori> How would you math the spell damage sp damage – a defense stat?
[19:57] <~Dan> Or does it?
[19:59] <+John> Most skills are handled by using the governing Attribute. For example, a Sleight of Hand check would be an Agility Test. Perception would be handled by an Intellect test.
[19:59] <~Dan> I see.
[19:59] <~Dan> (Thanks, Squizdoo!)
[20:00] <+John> Mathing Spell Damage
[20:00] <+John> Let’s say you deal 2D6 Spell Damage (SP-DMG) to a creature.
[20:00] <+John> roll the dice
[20:00] <+John> add your Spell Mastery stat as bonus Spell Damage.
[20:01] <+John> Then deal that amount to the enemy
[20:01] <+John> who then
[20:01] <+John> mitigates it with Spell Armor.
[20:01] <+John> The enemy hits you for 10 SP-DMG, and you have 4 SP-Armor. You lose 6 HP.
[20:01] <+John> or vice versa
[20:02] <+Dori> Thank you!
[20:02] <+John> your welcome!
[20:02] <+John> Same applies with Armor and normal damage
[20:02] <~Dan> Can you tell us a bit about the setting?
[20:02] <+Dori> Is magic on a spells per day kinda system or mana system?
[20:02] <+John> First Spells, then setting
[20:03] <+John> Most people love spells
[20:03] <+John> Most people hate being unable to cast their spells
[20:03] <+John> Therefore, we have a couple different types of spells
[20:04] <+John> Spells that simply require an action. Spells that can be used on a per combat basis.
[20:04] <+John> Also
[20:04] <+John> Spells that work with a cooldown counter system.
[20:05] <+John> No mana system. Her’s a quick rundown of how abilities work
[20:05] <+John> Abilities encompass spells, songs, melee abilities, mechanical abilities, etc.
[20:05] <+John> Abilities – There’s a lot to abilities, so this is going to be a summary. There are 4 ability Archetypes:
[20:05] <+John> 1. Always Active (AA) – These abilities are always active (Passive). An example of this, would be an ability that gives you greater accuracy, range, or damage with a specific weapon type.
[20:05] <+John> 2. Combat Active (AA) – These abilities require focus, finite resources, or Adrenaline, and are typically only used in combat. They’re akin to once per combat spells and abilities.
[20:05] <+John> 3. Activated – These abilities utilize cooldown counters. For example, Acid Blast (3) has a Cooldown Cost of 3. Once you use the ability, you’ll put 3 CDC’s (Cooldown Counters) on it, and won’t be able to use the ability again until all CDC’s are removed. After 3 Cooldowns (3 turns or less), you’ll be able to use Acid Blast again.
[20:06] <+John> 4. Enemy – Enemy abilities can only be used by enemies, or Azure Battlemages (a class) that have successfully learned abilities from their enemies. These abilities provoke an attribute test from their target, and deal a scaled effect determined by the targets score.
[20:06] <+John> (Most of the dice rolling is done on the Hero end.)
[20:07] <+John> (Done) with abilities for the quick moment. As to explain the setting
[20:08] <+John> First and foremost, we should explain that the game is lore-lite, so that this game can be played in any setting. With just a few reskins and flavor changes, this game system can be used in a medieval or even late sci-fi setting.
[20:08] <+John> The Story
[20:08] <+John> : High Fantasy with a dash of Apocalypse and Steampunk.
[20:09] <+John> Heroes of Estaria takes place in an alternate universe, where Earth has fused with a nearby planet: The Magical Planet of Abyssia. This event is known as The Fusion, and only an intense, unfathomable magic could make such a event possible.
[20:09] <+John> Possible does not mean safe, however. The Fusion brought foreign magic, evil, ecosystems, and elements into the land. Furthermore, it flooded certain areas of the planet with radiation. Now, hellish creatures and feral mutants roam the land, while safe food and water are scarce.
[20:10] <+John> This event took place during the mid 1700’s, right before the Industrial Revolution; Forever changing Earth’s take on technology. Now, 300 some years later, technology has taken on an early clockwork styled route, with a hint of modern to advanced Steampunk.
[20:10] <+John> Since the 1700’s, some generations of humans underwent rapid mutation; An odd effect of magic amplifying radiation. Dwarves, Elves, Goblins, and a few other races are the byproducts of this effect. Therefore, the ancestry of many traditional races can be traced back to humans.
[20:11] <+John> Essentially you’re looking at an Alternate Universe’s Modern Setting. Where swords, guns, and magic are all common.
[20:11] <+John> (done)
[20:11] <~Dan> Interesting!
[20:11] <~Dan> So it’s an alternate modern day setting?
[20:12] <+John> Correct. You could say very Alternate haha.
[20:12] <~Dan> Heh.
[20:12] <+John> You could even run the game in 2018 if you’d like.
[20:12] <~Dan> Are your fantasy races fairly standard, or do you have your own spins on them?
[20:13] <+John> A healthy mix!
[20:13] <+John> So there are your standard races from the Earth Realm, plus a robot of course.
[20:14] <+John> From the Earth Realm you have:
[20:14] <+John> Humans, Goblins, Felions, Dryads, Dwarves, Elves, and J-10’s (the robotic race.)
[20:14] <+John> From the Abyssal Realm you have:
[20:15] <+John> Abyssians, Titans, Astrals, Balefuls, and Amuken.
[20:15] <+John> The Earth races are more traditional, the Abyssal races are more unique spins.
[20:16] <+John> (done)
[20:16] <~Dan> What are Felions?
[20:17] <+Dori> Cat peoole?
[20:17] <+John> Anthropomorphic cat people, essentially.
[20:17] <+John> correct!
[20:17] * ~Dan nods
[20:18] <~Dan> Can you describe the Abyssal Realm races?
[20:18] <+John> Absolutely.
[20:21] <+John> Abyssians are a race that can be traced down to the very depths of the abyssal ocean. A race once thriving under the ocean floor, have risen above to live comfortably above the surface… (In short, they are like the elves of the abyssal world.)
[20:23] <+John> The Atral are Titan’s smaller cousins, yet much more social. Astral and abyssians survived the bleak abyssal realm by the use of magical relics… (In short, they are like the Human counterpart of the Abyssal Realm. They have white glowing hair and eyes, and purple/bluish skin.)
[20:25] <+John> Amuken are a large, furry, friendly and ape-like race. In the abyssal realm, amuken thrived through teamwork and friendship… (In short, they’re a fun, ape like race that have been incredibly popular in play testing. They’re similar to Bro’s, if you will.)
[20:25] * ~Dan chuckles
[20:27] <+John> Baleful are the must misunderstood race in Estaria. Because they possess demonic features, such as horns and sometimes an impish tail, they are quickly mistaken as real demons… (Think Tieflings, however, this race heavily focuses on the pleasures of the flesh. In all forms, including cannibalism. They have also been a playtester favorite.)
[20:29] <~Dan> (Howdy, MonkofLords)
[20:30] <+John> Titans: While normal humanoids would not have survived in the abyssal realm, the thicker-skinned races like the titans did. Generally, titans keep to themselves, living away in their underground confinements. Few venture out from their societies, but certainly not for social reasons… (In short, Titans are a tall, strong, and dense skinned race.)
[20:30] <+John> In addition, Titans are one of the only races to display slight elemental characteristics, such as fiery veins or lightning in their eyes.
[20:31] <+John> (done)
[20:32] <~Dan> You said there are 40 classes?
[20:32] <+John> Correct!
[20:33] <~Dan> How specialized are the individual classes?
[20:36] <+John> Most classes heavily specialize in a certain area. For example, a Warrior would excel at close combat, and a Gunner would excel with Gun Weapons. However, many have a few abilities that aren’t so “specialized” to keep cross classing available.
[20:36] <+John> Here, I’ll post an outline to help with this
[20:36] <+John> 40 Classes
[20:36] <+John> There are 40 classes to mix and match. Many of these classes offer interesting synergies among each other. Here is the list:
[20:37] <+John> Melee Fighters: Berserker / Monk / Night Lasher / Ninja / Samurai / Soldier / Tempest / Warrior / Werebeast
[20:37] <+John> Defenders: Guardian / Justicar / Paladin / Warden
[20:37] <+John> Mages: Acidomancer / Azure Battlemage / Geomancer / Hydromancer / Invoker / Pyromancer / Sorceror / Tinker
[20:37] <+John> Support: Alchemist / Astrologist / Bard / Battle Brother / Captain / Conjurer / Enchanter / High Priest / Low Priest / Thief
[20:37] <+John> Ranged Fighters: Ballista / Decimator / Deck Master / Gunner / Hunter
[20:37] <+John> Summoners: Druid / Engineer / Jester / Necromancer
[20:37] <+John> Each Class consists of 12 abilities, 1 Force Break (ultimate) ability, and starting items. Only some classes have class features, but these typically apply to the abilities associated with that class. (For example, the Paladin class feature is to choose 1 of 8 paths. You choose the Path of Flames. Your Paladin abilities now associate themselves with the statu
[20:38] <+John> With the status effect Burning*
[20:38] <+John> So it’s best to answer your question with an example, Dan
[20:38] <+John> A Necromancer. They’re a summoner. They specialize in summoning Skeletons. No other class can do that.
[20:39] <+John> However,
[20:40] <+John> They have a few Support Spells that could synergize well with any meat shield type class. They also have the ability to Drain Life, that can be deadly in a Mage’s hand.
[20:41] <+John> Another example would be an Acidomancer. They specialize in using Acid Magic and the status effect Dissolve to weaken tougher opponents. Most of their abilities revolve around Dissolve. A few other classes may have an ability or two that do as well, but it’s not likely.
[20:42] <+John> Final example, would be a class like the Azure Battlemage. They offer unique mechanics, such as the capacity to learn abilities straight from their enemies. No other class can do that.
[20:43] <+John> However they are a battlemage class, that would synergize well with any melee class that uses Swords or Axes.
[20:44] <+John> One last note on that
[20:45] <+John> Pyromancers, Acidomancer, Hydromancer, Geomancers, etc. They all specialize in their own types of magic. They all deal Spell Damage, but they all deal different status effects. A Hydromancer may work well against one enemy type, but have no effect on the other. The situation may be reversed if that Hero was a Pyromancer instead.
[20:46] <+John> Sorry for the wall of text, but naturally this is a big feature in our game.
[20:46] <+John> (done)
[20:46] <~Dan> No worries, John!
[20:46] <+John> Hopefully that answered your question.
[20:46] <~Dan> It did.
[20:46] <+Dori> What is your personal favorite build?
[20:47] <~Dan> Can you say a bit more about the tech level of the setting?
[20:47] <+John> Man have we had some crazy interesting builds
[20:47] <+John> Low Priest/Necromancer with some Sorcerer Abilities
[20:48] <+John> Essentially a tank using blood and flesh magic (temporary HP), alongside Drain Life and some Magic Bolts from Sorcerer.
[20:49] <+John> We sure do love our tech
[20:49] <+John> However, it needs to fit in any Game Master’s setting.
[20:49] <+John> Therefore we have to emphasize that flavor and detail are flexible.
[20:51] <+John> The default setting is modern. However, technology takes on more of a clockwork/steam powered/steampunk aspect.
[20:51] <+John> Think copper and cogs.
[20:51] <+John> Occasional computer systems and electronics.
[20:52] <+John> With that in mind, we prefer to keep it flexible based on the setting the Game Master prefers to use.
[20:54] <+John> A modern pistol in the default setting would likely resemble that of steampunk pistol.
[20:54] <+John> In a medieval setting, it might represent more of a flint lock pistol, or even a primal device that shoots pebbles and stones.
[20:54] <+John> In a Sci-Fi setting, you can expect your pistol to be shooting lasers.
[20:55] <+John> As long as the damage and mechanics stay the same, the detail and flavor are as flexible as your Game Master will allow.
[20:56] <~Dan> What sorts of transportation exist? Is there air travel, for example, and if so, what kind?
[20:56] <+John> *There is a section on this in the rulebooks, about Aesthetics being flexible, yet they’re forbidden to change actual gameplay mechanics.*
[20:58] <+John> There is a section for mounts, (the ability to create motorcycles, horses, or even dragons) but by default it’s crazy expensive. Airships are actually the most common form of travel, as they can fly above Radiation Storms.
[20:58] <+John> However, we do not offer mechanics for airships. We just allude to that in the lore.
[20:59] <~Dan> So no heavier-than-air vehicles?
[20:59] <+John> That’s mostly dependent on if the Game Master utilizes the travel mechanic or not
[21:01] <~Dan> What are the Radiation Storms?
[21:01] <+John> It wouldn’t take much to say “Hey, here’s a horse with these Attributes.” However, we do include much for mounts currently. It just did not make the cut into the final product. We do plan on expanding upon that in the future.
[21:01] <+John> do not&
[21:01] <+John> do not*
[21:01] <+John> In the default setting
[21:02] <+John> Most travel is done by foot, as mounts are prized and expensive. (No one is willing to risk them out in the wild)
[21:03] <+John> The wild, being the uncivilized areas of the world, which are full of radiation, magic, and hellish creatures. Most of the planet is ruled by the uncivilized (or beastmen, if you will.)
[21:03] <+John> Radiation Storms
[21:04] <+John> If you utilize the weather mechanic (an optional tool for gameplay) you have a chance to see a Radiation Storm when rolling for weather.
[21:05] <+John> Radiation Storms: A heavy storm of acid rain and nerve melting radioactivity sets in. You must find real deep shelter during the worst parts of it or perish.
[21:06] <+John> Essentially, it’s an “Oh ****” moment that can happen anywhere, anytime. It really pushes for spontaneous roleplay and creativity.
[21:06] <+John> Imagine yourself travelling about the wasteland, only to feel your nerves beginning to tingle.
[21:07] <+John> You know you only have so much time to find or make deep shelter, using the skills, gear, and people you have readily available. If you don’t, you might perish.
[21:08] * ~Dan nods
[21:08] <+John> Under these stressful situations, you’ll see the best of teamwork and creativity out of your players.
[21:08] <+John> (done)
[21:08] <~Dan> What sorts of adventures do PCs have in this setting?
[21:09] <+John> Hmm, we’ve playtested a lot!
[21:10] <~Dan> Well, let me rephrase: Are there any obvious Bad Guys in the setting to oppose?
[21:10] <+John> Some adventures may involve negotiating a peace treaty with the beastmen.
[21:10] <+John> Some adventures may involve uniting allies to fight the beastmen.
[21:11] <+John> Some adventures may simply require you to slay an individual, find a cure for some wasteland disease that’s plaguing the world, find more lost races in the wastelands, convert some uncivilized races into respectable, civilized allies.
[21:12] <+John> Or determine the source of an dramatic rise in radiation
[21:12] <+John> As for the rephrase
[21:12] <+John> Neon is the obvious bad guy, although her intentions make her somewhat neutral
[21:13] <+John> As the mother of the Wasteland Children, Neon’s goal is for her toxic offspring to have the best life she can afford them.
[21:13] <+John> She is the leader (or antoganizer) of the uncivilized races.
[21:14] <+John> If she has to clear out the civilized races in order to make more room for her mutants and beastmen, she will.
[21:15] <+John> She’s like a mother who wants the best for her children, with little regard for anyone else.
[21:15] <~Dan> What are the mutants like?
[21:17] <+John> Mutants are mutants, and therefore can apply to many different types of creatures. However, mutants most commonly refers to the Fusion Born.
[21:18] <+John> Fusion born are the result of intense radiation. Imagine super mutant humans that have had their skin turned green, their teeth sharpened, their physique empowered, and their mind deteriorated. They’re actually very similar to Orcs, except the breath poison and spit acid.
[21:19] <+John> except they*
[21:19] <~Dan> What is the source of all this radiation?
[21:20] <+John> The Fusion of the 2 planets. Even with magic, you can’t expect 2 planets to flawlessly fuse together without repercussions. In this case, Radiation is one of the worst, lingering repercussions.
[21:21] <~Dan> I see.
[21:21] <~Dan> Does the game include a bestiary, and if so, how extensive?
[21:21] <+John> I’m glad you brought that up, actually.
[21:24] <+John> Of course the game will come with a handful of enemies for you to use. However, the Bestiary will mostly be online. Once released, we plan on doing a Monster Monday, where we will create and upload a Character Sheet for an enemy every Monday. A new enemy every week.
[21:25] <~Dan> That’s cool. 🙂
[21:25] <+John> We also plan on starting the Beastiary off with 25-100 creatures to start with. It will be hosted on our new website, which is coming along smoothly.
[21:25] <+John> In addition
[21:26] <+John> There is the Monster Creation Kit, for those that may not want to wait. Assign some Attribute Points, pick a few attack types and abilities, a few a immunities, some minor details, and you’re good to go! It also includes a section for creating your own abilities, once you understand the system better.
[21:26] <+John> (There are premade abilities and traits to pick from)
[21:26] * ~Dan nods
[21:27] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:28] <+John> Well, we are proud of our Crafting system and the diverse weapon types that we offer. I could kind of cover those, and then I think that would be sufficient!
[21:29] <~Dan> Certainly.
[21:30] <+John> The weapons are short and sweet. Here’s the list of the 25 weapons currently available to choose from.
[21:30] <+John> Sword, Great Sword, Dagger, Hand Axe, Great Axe, Mace, Maul, Spear, Pistol, Shotgun, Repeater, Sniper Rifle, Rod, Cane, Staff, Short Bow, Long Bow, Crossbow, Orb, Tome, Shrunken Head, War Trumpet, Bladed Guitar, Battle Wrench
[21:30] <+John> There are also many different designs for the above weapons. For example, A +1 Long Bow of Song Effect that may also be used as an instrument, or a +2 Sword of Burning that also deals Burning 2 on attacks.
[21:31] <+John> Crafting
[21:31] <+John> Crafting is simplified and incredibly useful. Quality materials (emphasis on quality) can be converted into units, which can then be repurposed into just about anything. In short, dwarven canister technology.
[21:31] <+John> Crafting consists of 3 main types of units:
[21:31] <+John> •Alchemical Units (A.U.)
[21:31] <+John> •Material Units (M.U.)
[21:31] <+John> •Technological Units (T.U.)
[21:32] <+John> “You find some ripe, magical fruit and convert it into 3 A.U.’s. for crafting.”
[21:32] <+John> Units can then be turned into useful consumable items or gadgets. Here are a few examples of the recipes in the game:
[21:32] <+John> •Health Potion = 3 A.U.
[21:32] <+John> •Throwing Knife = 3 M.U.
[21:32] <+John> •Tesla Rod = 10 T.U. + 5 M.U.
[21:32] <+John> *Of course, you’ll need the required Craft Mastery stat to craft certain tiers of items and gadgets.
[21:33] * ~Dan nods
[21:33] <+John> Finally, I guess I can upload the Enemy Character Sheet. You can use a Hero Character Sheet if you want, but we also include an Enemy Character Sheet that’s simplified (because there isn’t as much to them as there is to Heroes.)
[21:33] <+John> (Link: https://docs.wixstatic.com/ugd/2ce89b_441325daab4f4c44acd7e613144b693e.pdf)https://docs.wixstatic.com/ugd/2ce89b_441325daab4f4c44acd7e613144b693e.pdf
[21:36] <~Dan> Thanks very much for joining us, John!
[21:36] <+John> Other than that, I believe I’ve covered a lot. There’s still a ton more that Heroes of Estaria has to offer, but I wouldn’t want to spoil it all. We can always leave some mystery and excitement for those that are waiting to unbox it.
[21:36] <+John> Thank you very much for having me Dan!
[21:36] <~Dan> Usual reminder: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:37] <~Dan> Now, if you’ll give me just a minute here, I’ll get the log posted and link you. 🙂