[14:28] <+HenkBouwknegt> Hi, My name is Henk Bouwknegt, Co-Founder of Beirdo games
[14:28] <+Matthew_Cochran> Well, My name is Matthew Cochra, co-founder and administrator of Beirdo Games
[14:28] <+Matthew_Cochran> Cochran*
[14:29] <+Matthew_Cochran> We have been working on our concept for close to 3 years now. It started out actually as a campaign of Henk, and the two of us had been looking to do a project together for a long time
[14:29] <+HenkBouwknegt> We are in the process of making a tabletop rpg, with a new system called advanced. The advanced system is based around several major principles: Separating aesthetics from the mechanics, the WAR module and being modular. The system uses a d10 and is based around the players and their choices rather than sheer luck. This also reflects back onto the WAR module
[14:30] <+HenkBouwknegt> (done)
[14:30] <~Dan> Thanks, guys! The floor is open to questions!
[14:31] <~Dan> What is the game’s setting?
[14:32] <+Matthew_Cochran> The game is set in a dystopian future. Massive global wars have raged around the world for years, causing the very world itself to destabilize. The world began to literally fall apart until a group of heroes sacrificed themselves to shield the worlds core. holding it in place, preventing further destabilization.
[14:33] <+Matthew_Cochran> This world uused to have gods, but due to the chaos in the world, the greater evil, oblivion started to break free, the greater god went to stop that from happening, then the lesser gods and finally even the man made gods have dissappeared, leaving only humanity, the world and creatures.
[14:34] <+Matthew_Cochran> Before leaving however, the gods put their power into the world, embuing the very world itself with the power of all of the various elements, making way for massive mutations in all creatures, except for humanity which was protected
[14:35] <+Matthew_Cochran> However, humanity did start to get born with this “Aetheric energy” and became what is known as the Advanced. These are individuals that have the ability to shape the Aether to an extent, which is used in their various powers and even in the creation of the WAR system.
[14:36] <+Matthew_Cochran> Technology used during the wars was vast, but now only the remnants of warfare technology remains, while non-warfare based technnology is as good as gone.
[14:36] <+Matthew_Cochran> (done)
[14:38] <~Dan> How advanced is war technology vs. non-warfare technology in the setting?
[14:41] <+LaggingDice> Who are the players in this setting? Are you worried about their actions being overshadowed by the gods that have come and gone (and wrecked the place)?
[14:43] <+HenkBouwknegt> The War technology is considered cyberpunk/atompunk, for example there are vehicles that run on basic fuels like gas and gasoline as well as nuclear engines. Equipment like autoinjectors, holotapes and computer guided were very common. However since the world was destroyed and most inhabitants of the planets killed this tech has become very rare.
[14:44] <+HenkBouwknegt> Current state of technology is close to the middle ages, since there is no more factories or plants to support power or an energy grid. Also since most knowledge was kept digitally, this to got destroyed or lost.
[14:45] <~Dan> (Howdy, Falconloft!)
[14:45] <+HenkBouwknegt> However remnants of the advanced technology can be found scattered across the landscape and might be of use if restored or salvaged
[14:46] <+Matthew_Cochran> The players in this setting are survivors that are actually only learning about their powers, or have recently learned of them. Not all humans are born ADVANCED and those that are figure it out at different times. As for who the players are in the world, that is up to the players. There are ADVANCED beings that protect settlements, search for lost knowledge
[14:46] <+Matthew_Cochran> and of course there are also those that use their new found powers to take anything they want. Humanity is trying to find their place in this new world and that is not always easy and is often messy. As for being overshadowed by the gods, a lot of humanity does not even remember the gods, just that there used to be gods and that they can link many of their
[14:47] <+Matthew_Cochran> powers to a specific god/goddess. Because of this, there are offshoots and cults that act in the name of a god, but once again, it really is up to the player how they want to make a name for themselves with their current power.
[14:48] <~Dan> What does it mean to be born ADVANCED?
[14:48] <+Matthew_Cochran> As a final input on what Henk has said, the medieval tech level is for that of non-warfare based technology. So mining is done the old fashioned way, rather than using technology as well as normal transportation. That is often left to the militaristic factions as vehicles are still few and far between.
[14:49] <+HenkBouwknegt> In addition to the text of Matthew: Eventually all players reach such a high state of aetherial power, that they can be considered a “God”
[14:51] <+Matthew_Cochran> To be born as ADVANCED means nothing until you discover that your are ADVANCED (usually during the teenage years, although this can differ). Most ADVANCED individuals in societies are looked up to as they usually form the protectors, explorers and tend to perform a service to the settlement. Most ADVANCED individuals that are aggressive and feared were
[14:52] <+Matthew_Cochran> outsiders to begin with. The power you control can of course twist a once great person, but that is not commonn
[14:54] <~Dan> What is this power like?
[14:55] <+Matthew_Cochran> Henk will explain our WAR system, which is one side of this power and I will explain the Power system, which is the other side. Other than that it is important to understand that this aetheric energy is a surge and can leave beginners feeling lightheaded after use until they get used to wielding this much power.
[14:57] <+Matthew_Cochran> The power system is mainly meant for situations where you can keep a level head and tends to be due to the amount of concentration required. Powers are a characters ability to shape the aether into often reality altering effects and albeit very minor alterations they require intense knowledge, discipline and concentration. Under the Power system are the
[14:58] <+HenkBouwknegt> So for the WAR system: Like stated above, Characters within the world of Pandemonium do not utilize physical weapons. Instead, they use their innate connection with the Aether to create whatever they need. The WAR system is what characters use to manifest their weaponry and through this, the player is given unprecedented freedom in what they can wield
[14:59] <+Matthew_Cochran> abilities sch as being able to understand languages you normally would not be able to, such as that of the serpents, or even the various living plant life. Teleportation is also a power. Each Soul Manifestation (which is granted by the residual energy of the gods) grants a unique Power only available to others born with enough of that Gods enenrgy.
[14:59] <+HenkBouwknegt> The WAR system allows for the creation of weapons, armour and magical abilities that characters can switch to at any time, even during combat.
[15:00] <+Matthew_Cochran> This means that humans that can use these powers might start to think of themselves as greater beings than normal humans but in a way that is actually true
[15:01] <+HenkBouwknegt> We have developed and sand-box type creation system that ensures each WAR is equal in strength at the start
[15:02] <+HenkBouwknegt> A sand-box*
[15:02] <+Matthew_Cochran> Equal inn strength, but by no means identical
[15:02] <+HenkBouwknegt> Yes, there is no premade weapons, armor and spells
[15:03] <~Dan> So ADVANCED humans don’t rely on technology?
[15:04] <~Dan> (Howdy, Saurbaum!)
[15:04] <+Matthew_Cochran> The ADVANCED individuals still rely on technology. Although the WAR system can create beneficial abilities that can restore the stamina of someone, that might not always be available and so you can also use technology that can instantaneously heal you when you drop to the ground for instance. Also, technology such as cloning fields only work on ADVANCED
[15:04] <+Matthew_Cochran> humans
[15:04] <+Saurbaum> (hullo)
[15:05] <+Matthew_Cochran> Furthermore, vehicles are the base way for ADVANCED humans to explore the vast world, including other layers.
[15:06] <+Matthew_Cochran> But to answer the question in its entirety, they do not require technology to protect themselves or to fight others. It is possible for them to go through life never using any form of technology, although that would be rare.
[15:07] <~Dan> Who are the main adversaries in this setting?
[15:09] <~Dan> (Howdy, Silverlion!)
[15:11] <+HenkBouwknegt> The main adversaries are actually the mutated beasts trying to survive, just like humanity. Since the touch of chaos and the other gods have mutated every single thing on the planet, including the flora and fauna. Meaning a once small and harmless komodo dragon is suddenly mutated into a large predatorial create with teeth the size of daggers
[15:12] <+HenkBouwknegt> Ofcourse we also have the prime elementals, that are directly powered by the aether, such as fire, ice, water et cetera
[15:13] <+HenkBouwknegt> Furthermore we have the hybrids, who are a mutation between beast and human
[15:14] <+HenkBouwknegt> And Xenoplasm who are off-planet species
[15:14] <~Dan> Oh, there are aliens in this setting?
[15:15] <+HenkBouwknegt> There is also the Chaos-touched, intelligent individuals that make a pact with chaos itself, actively hunting humanity and advanced individuals in exchange for power
[15:16] <+HenkBouwknegt> And ofcourse what setting is complete without undead
[15:17] <+HenkBouwknegt> Although i must add, the creatures in our setting are more based on their original folklore, rather then the more common rpg variants
[15:17] <+Matthew_Cochran> Yeah, there are what is known as the Xenoplasm, which have various forms. These creatures have traveled to the planet due to the immense energy coming from it from the aether. Not much is known of where they came from exactly and how they arrived as they tend to be aggressive to anything they see, meaning asking any questions is out of the question.
[15:18] <+HenkBouwknegt> (Done)
[15:20] <~Dan> So it is assumed that the PCs will be the defenders of the normal human populace?
[15:23] <+HenkBouwknegt> In a way they do yes, but they do not have to be dedicated defenders. However most common folk would look up to advanced individuals for guidance and help, since the life of humanity as a whole is being threatened.
[15:24] <~Dan> (Welcome to #randomworlds, Guest54!)
[15:24] <+Matthew_Cochran> To put it in a way that may be easier to understand, creatures love to feast on humanity and outnumber humanity by far. Meaning that without protection from ADVANCED individuals (regardless of WHY the ADVANCED individuals do it) humanity probably would not survive for long
[15:25] <+Matthew_Cochran> (Done)
[15:25] <~Dan> Are the ADVANCED supernatural beings?
[15:27] <+HenkBouwknegt> Yes, they are the next stage of human evolution, caused by the influence of chaos and the aetheric energies released by the torn planet.
[15:27] <+Matthew_Cochran> What they are capable of cannot be explained by any form of science
[15:28] <+HenkBouwknegt> You could consider them Magical in a low fantasy setting
[15:29] <+HenkBouwknegt> (Done)
[15:30] <~Dan> Do you have a character sheet that we can see?
[15:31] <+Matthew_Cochran> Yes, we do. We have one on our gallery (of our website) and also a link to roll20 which has an interactive one, what would you prefer?
[15:31] <~Dan> The one in your gallery, please.
[15:31] <+Matthew_Cochran> (Link: https://i1.wp.com/www.beirdogames.com/wordpress/wp-content/uploads/2018/09/page1.jpg?fit=632%2C1003)https://i1.wp.com/www.beirdogames.com/wordpress/wp-content/uploads/2018/09/page1.jpg?fit=632%2C1003
[15:32] <+Matthew_Cochran> (Link: https://i0.wp.com/www.beirdogames.com/wordpress/wp-content/uploads/2018/09/page2.jpg?fit=667%2C975)https://i0.wp.com/www.beirdogames.com/wordpress/wp-content/uploads/2018/09/page2.jpg?fit=667%2C975
[15:32] <+Matthew_Cochran> supposedly that is a link (I can click on it, but it looks strange)
[15:32] <~Dan> It works. 🙂
[15:32] <+Matthew_Cochran> (Link: http://www.beirdogames.com/)http://www.beirdogames.com/ This is our website and the main page has the gallery on it
[15:32] <+Matthew_Cochran> Perfect
[15:33] <~Dan> I don’t see any attributes, only skills. Is that correct?
[15:33] <+HenkBouwknegt> The Atributes are on page 2
[15:33] <+Matthew_Cochran> Partially. The second page has the ADVANCED statistics
[15:34] <+HenkBouwknegt> They are not commenly used during gameplay
[15:34] <+Matthew_Cochran> Which is a callback to Fallouts SPECIAL system 😀
[15:35] <+Matthew_Cochran> On the first page in the center column are the most important secondary statistics used during combat, put in the center for ease of sight
[15:35] <~Dan> How do the attributes relate to the skills?
[15:38] <+HenkBouwknegt> Skills, or proficiencies as they are called in advanced, are not influenced by statistics directly. However, with a high comprehension comes the bonus of certain proficiencies, of the players choice, that can be increased.
[15:39] <+HenkBouwknegt> This was done on purpose to create a delicate separation in character development
[15:40] <+HenkBouwknegt> So people would actively need to invest in proficiencies if they desire to be a “skill-monkey”
[15:40] <+HenkBouwknegt> (Done)
[15:41] <~Dan> What is the task resolution system?
[15:44] <+Matthew_Cochran> We have two types of task resolutions, the combat system (attacking defending etc.) and the challenge system (proficiencies etc.) I will give an explantion of how the resolution works in combat while Henk will explain the challenge system
[15:46] <+Matthew_Cochran> In combat all rolling is done by the player, so either the player attacks or the player defends. Both systems are done using the same style of resolution. EXAMPLE ATTACK: A die roll is made (in this case a d10) you then add your offense stat to this value and remove the enemies defence value as well as any other forms of situational bonuses/penalties
[15:46] <+Matthew_Cochran> (flanking etc.)
[15:47] <+Matthew_Cochran> the result of that (and NOT the roll itself) is checked against our simple chart. 10 is our baseline. Any value above a 10 increases the damage, values below 10 decrease the value, values below 5 increase the enemies mitigation (so increases damage even more, unless you have a way of reducing mitigation as well) and value of 1 are critical misses
[15:47] <+Matthew_Cochran> and of course values above 15 are critical hits
[15:48] <+Matthew_Cochran> critical hits and critical misses are two sides of the same coin and offer a buff or debuff based on a secondary d10 roll. The exception to the above ‘hit strength’ is that a result of 1 is the only moment you do not actually hit the target, meaning no matter what a result of 1 or lower cannot deal damage.
[15:50] <+Matthew_Cochran> As seen above, we do not use a traditional hit or miss system, but the hit degree system. So as explained, you will almost always hit your target and are almost always hit to some degree, although there are many ways of reducing incoming damage and healing from damage taken
[15:51] <+HenkBouwknegt> For the non combat tasks we use a DC, difficulty check, system. Using a simple formula the GM can quickly determine a certain DC. The result of the players die roll can than be checked against the DC table in the book. The rewards for succes or cost of the failure are still determined by the GM on the spot.
[15:51] <+HenkBouwknegt> However we have also given a few guidelines and idea’s how to handle these for different situations. One of those guidelines being, if there is no pressure or serious risk involved, don’t force a roll.
[15:51] <+HenkBouwknegt> Exception to the rule are Proficiency versus Proficiency check, but these are seldom.
[15:52] <+HenkBouwknegt> And even for that a simple formula is used
[15:53] <+HenkBouwknegt> (Done)
[15:54] <~Dan> Guys, I need to wrap things up and head home for now. Would you like to pick this up again on Thursday?
[14:53] <~Dan> Well, let me let you get the ball rolling, then. What’s something about the setting that we didn’t cover last time that you’d like to bring up? 🙂
[14:57] <+MarisaG> Hi Dan!
[14:57] <~Dan> (Howdy, MarisaG!)
[14:58] <+MarisaG> (soryy to interupt lol)
[14:58] <+Matthew_Cochran> (no problem, internet problems, but Henk will be starting 😀 )
[15:04] <+HenkBouwknegt> I would like to tell a bit more about the Pantheon and History of the planet. The planet is named Dormum and roughly 10 times the size of our earth. It is orbited by 2 small stars, suns, and one other planet that is visible with the naked eye. Dormum was a paradise to behold, until a large piece of debree struck down and pierced the planets surface all the w
[15:05] <~Dan> (cut off at “all the w”)
[15:07] <+HenkBouwknegt> way to the core. This debree was part of the astral prison of Chaos. The debree was infused with chaotic energies and started to spread across the globe, causing chaos and anarchy, creating a pandemonium. This pandemonius eventually led to global war and sundered the planet.
[15:09] <~Dan> Where did this debris come from?
[15:10] <+HenkBouwknegt> The Astral sea, or space at we would call it
[15:11] <+HenkBouwknegt> The core of the planet became destablized and the rotation decreased, lessening the gravity. This in turn caused the planet to rupture and fragment, creating several layers that were slowly drifting apart. A small faction of the remaining populus saw the possibility of the extinction of the entire human race and set to build a giant machine that could restore
[15:11] <+HenkBouwknegt> the rotation and the core. Centuries passed but eventually they finished the construction and managed to stabilize the planet. Unfortunately most of the damage was already done as the outer layers were drifting in the sparkling void.
[15:11] <+HenkBouwknegt> (Done)
[15:12] <~Dan> How can people travel between these layers?
[15:15] <+HenkBouwknegt> Currently there is three ways, One would be a vehicle suitable for traveling trough the astral sea, since the layers are quite a bit apart, the second one would be using a suit fit for traveling in a void and using astral currents or winds, but these can’t be controlled. And the third would be
[15:16] <+HenkBouwknegt> during certain times, at random locations, an astral gateway can appear. This gateway can teleport anyone or anything entering to a random location on a random layer. This can either be one way travel or function as an actual gate. These statistics are determined by the GM ofcourse
[15:17] <+HenkBouwknegt> (Done)
[15:18] <~Dan> What are the levels of civilization on the different layers?
[15:22] <+HenkBouwknegt> Currently the only layers that supports civilization are the first three, from outwards counting inwards. Layer 1 is the layer of light, layer 2 being the “normal” layer with all life and layer 4 being the layer of darkness. Layer 3 only support plant life and layer 5 is a layer of debris that rotates around the core
[15:23] <+HenkBouwknegt> The actual levels of civilization are close to the middle ages, regarding technology
[15:23] * ~Dan nods
[15:23] <~Dan> But with high-tech military equipment?
[15:25] <+HenkBouwknegt> Yes, but that is currently unusable, or very rare to find working. The players however can slowly build up their crafting proficiencies and make more use of the parts and scrap they manage to find. This will play an even bigger part in the module of the circle. In that module the players will be able to start building strongholds and manage cities.
[15:26] <+HenkBouwknegt> There is currently only a few actual settlements and they are to busy trying to survive
[15:27] <+HenkBouwknegt> All settlements are overrun by refugees, and food and fresh water are scarse
[15:28] <+HenkBouwknegt> In other words they are overpopulated and underfed. You can imagine this leads to quite a bit of trouble.
[15:28] <+HenkBouwknegt> (Done)
[15:29] <~Dan> What races/species are available to play?
[15:34] <+HenkBouwknegt> That’s a tough one, but I’m gonna do my best……. Humanoids….but the soul manifestations you can choose during character creation change how each humanoid functions. These soul manifestations determine from which pantheon you tap the aetheric energies.
[15:35] <+HenkBouwknegt> They influence statistics, certain blessings and powers.
[15:35] <+HenkBouwknegt> Each of these actually comes with it’s own unique blessing tree
[15:36] <+HenkBouwknegt> And lastly you can choose a body type and mindset, to further influence your statistics
[15:37] <+HenkBouwknegt> The soul manifestations each resemble different personality traits as well as culture.
[15:37] <+HenkBouwknegt> (Done)
[15:38] <~Dan> Can you give some examples of these humanoid forms?
[15:39] <+HenkBouwknegt> (Matthew will do this one for a change 😛 )
[15:39] <+Matthew_Cochran> I will give to examples to show the differences between the styles.
[15:41] <+Matthew_Cochran> In the first case we have the elementalists which are governed by one of the elements. And in this case I will use the prospectors. Prospectors have a heightened aehter attunement to earth. They favor working out doors, getting dirty and are not afraid of hard work.
[15:41] <+Matthew_Cochran> Their skin tends to be tanned from working outside, hair colors tend to be brown or black.
[15:41] <+Matthew_Cochran> The second example though is on the other side and one of the more extreme
[15:42] <+Matthew_Cochran> The technologists
[15:43] <+Matthew_Cochran> These people have aether energies from one of the man made gods and favour all things technological. To the point where they tend to replace parts of their body with various technological augmentations. This special form of technology is coveted and requires severe dedication to get the matirials
[15:43] <+Matthew_Cochran> and the instructions for the surgeries
[15:43] <+Matthew_Cochran> These people do tend to look the most normal at first glance, but the most unique up close
[15:44] <+Matthew_Cochran> The above examples represent the norm for those manifestations
[15:44] <+Matthew_Cochran> Just like our worlds humans, there are those that differ and thus these are given as guidelines
[15:45] <+Matthew_Cochran> (done)
[15:47] <~Dan> Is it possible to reassemble the world somehow, Or is the mult-layer desolate world required for your setting?
[15:49] <+Matthew_Cochran> There is no known method for restoring the world. Although this is something we leave open for the players and GM to discuss. That is one of the goals for the players though, as the device will only stop the world from being destroyed for so long.
[15:50] <+HenkBouwknegt> But like I said earlier we will be releasing a module where the players can actually start building strongholds and manage cities, so who knows where it goes from there…..
[15:51] <+HenkBouwknegt> (Done)
[15:56] <~Dan> I’m about out of time again, guys. Would you like to pick this up again another day?
[15:56] <~Dan> So sorry about this! Work’s been crazy.
[15:56] <+HenkBouwknegt> I wouldn’t mind lol
[15:56] <+Matthew_Cochran> no worries Dan, real life can get in the way and we understand that this time slot is touch on you in the first place 😀
[15:57] <+Matthew_Cochran> tough*
[15:57] <+HenkBouwknegt> Will be awesome to have a large Q&A
[13:53] <~Dan> Where did we leave off? 🙂
[13:53] <+HenkBouwknegt> Ehhh
[13:53] <+Matthew_Cochran> I believe something about the history of the planet
[13:54] <+Matthew_Cochran> and the main adversaries
[13:54] <+HenkBouwknegt> Yeah or main adversaries?
[13:54] <~Dan> Ah, right. Who are the main adversaries?
[13:55] <+Matthew_Cochran> The main adversaries are the now mutated creatures of the world, basically trying to survive. They are more aggressive than normal and a lot have a hankering for human flesh, but they do not usually actively hunt the players. Although as stated they do love human flesh
[13:56] <+Matthew_Cochran> There are those touched by chaos itself, but they are few and far between, they do however actively hunt the ADVANCED
[13:57] <+Matthew_Cochran> (that should be a good recap, earlier logs might have a little more info but this is basically it :D)
[13:59] <~Dan> Have we gone over the system yet?
[14:00] <+Matthew_Cochran> We have discussed how the characters get their attacks (the WAR system) as well as proficiencies and powers, discussed it being modular (trying to think of everything else :p )
[14:01] <+HenkBouwknegt> I think we have the system covered with all previous questions to be honest
[14:01] * ~Dan nods
[14:01] <~Dan> What would you say a typical ADVANCED adventure would look like?
[14:03] <~Dan> (Howdy, Akyla!)
[14:03] <+Matthew_Cochran> There are multiple types of adventures. There are adventures based on knowledge gathering to increase the known runes etc. If there was one type of overall kind of word to give to this. It would be that ADVANCED adventuring is for the exploration.
[14:04] <+Matthew_Cochran> In this world you can find and kill creatures, but it is almost always done while exploring long lost tombs and ancient sites trying to recover knowledge and build a better tomorrow
[14:06] <~Dan> You said that all of the gods are gone in this setting, correct?
[14:06] <+HenkBouwknegt> Yes
[14:06] <+HenkBouwknegt> They have “left” in an attempt to prevent further destruction of the planet
[14:07] <+HenkBouwknegt> leaving behind large amounts of Aetheric energy the ADVANCED individuals can use to manifest their WAR and Powers
[14:07] <~Dan> Are there any powerful supernatural entities left, like demons?
[14:08] <~Dan> (Welcome to #randomworlds, Guest74!)
[14:08] <+HenkBouwknegt> Yes, but our creatures are not based on fantasy, rather on folklore, so our Daemon, functions completely different than a fantasy Demon.
[14:09] <~Dan> Can you explain that in more detail?
[14:09] <+HenkBouwknegt> Certainly
[14:13] <+HenkBouwknegt> In our system the Daemon is part of the undead family and functions as a spirit that will try to take control of another living being During this struggle the target of the daemon will be affected by certain ailments such as seizures or fits of rage, to name a few However the Daemon itself is completely spectral (Seethrough/Invisible) and cannot attack.
[14:13] <+HenkBouwknegt> If the target loses this battle of wills, the Daemon will gain control of the body and all memories
[14:15] <+HenkBouwknegt> During this time, the original mind of the host is supressed, much like a coma
[14:15] <+HenkBouwknegt> Also they are very hard to remove 🙂
[14:15] <+HenkBouwknegt> (Done)
[14:16] <~Dan> Is there folkloric magic in the setting as well?
[14:19] <+Matthew_Cochran> No…but yes… 😛 I will explain this the best we can. No in the sense that we do not have actual folklore magic, but yes a lot of our powers, items and the way a lot of the effects we have work are based on “folklore”, we have a spiritualist that can speak and see their ancestors and other dead beings and a lot of our powers are based on folklore stories
[14:21] <+HenkBouwknegt> And most of the “special”effects players can add to their WAR can be traced back to certain creatures and/or folklore
[14:21] <+HenkBouwknegt> (Done)
[14:24] <~Dan> How action-oriented is this game? Is it very cinematic?
[14:26] <+Matthew_Cochran> Our system does not use a hit or miss like most games. In our game you will almost always hit (minus critical misses) meaning blood flies left and right, combat is fast, combat is messy, combat can be deadly but there are also many ways to recover. There is also a tactical side to combat that “might” slow things down by adding extra layers, however we have
[14:28] <+Matthew_Cochran> seen that although it does make it slower than without the tactical layer it is still perceived as extremely fast paced and extremely fun. As for story, the game thrives on storytelling as it is all about the journey. That is also we we have written in the book to only force players to roll when there is something negative for a failure
[14:28] <+Matthew_Cochran> Keep the story flowing, make the players feel like the ragtag heroes they are supposed to be and have a great time
[14:29] <+Matthew_Cochran> To give a nice example, this is like kill bill meets neverending story but then directed by Michael Bay
[14:30] <~Dan> So are you rolling for damage rather than to hit?
[14:31] <+HenkBouwknegt> Indeed, we have implemented a hit degree rather then a hit/miss roll and a damage roll
[14:31] <+HenkBouwknegt> The hit degree determines the damage you deal with the attack, and yes this CAN be 0
[14:31] <+HenkBouwknegt> You then add the damage of your WAR and substract the mitigation of the target
[14:32] <+HenkBouwknegt> Its quick and easy, and we feel armor should reduce damage, instead of make you harder to hit, thats why chose and made a hit degree
[14:32] * ~Dan nods
[14:32] <~Dan> How do you simulate accurate attacks that don’t do as much damage?
[14:34] <+HenkBouwknegt> Well, the thing is, if your attacks don’t deal much damage you can play it out several ways, they target could have a lucky parry, you could have slipped, or were slightly off balance. there is millions of reasons how to simulate a weaker attack
[14:35] <+HenkBouwknegt> The only “accurate”attacks we use are called Aimed shots
[14:35] <+HenkBouwknegt> These allow you to attack a specific body part at a penalty
[14:37] <+HenkBouwknegt> But they cause extra effects such as blindness or deafness, depending on the body part you chose to attack. We have a premade list of body parts, the penalty to the attack and bonus effects.
[14:39] <~Dan> For attacks that aren’t aimed at a specific body part, do you randomly determine hit location?
[14:40] <+Matthew_Cochran> For purposes of non aimed normal attacks the target location is unimportant and left up to the player/GM BUT, for the purpose of a critical hit a random die is rolled for the hit location as we do not offer simple bonus damage to a critical hit, instead a critical hit functions in much the same way as an aimed shot (but a random location is used)
[14:40] <+Matthew_Cochran> Of course you might be asking, but what about a critical aimed shot 😀
[14:41] <~Dan> Yes, what about it? 🙂
[14:42] <+Matthew_Cochran> and we thought of that too and a critical aimed shot is a deadlier form of the aimed shot. These are more permanent effects, such as actual loss of limbs (or senses, from lost eyes or permanently damage ears etc.) and while these will not outright kill you, they do pose some great RP potential as you get them fixed
[14:42] <+Matthew_Cochran> either through mystical arts to try and get normal usage back, or by replacing them using our intuitive augmentation system (cybernetic like prosthesis)
[14:44] <~Dan> How common are cybernetics?
[14:46] <+Matthew_Cochran> In the outskirts they are not very common, however in the larger settlements they became common due to the ADVANCED individuals that gained their power through the human god of technology. Much like the adeptus mechanicus of warhammer 40k, these individuals favor replacing lost or damaged limbs with cybernetics and sometimes without a need to as well
[14:46] <+Matthew_Cochran> that being said, finding the pieces and specific surgeons / instructions does not make it so you can get one as easy as a tattoo
[14:46] <+Matthew_Cochran> you do have to work for it, but they are also not scarce
[14:47] <~Dan> (Howdy, Woo!)
[14:48] <+Matthew_Cochran> (done)
[14:48] <~Dan> (Howdy, Saurbaum!)
[14:48] <~Dan> When you say “the human god of technology”, do you mean that literally?
[14:49] <+Saurbaum> The god of technology who is a human? The god of technology that the humans worship?
[14:50] <+HenkBouwknegt> Matthew will explain further, but the god they worshipped
[14:50] <+Matthew_Cochran> Yes. there are two “human gods” or were anyways. These two gods were created by the belief systems surrounding them and while it is not entirely known if they were originally human or not it is believed that they were at one time. The god of technology, is believed to be the creator of technological knowledge (rather than technology itself)
[14:52] <+Matthew_Cochran> and the god of the afterlife or spirit world is believed to be a human with a powerful connection to the world of the living, bridging the gap between the two worlds. However after all this time, nno one truly remembers how the gods came to be, only that they were NOT around at the creation of the lesser gods and actually only came into existence
[14:52] <+Matthew_Cochran> after all the other gods had left, leaving their immense amount of Aether behind, with strengthens the belief that they were once human, ADVANCED just like the players.
[14:53] <+Matthew_Cochran> But like all the other gods, these two are gone as well
[14:53] <~Dan> But people still worship them?
[14:53] <~Dan> (Howdy, Silverlion!)
[14:54] <+Matthew_Cochran> Yes, in the same way that others still worship the other gods. Most normal individuals do not follow the gods they prefer to follow the ADVANCED that are often considered the children of the gods, however, there are those (usually cults) that still believe in the original gods (including the human gods)
[14:55] <+Matthew_Cochran> (done)
[14:55] <~Dan> So the PCs may be worshipped?
[14:57] <+HenkBouwknegt> Yes, this is an option. Giving the GM a few tools to play around with as well. The GM can use the attitude system to quickly create random followers, and random attitude.
[14:57] <+HenkBouwknegt> This can range from Nemesis to Dedicated
[14:58] <+HenkBouwknegt> Nemesis being the worst and Dedicated the “best”
[14:59] <+HenkBouwknegt> I say “best” because dedicated followers are blind to the need of others, and themselves, and devote 100% of their time to the one they follow, and they also follow, quite litteraly
[15:00] <+HenkBouwknegt> (Done)
[15:00] * ~Dan nods
[15:00] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[15:03] <+HenkBouwknegt> Yeah there is one thing
[15:03] <+HenkBouwknegt> It’s about the “system”
[15:04] <+HenkBouwknegt> Although at first glance it might seem complicated, once you have read it or even played with it, you will learn that all “crafting”, such as equipment, vehicle, ailments, WAR, Creatures, et cetera, are all based and using the same system or formula
[15:05] <+HenkBouwknegt> This means it’s quick to learn and allows us to “easily” make additional modules in the future
[15:07] <+HenkBouwknegt> The “crafting” system is a step by step system with each step granting a certain amount or costing a certain amount of points.
[15:08] <+HenkBouwknegt> Each subject will have it’s own table in the book, guidelines, an example and ofcourse the points allowed when crafting.
[15:09] <+Matthew_Cochran> An easy way of viewing this is that each step has increases to the value and depending on what you are crafting, the value increases the difficulty, the cost or in the case of creatures, their challenge towards the players
[15:09] <+HenkBouwknegt> And that
[15:10] <+HenkBouwknegt> (Done)
[15:10] <+Matthew_Cochran> I would say that about covers most if not all of the main features of our system 😀
[15:10] <~Dan> Excellent.
[15:11] <~Dan> Thanks very much for your patience in doing this over the course of three days. 🙂
[15:11] <~Dan> Usual reminder to readers: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[15:11] <+Matthew_Cochran> It has been our pleasure
[15:11] <+HenkBouwknegt> That’s ok, we can easily sell that as HUGE interestof our audience 😛
[15:11] <~Dan> If you’ll give me just a minute here, I’ll get the log posted and link you. 🙂