Weitere NEuigkeiten:
Happy September one and all. How the time flies, eh? Here's an update on where we stand right now.
(I know I've not been updating the blog here as frequently as some might like, but there are only so many hours in the day, and when it comes down to updating here or working on product... only one of those tasks actually results in moving closer to product being released.)
The Player's Guide is waiting for final art to be slotted in. Once that is done, we're going to do one final pass to catch any obvious layout gaffes, finalize the table of contents and index, and get it off to the printer. The plan is, once it's on its way to the printer, the PDF will be available, and pre-orders for the print book will go up in the store. Kickstarter backers will get a coupon to redeem for the PDF in our store (so if you haven't created an account for our web store, DO IT). Print copies will start going out to backers once they are back from the printer.
(By the way, big big thanks to the many people who donated their time to proof the pre-art draft. It caught a lot of typos and gave us a chance to tighten up or clarify some stuff. As I suspected, after having been neck-deep in the manuscript for months, we were all overlooking what should have been obvious errors. The book is much better for your efforts.)
I am pouring whatever energy I can at this point into getting the Gamemaster's Guide wrapped up. I want the main text done by the middle of this month so that we can get into editorial, layout, and proofing. We're behind schedule, I know, but hopefully not so badly that we can't recover.
As a bit of a tease/preview, I want to present another modified rule system that you'll see in the Gamemaster's Guide--the one dealing with poisons.
I've never been super crazy about the way that poisons (and diseases) tended to work in earlier editions of the game. Damaging poisons were pretty straightforward and worked just fine, but paralytic and debilitating poisons... always been kind of blah in my estimation. So we've changed it.
Poisons no longer have a Mystic Defense. This value has been rolled into the Effect Step. (The rules on poisons always talked about a general rule of the Defense and Effect being the same, but none of the examples ever supported that. They do now.)
When a character is exposed to a poison or toxin, they still get a Toughness-based Resistance test. If successful, they resist (as normal), if they fail the GM makes an Effect test for the poison. For damaging poisons, this causes damage as normal. The changes come into play with paralytic and debilitating poisons. For these poisons, the Effect test is compared against the victim's Toughness Step, and for each success the victim suffers a -2 penalty to their tests (except Resistance tests).
For paralytic poisons, if the total penalty equals (or exceeds) the character's Strength Step, then the character becomes fully paralyzed and falls down, unable to move or take any actions (other than Resistance tests). For debilitating poisons, if the total penalty equals or exceeds the characters Toughness Step, then they are too wracked with pain or discomfort to do anything (other than Resistance tests).
"Deadly" poisons are now classified by the way they kill -- damage, paralysis, or debilitation. A deadly damaging poison does so by causing a lot of damage quickly. For the other types, if the total penalty exceeds Str+Tou (for paralysis) or Tou+Tou (for debilitation), then the character dies--through heart stoppage, paralyzing breathing, organ failure, etc.
We've also added a new game statistic for poisons--Interval. Interval is actually two values, a number and a timeframe. The number indicates the total number of Effect tests the poison makes, and the timeframe is how often the tests are made. For example, a poison with interval of 3/2rounds, makes a total of 3 Effect tests, with a test being made every other round. One with an interval of 6/1 hour makes a total of 6 Effect tests, with each test having an hour in between.
This gives us a new axis to play with. Poisons are no longer rated solely by their strength (Effect) but also by how long they take to affect the victim through a combination of onset time and interval. You might have two poisons with an Effect step of 10, but one with an interval of 2/1 round is going to cause a brief, sharp shock to the system that will mainly rely on a character being hardy enough to withstand it. If it insteasd has an interval of 8/1 hour, it is a slower, more painful (and, if applicable, potentially fatal) experience with extended suffering--but with more of a chance for treatment with antidotes, poultices, or other healing or resistance magics.
Of course there are places to twist and spur off in more unusual directions (eyebite, for example, which doesn't fit the normal damage/paralysis/debilitating framework).
That does it for now. I hope this gives you something to chew on. Thanks for your patience as we continue to move forward!
Tags: Mechanics