Latest from the Creator
Increased scope for the art commissions (Roughly to 30-35 art pieces)
Goal: €6,880
/ €10,000
68%
We need €3,120 more to reach this goal.
PROJECT UPDATE
Project Update: MISSION ACCOMPLISHED!
The campaign has now ended, and we got a grand total of 6880€ in the bag. Now I'm ready to move on to the most pressing part of the development process, and that is the layout, art commissions, and playtesting.
New Artists!
During the tail end of the campaign, the art team has gained two new people: MachiToons and Conner Berkheiser. I will keep the campaign updated as the layout and art process develops.
(This isn't some ploy to sneak furry artists into the game after people have paid for the game. They are simply artists I had my eye on / knew already, and a true generic game has space for some anthro-style art as well. I wish I didn't need to make this disclaimer but this is just a pre-emptive thing so that we can avoid misunderstandings. Respect the artists, don't harass anyone!)
Layout and Art in unison
I'm going to squeeze everything I can get out of the campaign funds, and since the amount of art is still going to be rather sparse (1 picture per roughly 10 pages), I'm going to try to make some of them real standouts! I'll be working the layout together with the artists, so that the spreads and page turns are going to be interesting and exciting!
(This isn't some ploy to sneak furry artists into the game after people have paid for the game. They are simply artists I had my eye on / knew already, and a true generic game has space for some anthro-style art as well. I wish I didn't need to make this disclaimer but this is just a pre-emptive thing so that we can avoid misunderstandings. Respect the artists, don't harass anyone!)
Layout and Art in unison
I'm going to squeeze everything I can get out of the campaign funds, and since the amount of art is still going to be rather sparse (1 picture per roughly 10 pages), I'm going to try to make some of them real standouts! I'll be working the layout together with the artists, so that the spreads and page turns are going to be interesting and exciting!
Progress Update
I'm working on the 0.3 Playtest version of the game (which will be the final full rewrite before release), and there's been some interesting new developments with it:
Revamped Magic
I have completely revamped the Magic Setting Alteration. The new system is more narratively aligned, and allows players to do pretty much whatever they want with magic, within limitations. Previously, to cast a Fireball, you had to have the Fire Stream Ability, and then the Fireball Feat under it, and you just used that Fireball. Now, you just need the Fire Magic Ability, and as you cast a Fire Attack Spell, you add the Area of Effect (Radius) Trait to the spell. There's only a handful of traits you can add to a given spell, but it has increased the versatility of magic manyfold.
To make this new magic system easier, I'm probably going to make a character sheet page dedicated to Magic. The new system is very simple and efficient, but it is very different from D&D / Pathfinder -style magic, and having the tables for different costs is going to be handy.
Revamped Proficiencies
I have updated the proficiency system in the game to be simpler while still providing just as much overall progression. In the new system, Path Ratings, Path Points and Defense Upgrades have been simplified. Now every Defense and Path have a track of 5 pips, ratings 1 to 5 (and rating 0 for Untrained), which also translate into the new proficiency ranks: Novice +1, Trained +2, Adept +3, Expert +4, Master +5. These are more closely aligned with the Pathfinder Playtest proficiency ranks.
Now, as you level up, you simply distribute two Advance Points into two different Proficiencies. This means every level up will be equal, and you need to balance improving your Paths and Defenses. This allows players to make glass cannons, focus on defenses or diversify their skill sets at any point. It also makes the process of making higher level characters simpler, as you can just distribute the right amount of points and add in any benefits gained from them.
This is very similar to Attribute Boosts in Pathfinder 2e.
Capstones Restructured
I'm most likely going to can the various Capstone abilities as they are right now, and make a bunch of new standard abilities to take their place. Many of the Capstone Abilities feel poorly balanced with each other and not really jiving with the overall function of the game.
I am considering some sort of Specialization Mechanic to allow for characters to specialize in certain Abilities, to focus on character expression. This would be a specific thing to either put an Advance Point to, or a completely separate mechanic. I do want to make it possible to customize your character properly and specialize in specific aspects of the character, something I feel like is missing in many d20 games.
New Abilities
I'm working on adding various additional abilities into the game. Just recently, I added Berserk ability for rage-fueled combat and a Transformation Sequence ability for magical girl -style transformations. If you have any abilities you think are sorely missing, leave a comment and I'll see if I can make them fit!
Revamped Magic
I have completely revamped the Magic Setting Alteration. The new system is more narratively aligned, and allows players to do pretty much whatever they want with magic, within limitations. Previously, to cast a Fireball, you had to have the Fire Stream Ability, and then the Fireball Feat under it, and you just used that Fireball. Now, you just need the Fire Magic Ability, and as you cast a Fire Attack Spell, you add the Area of Effect (Radius) Trait to the spell. There's only a handful of traits you can add to a given spell, but it has increased the versatility of magic manyfold.
To make this new magic system easier, I'm probably going to make a character sheet page dedicated to Magic. The new system is very simple and efficient, but it is very different from D&D / Pathfinder -style magic, and having the tables for different costs is going to be handy.
Revamped Proficiencies
I have updated the proficiency system in the game to be simpler while still providing just as much overall progression. In the new system, Path Ratings, Path Points and Defense Upgrades have been simplified. Now every Defense and Path have a track of 5 pips, ratings 1 to 5 (and rating 0 for Untrained), which also translate into the new proficiency ranks: Novice +1, Trained +2, Adept +3, Expert +4, Master +5. These are more closely aligned with the Pathfinder Playtest proficiency ranks.
Now, as you level up, you simply distribute two Advance Points into two different Proficiencies. This means every level up will be equal, and you need to balance improving your Paths and Defenses. This allows players to make glass cannons, focus on defenses or diversify their skill sets at any point. It also makes the process of making higher level characters simpler, as you can just distribute the right amount of points and add in any benefits gained from them.
This is very similar to Attribute Boosts in Pathfinder 2e.
Capstones Restructured
I'm most likely going to can the various Capstone abilities as they are right now, and make a bunch of new standard abilities to take their place. Many of the Capstone Abilities feel poorly balanced with each other and not really jiving with the overall function of the game.
I am considering some sort of Specialization Mechanic to allow for characters to specialize in certain Abilities, to focus on character expression. This would be a specific thing to either put an Advance Point to, or a completely separate mechanic. I do want to make it possible to customize your character properly and specialize in specific aspects of the character, something I feel like is missing in many d20 games.
New Abilities
I'm working on adding various additional abilities into the game. Just recently, I added Berserk ability for rage-fueled combat and a Transformation Sequence ability for magical girl -style transformations. If you have any abilities you think are sorely missing, leave a comment and I'll see if I can make them fit!
PROJECT UPDATE
Project Update: Last Week Update: We got funded, now what?
Hello everyone! We managed to break the funding threshold pretty much right after the previous update, and we're now entering the final week of the campaign. I would love to push for stretch goals, and if you can help me do that, I would appreciate that.
If you can, tell your friends, post on discord servers, post on social media about the game! The game has already funded, meaning everything extra I get from this point onward is going to making the game as good as it can get!
Other news:
If you can, tell your friends, post on discord servers, post on social media about the game! The game has already funded, meaning everything extra I get from this point onward is going to making the game as good as it can get!
Other news:
0.3 Development
I'm currently developing the 0.3 version of the Playtest, which is going to have three major changes:
1) It's going to be in Metric AND Imperial
2) It's going to show the preliminary layout, and it will release in PDF
3) It's going to have a whole new magic system, and other gameplay updates I will dive into once I get it out
1) It's going to be in Metric AND Imperial
2) It's going to show the preliminary layout, and it will release in PDF
3) It's going to have a whole new magic system, and other gameplay updates I will dive into once I get it out
Urban Fantasy Setting
The Setting Poll hasn't ended yet, so it's not guaranteed, but the Urban Fantasy setting has a lot of votes, meaning I have started preliminary design for it. If it is yet overtaken, I will move this setting over into being the second setting I develop.
I can share some key tidbits that are going to go into it:
I can share some key tidbits that are going to go into it:
- The adventure will take place in a fictional island nation (most likely not tied to our Earth)
- It's about resistance fighters going against an invading colonial nation. Strong military / guerrilla theme
- The setting takes influence from Apocalypse Now and the Black Lagoon manga / anime series, mixed with magic themes.
- Magic in the world is a known thing, this is not a secret war type of setting. Expect magic shock troops, exploitation of magic production, and magic steroids etc.
- I am most likely not gonna sugarcoat the adventure itself, it's gonna have pretty mature themes. I do still have my own lines which I am uncomfortable crossing.
- The overall rules in the setting WILL still be usable for a more traditional type of Urban Fantasy. It's a toolkit, after all. The aesthetics will just be more rugged.
PROJECT UPDATE
Project Update: Any second now
We're at the final steps of fulfilling the goal, with almost two weeks still left in the clock! Thank you to everyone who helped us get this far. We are quite literally less than 5 pledges away from fulfillment!
However, if you're one of the followers and haven't pledged to the new project yet (you DO need to pledge again if you want the rewards!), now is a great time.
Who is gonna be the one who breaks the 5k barrier?
Remember to double-check that you have actually pledged! I'm sure that many people have actually just forgotten, your pledges have not moved automatically!
However, if you're one of the followers and haven't pledged to the new project yet (you DO need to pledge again if you want the rewards!), now is a great time.
Who is gonna be the one who breaks the 5k barrier?
Remember to double-check that you have actually pledged! I'm sure that many people have actually just forgotten, your pledges have not moved automatically!
56 votes
• Final results