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Skaerune' Progress Report


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Rough Draft of Design Document - 100%

Skills: 40% - Finally have my names as opposed to old school place holders. Now I have to write a short but sweet description of each. 

Experience - 100% - REAL happy about this lol

Resistance - 100% - REAL happy about this also :)

Item Creation - 40% - This chapter will be huge but will not be in the Quickstart rules. In some ways items may become more important than spells

Soul Magic - 100%

Sorcery - 50%

Spiral Magic - 75%

Hit Points & Hit Locations - 100%

Armor, Weapons, & Equipment - 75%

Cults of Skaerune - 30%

Salt Island - 20%

SRD/Design Doc - 30%

Skaerune' Setting 35%

Quickstart Guide 45%

First Short Adventure: Delivery to the Sea is 75% done.

Bestiary 25% - Like my new format

Getting a Domain and perm website and copyrights and trademarks.. 0.001%

Bold Items Saw some Change

I also uploaded a new intro guide in the downloads section. It really helped me see what I needed to work on.

 

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Rough Draft of Design Document - 100%

Skills: 40% - Finally have my names as opposed to old school place holders. Now I have to write a short but sweet description of each. 

Experience - 100% - REAL happy about this lol

Resistance - 100% - REAL happy about this also :)

Item Creation - 40% - This chapter will be huge but will not be in the Quickstart rules. In some ways items may become more important than spells

Soul Magic - 100%

Sorcery - 50%

Spiral Magic - 75%

Hit Points & Hit Locations - 100%

Armor, Weapons, & Equipment - 75%

Cults of Skaerune - 30%

Salt Island - 20%

SRD/Design Doc - 30%

Skaerune' Setting 40%

Quickstart Guide 50%

First Short Adventure: Delivery to the Sea is 75% done.

Bestiary 25% - Like my new format

Getting a Domain and perm website and copyrights and trademarks.. 0.001%

Bold Items Saw some Change

Things are looking good for an end of month release of  the QS Guide. I redesigned it a bit, cut out a few things here and there that were not needed. I am feeling pretty good about it. The adventures to accompany are another matter, but Delivery to the Sea will definitely be done. And then I may release the other two in February. 

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On 1/19/2016 at 10:52 PM, ReignDragonSMH said:

Well now I can say I have something of a better website up.  It is pretty bare bones. I am using my old site and instead of getting rid of it, I decided to make use of it.

http://reigndragonpress.weebly.com/

So...

Getting a Domain and perm website and copyrights and trademarks.. 25%

Hey! That's a 24.999% progress! ;-)

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  • 3 weeks later...

Rough Draft of Design Document - 100%

Skills: 80% - Just made a change to make it more like OQ2 SRD and Legend. I actually feel pretty good about this and it reminds my why I liked those games and used the OGL for OQ2. 

Experience - 100% - REAL happy about this lol

Resistance - 100% - REAL happy about this also :)

Item Creation - 40% - This chapter will be huge but will not be in the Quickstart rules. In some ways items may become more important than spells

Soul Magic - 100% - Just made more changes to this that pushes it further from the Divine Magic roots. And that is okay. being a "priest" should be a fun challenge for players. 

Sorcery - 60%

Weird Magic - 80%

Hit Points & Hit Locations - 100%

Armor, Weapons, & Equipment - 75%

Cults of Skaerune': 40%

Salt Island - 20%

SRD/Design Doc - 30%

Skaerune' Setting 45%

Quickstart Guide 80%

First Short Adventure: Delivery to the Sea is 75% done.

Bestiary 25% - Like my new format

Getting a Domain and perm website and copyrights and trademarks.. 0.001%

Bold Items Saw some Change

Realized I had not truly updated everything. 

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Well....

Weird Magic is spirit magic, powered by the ephemeral weirdlings and "nature gods" and gifted to all the races. 

For normal Weirds they cap at 4MP instead of 6. Bloodweirds (not appearing in the Quickstart) go up to 8 but are harder to learn

The amount of weird magic you can have is dependent on your CON, not your INT as the spiral tattoos that hold the weirds take up "room" on the body's general physical energy. However, there is a Weird known as Souldbound that allows you to link your CON and AUR (aura) so you have more "room". 

In the limited testing it has gotten, I think it works well. But we shall see when folks get hold of it and tear it up a bit.

Magic Items

Smithing is its own kind of magic that can incorporate the other three magics as well as crafting and alchemy. I did not want to just give out swords +1 and fetishes etc.. I wanted magical items to be special and worthy of going on adventures just to get the ingredients together.

In general they come in two types: Triggered and Permanent. A triggered item has a spell on it and enough MP to cast it. The MP can be used for other things and vice versa, but it comes the power to use it. A hammer with the Woehammer III spiral on it wold have 3MP inside. The permanent version would have Woehammer III always on, never needing MP to cast it so it does not normally come with MP. Weird items go by Totems (triggerable) and Talismans (permanent)

So far the two "spells" for smithing are The Song of Making and the Song of Unmaking. I think I will expand on that list, though how much I am not sure.

I hope that gives a (good) taste of where I am going  and thanks!

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Sounds interesting. Something I've been toying with in my campaigns is magic items that actually use the wielders MP to activate the items special ability. A step above X number of uses per day. A step below permanent. But my magic items are more like what you're trying to avoid, I think. More D&Dish to give my old school players something more familiar. I actually made a book for magic world about enchanting items but not sure I'm 100% happy with it, which is why I'm curious. But thats a topic for another thread. :)

 

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16 minutes ago, tooley1chris said:

Sounds interesting. Something I've been toying with in my campaigns is magic items that actually use the wielders MP to activate the items special ability. A step above X number of uses per day. A step below permanent. But my magic items are more like what you're trying to avoid, I think. More D&Dish to give my old school players something more familiar. I actually made a book for magic world about enchanting items but not sure I'm 100% happy with it, which is why I'm curious. But thats a topic for another thread. :)

 

And that makes sense, I know us old schoolers like to feel appreciated too :) I may consider something like that for The City That Thieves.. but yes a topic for another thread :)

Some of my item creation inspiration comes from M. Scott Rohan's Winter of the World series. 

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Rough Draft of Design Document - 100%

Skills: 85% - Just made a change to make it more like OQ2 SRD and Legend. I actually feel pretty good about this and it reminds my why I liked those games and used the OGL for OQ2. 

Experience - 100% - REAL happy about this lol

Resistance - 100% - REAL happy about this also :)

Item Creation - 40% - This chapter will be huge but will not be in the Quickstart rules. In some ways items may become more important than spells

Soul Magic - 100%

Sorcery - 60%

Weird Magic - 80%

Hit Points & Hit Locations - 100%

Armor, Weapons, & Equipment - 89%

Cults of Skaerune': 45%

Salt Island - 20%

SRD/Design Doc - 30%

Skaerune' Setting 47%

Quickstart Guide 83%

First Short Adventure: Delivery to the Sea is 75% done.

Bestiary 25% - Like my new format

Getting a Domain and perm website and copyrights and trademarks.. 0.001%

Bold Items Saw some Change

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  • 2 weeks later...
17 hours ago, ReignDragonSMH said:

Okay so I uploaded the character sheet today for folks to look at. Its not pretty lol but it works.  I am hoping to get on a roll and finish the QS guide this week. fingers crossed!

It looks interesting - there's enough based upon existing d100 material that's to make it feel familiar, but also enough differences to make it feel innovative. :)

We need the QS Guide to place it in some context though.

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  • 2 weeks later...
  • 5 weeks later...

Okay so, the QS was not going to be very quick, so I changed directions a bit and this is going to work out pretty well I think. So I am creating an ACTUAL QS doc called "Skaerune': Salt Mine Blues" which is a step by step how to play mini adventure. Skaerune': Verse Zero is the free to play version and has more depth and is for play testing. It will lead to a full version sometime later in the year, depending on how much feedback I get.  Probably by October. 

Salt Mine Blues should be done by Intl RPG Day.

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  • 5 months later...

The more I'm lurking around in this forum, the more I like what I read about Skaerune ... however, it's also been a long while since the last update - I hope the project is not dead? If seen too many weird and interesting rpg settings that, in the end, never got made ...

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No Skaerune' is far from dead. I am just in the final edit for the Free to Play module. Making it was harder than I expected but is totally worth it. I have a plan for the game now that I think will work well. A week or two and it should be out. Thanks for asking! Ask any questions you like

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