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Old 31st July 2009, 10:05 AM   #81 (permalink)
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For all of those you curious, Hearts of Chaos is now available for sale on RPG Now as a downloadable PDF. It's being sold at a very reasonable $4.99.

Amethyst: Hearts of Chaos - Goodman Games | RPGNow.com
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Old 1st August 2009, 09:39 AM   #82 (permalink)
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Back on my Neurospasta talk

THE NEW CONSIOUSNESS, part 2
The eventuality that did occur was not expected. Although millions of people would download memories daily, most of the time, the memories they preferred to experience were their own, which they would replay from home servers. Many times, instead of downloading new memories, they would repeat older ones personally experienced over and over again. This new addiction was unforeseen and psychoanalysts attempted to classify this dependence. It was easy to identify why an individual would prefer their own memories over others, but to spend their lives repeating those over and over confounded many of them. Even today, vast numbers of people world-wide stopped forming new memories, merely reliving events of their youth. This addiction was eventually called Pervasive Reminiscence Replication Disorder (PRRD).

Oddly enough, this addiction is much more prevalent in lower-class communities, and especially in nations with a lower quality of living. In Archon, this addiction is only noticed in areas like the REZ. In A3 and Loka, it is virtually nonexistent. That being said, the downloading of "foreign" memories is more popular than ever in more advanced nations.

The drawback with recorded memory, of course, is a complete lack of control over the experience. The user would see the face of the real source of the memory in a mirror and have no influence over his or her actions, even to the point of being unable stop actions that go against the moral fortitude of the downloader. This introduced another psychological condition: Cognitive Proxy Separation Anxiety (CPSA). CPSA had its roots over a century ago as experts analyzed the effect of violent visual and auditory stimuli on children, namely with the introduction of violent television and movies. It was discovered that a small percentage couldn't separate the anxiety encountered by characters on a screen from their own. Further, these stimuli influenced their behavior as it exposed them to actions they found a compulsion to replicate. Even more found the experiences desensitizing. However, the vast majority were able to detach experiences seen on a screen with those actually experienced. Downloadable memories, unfortunately, circumvent that barrier the human psyche places on stimuli received from a TV/movie screen or from a radio. The event feels completely real and is regarding as a true memory by the one streaming it, despite the jarring shifts in self-image and attitude. CPSA occurs in individuals that develop other deep-rooted psychological conditions from viewing other people's memories. They develop post-traumatic stress disorder and phobias as well as social anxiety and obsessive compulsive disorders. Some patients went further and had complete emotional and psychological breakdowns from which they never recovered. This is in despite of the emotional state of the person originally experiencing it. For example, a popular choice for memory downloads were experiences by soldiers in armed combat. These were tempting and were streamed by the millions, especially by teenagers addicted to simulated combat via computer games. But the soldiers recording those memories were trained for months if not years to handle such stresses and with no such padding, the streamed memories caused significant emotional damage, especially since, with the advent of the TCA protocol, the entire memory could be downloaded and experienced in minutes before the brains desire for food or sleep overrode the reproduced memory. When experiencing a memory, a person is emotionally connected to it and most people can't terminate the experience once it begins unless certain fail safes kick in, including any stimuli from the outside world meant to jostle the subject. Those that have no such event occurring, and place no such fail safes themselves, are often forced to experience the memory until its conclusion. Websites where memory systems were exchanged became known as Memory Swaps, while the actual memories themselves were nicknamed ProMs (Proxy Memories). Soon after, ProMs were defined specifically as real memories created by one source and downloaded by others. Syms, or Synthetic Memories are nearly identical except the memory has been intentionally modified or is fabricated from the ground up to alter realty. Synthetic memories are not as popular as real memories as users want the authenticity of reality. If they wanted something completely fabricated, another type of virtual experience was waiting to cater to that desire. Those addicted to these experiences, including sufferers from CPSA, have been called proxiphiles, loose strings, and sometimes just zeros.

While memory swaps were gaining in popularity, other aspects of the SEED were quickly maturing. This included reversing the recording sensors of the Seed, overriding sensory input to a body. This was a feature always included as it allowed users to access built in music and video players. They could make phone calls and surf the net without ever requiring a screen or keyboard. Beyond this, companies started developing passive spam simulations, which involved creating advertisements in one's visual field when they enter a certain area. These features could be suppressed but, soon after, it expanded into the entertainment industry. Instead of clumsy and unrealistic holograms, gamers would simply tie into the Seed network for the simulation. It was then easy to fabricate an artificial environment using direct sensory input, leading into two distinct experiences, virtual recreation and total immersion experiences. Virtual recreation involves matting virtual images into real backdrops. This includes simulated people and even sets. This makes the experience feel more real and also makes rendering cheaper as the backdrops don't need to be digitized. Several large recreation facilities offer day-long virtual adventures in hanger-sized sets with little more than a few boxes, a handful of buildings, and rows of artificial plants. Total immersion, a far more expensive option, disengages the subject's motor functions and overrides all sensory input. In these sceneries, there is no limit on the extremity of the event. Several corporations install catheters and food tubes for immersion experiences that can last for days. Total immersion allows the use of time compression, allowing a dozen hours of gameplay in only two, unlike virtual recreation, which must be in real time. Both of these experiences allow direct user input to change events and circumstances. The players can look like themselves or anyone else they wish. There was still, however, the problem of CPSA, as the experiences were direct and unavoidable, meaning the target believed they were in that situation. Though the vast majority of users could separate fantasy from reality, those susceptible to CPSA could not as the barrier the human mind places on traumatic images and stories relayed by an external device was circumvented. It became even more prevalent the detachment felt by those experiencing someone else's memory was no longer present, and the number of global CPSA cases grew. Society, unfortunately, was unwilling to wait for treatments or tolerances before moving on.
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Old 3rd August 2009, 10:37 AM   #83 (permalink)
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Last word on NeuroSpasta, we had polished up most of our opponents. Suffice to say, I know we are after the deadline. I know I said we were selecting playtesters at the beginning of August and it looks like it may still be another week. Apologies, once again. Although I know a few of these may not make it to the final book (put off for the second one), currently we have over 50...

...Well...because of a little rule we are implementing...that 50 actually increases to 130. And no, we won't go into that yet.
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Old 10th August 2009, 04:56 AM   #84 (permalink)
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THE NEW CONSIOUSNESS, Part 3
Here is the third and final part in the series...

The overriding or augmentation of sensory input started increasing worldwide. The number of hackers employing it was rather low. The user would enter an area with a simulation marker, that marker would ask the user if it can present the simulation. The simulation carries an "invisible" ID tag that tells the brain the image is not real, regardless of the detail of the actual simulation. Users can be set to "auto-receive" or "auto-refuse" or selective prompt, not unlike cookies of computers. Most hackers, unable to crack that defense feature, have been forced to hack the simulations, which could always be turned off. Hackers able to break the GNOSIS defense protocols are extremely few. Beyond advertising, these open-simulated areas, or "Osim" expanded to dozens of applications, including sporting events (relaying driver information over the race cars as they circled the track), combat training (tracking enemy hits), and education (showing graphs and equations without worrying over eyesight and clumsy chalkboards). Photo realistic simulations were and still are extremely difficult to produce, preventing the home consumer from fabricating illusions on the fly. Programs could be purchased allowing one to hang great pieces of art from the walls of their home without the pesky complications of buying the art or nailing a frame to a wall. The program would install the image and display that image on a marker you place on the wall. With this technology, the only limit was the lack of tactile and olfactory response. Visual and auditory stimuli could be replicated with precision if given enough time and money. Tactile impute required a great deal of additional information and was only capable with total immersion experiences which shut down all external inputs for its own.

The newest craze to hit the digital age relating to Seeds are virtual cafes. These are real locations that allow the mingling of virtual and physical people. Users downloading to the location pay for access to the cafe while real people need only order food or coffee. The cafe creates a perfect representation of the individual you want to be (either from a template or from photos you provide) and generates the avatar in the cafe all other Seeds users there can talk and interact with. Virtual Cafes have expanded to also be virtual arenas, virtual schools, and virtual stores, where simulated people can access for a small fee (or no fee depending on the situation). This form of telepresence gave those afraid of the outside world access they had not previously believed. Eventually, these introverted individuals stopped leaving their homes altogether, refusing to interact with anyone unless through their virtual self. Total immersion simulations allows tactile interaction if necessary but most of the time, these simulated representations, known as "proxies" would occupy more than half of these real/virtual locations.

Archon has the highest number of V/P Sites (Virtual / Physical) in the world. UN policy prohibits any employee or diplomat from using a proxy in the work place. The UN buildings are limited in their Seed simulations, only making exceptions for dignitaries unable to attend certain events. It has been estimated that nearly 500,000 people telepresence into Archon from outside the city every day.

The variety of organic and synthetic representation has brought an examination of the definition of humanity and the mark of a civilized being. Philosophy classes around the world began specialized lectures dedicated to this new mindset. It was beyond the definitions of the soul but in the value of an intelligence wasted in comparison to an intelligence utilized. There were an increasing number of humans on the planet that were no longer being productive. This was not because of poverty or mental disability as this growing demographic had no such limitations, and many of them were wealthy. These individuals would stop generating new memories in exchange for experiencing the memories of others. In addition, those generating new memories are now able to transmit their likeness to other places in the world without ever leaving their home. They are going places without having travel, which cut heavily into the tourism market. Countries started attacking Memory Swap sites because of the damage being caused to their economy. Pay sites were making a modest profit but their traffic paled in comparison to the hundreds of free sites across the world. As the number of memories exploded in a matter of months, it was easy to download a lifetime worth of memories that were not your own. What defined a human being if it wasn't memory? Their personality? Personality is shaped by genes but also by life events. Memory was now an open domain for all to experience any event anyone else wanted to share...and share they did. Everything from sexual encounters, thrill sports, to crime could be found. At the same time, a person's heritage and race was also in question as a definition of one's self. Beyond plastic surgery and sexual identity operations, people could now change everything about them. Some did it via virtual imagery, some through a slave robot, but many allotted to swapping their body out altogether. The only part organic that remained was the brain. Sexual preference, racial profiling, and gender roles simply didn't matter in the wake of undefined human identity. Alarmists feared a growing insanity was about to burst--as individuals with no roots, heritage, or race would turn to anarchy. Although a few did, most...turned to Archon. A city with no heritage was the perfect refuge for those abandoning their old lives. This new demographic refused to envy the past, only learn the mistakes made then. National paranoia developed in many countries as what defined their sovereignty was also in question. Fanatics from nearly every religion accused those abandoning their flesh as renouncing god and dozens of prosthetics fell to hate crimes since emerging into the public. Even still, prosthetics could still be defined as human, as they had a human brain. But a human brain in an artificial body filled with synthetic and surrogate memories can hardly be considered human. Mankind had just learned to accept the growing nugenic population--people whose god-given genes were modified against nature's will by parents looking to improve upon the design.

Robots, on the other hand, were an easy target for hate. Few looked human and those that did could only barely simulate human responses. Even the companion robots, believable in almost every way, still lacked a certain spark. Despite the arguments of their owners, robots didn't have souls or personalities. Artificial Intelligence was just that, a simulated intelligence that mimicked behavior through programming rather than a soul. No matter how intelligent they got, or how human they appeared, they were not sentient. Then the virtuants appeared.

Virtuants are created in a program simulation similar to the basic building blocks of DNA and genes. The basic disposition is formed using algorithms meant to mimic a newborn. The synthetic personality is then grown with artificial and surrogate memories, shaped by their into the exact final form as ordered by the buyer. Virtuants are aware of their purpose and are raised with the desire to carry it out, forgoing the need of parameters and failsafes. Virtuants lived their youth with fake memories but, upon emerging into the real one, begin creating their own. Virtuants are generally not allowed to telepresence outside of the location of their central server and the majority don't wish to. They seldom want to experience synthetic memories. Even total immersions virtual experiences seldom excite them (although, since they are each as different as normal people, exceptions do occur). Virtuants use human-based prosthetic bodies which are indistinguishable from ones used by organic brains. Only visible marking allows others to tell them apart from prosthetics. They also have true personalities, not a series of programmed responses. They act human and look as human as most others encountered, yet society refuses to accept them as such. Unlike some organic humans living through the memories of others and producing nothing with their intellect, virtuants strive to earn their place. Despite their worth in society, they have yet to earn the same rights as their masters.

As this new consciousness grows and expands, newer extremes have emerged. This includes humans with no body, wired directly into a machine without a prosthetic, or humans that have implanted so many of their memories in digital storage, they have been able to swap out more and more of their own organic brain. If a human is able to transfer his or her intellect to a machine, would that intelligence have rights? What would define it as being human? In addition, it has been theorized that a cloned human brain with cybernetic implants may be implanted with a virtuant personality. Would that be a human? As the progressive side of humanity pushes further into future, the disparage between them and the traditionalist side widens. As this traditional segment of the popular grows more fearful and fanatical, it threatens to tear certain countries apart. Archon is seen as the flagship of this new self identity and the center point where like minded individuals congregate.
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Old 12th August 2009, 11:10 AM   #85 (permalink)
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For the past three weeks, I have been fielding comments that the damage output of our weapons is too low--that they should be way higher than a crossbow or longbow. Despite my simple arguments, people still seem to think that a 13 gram bullet should be doing more damage than a 450 gram arrow...and not a single increase in die damage (1d6 to 1d8). We are talking if a longbow does 1d10, then an M16 should be doing 3d6.

Firstly, you have to understand how much energy they carry. Bullets have a lot of energy in their release, but they are light. A knife or an arrow moves a lot slower, but they weigh a heck of a lot more. An arrow has its shaft to carry additional energy in a way your arm does when it pushes in a blade. This why arrows and knives can actually penetrate most bullet proof vests. If you have ever seen an arrow in slow-motion, you'll notice it flexing as it passes through the air. When it impacts, that stored energy in the shaft (flexional energy, I looked it up) causes it to straighten, transferring that power back into its tip. It's more than the fact that arrow tips are pointy and most bullets are not (or at least not as). In fact, mass can have as much or a greater impact on damage to the target than velocity. Expert bowman had seen the damage potential of their tools, penetrating deeper than even high powered rifles.

Consider this thought experiment. Fire a baseball to bowling pins and see if that ball can carry enough energy to knock all 10 pins...compare that to the slow speed of a rolling 16 lbs resin ball. And don't bring up the Hollywood effect of people being thrown off their feet. Anyone who watches Mythbusters knows...it all just wires. That being said, even though a baseball can hit harder with a baseball when thrown by a MLB pitcher than an archer's arrow, the baseball probably won't get through plate mail. The shape does matter.

Now, at some point, velocity does become an issue. For those still paying attention, it's called hydraulic force. This is the shock wave that resonates from a bullet hit in the soft tissue after impact. This causes the internal bleeding and bruising and what not. Arrows, though large, are never fired with enough velocity to create significant hydraulic shock (it actually deals with momentum, and yes, momentum and velocity is different). However, this depends on a variety of issues including range and point of impact. A bullet looses momentum quickly but we can't factor that in the rules. Additionally, we can't include body locations, which can also greatly affect the amount of tissue damage.

So we have a balance. Despite the bullet carrying amazing power, the arrow will penetrate further. That is fact. It's proven. The bullet can cause wound damage from hydraulic shock because of its velocity, which an arrow cannot replicate. This is also fact, also proven. We also balance this with the fact that a GREATSWORD does 2d6 damage. This is a gigantic chunk of sharpened steel that carries penetration and blunt force trauma. It can kill you without even breaking skin. Sooo...Pistols do 1d4-1d6, rifles do 1d8 to 1d10, and heavy weapons do 1d10 and up.

Here is an example I found online. If one fills a 5 gallon plastic pail with sand and fires both a .357 magnum and a heavy hunting arrow at it, the bullet will be stopped by the sand, while the arrow will penetrate the pail completely. The .357 magnum handgun has a 158 grain bullet traveling at 1250 fps, for a momentum of 0.83 slug-feet per second, and a kinetic energy of 520 foot-pounds. A 710 grain arrow at 183 fps has only 0.57 slug-feet per second of momentum, and a mere 52 foot-pounds of kinetic energy. These are actual combinations used to demonstrate the penetration power of a heavy hunting arrow. A major factor between the bullet and the arrow is the increased resistance force met by the higher velocity bullet. While the bullet has ten times more kinetic energy, and 37.5% more momentum, than the arrow, it's almost seven times higher velocity causes the bullet to be met by nearly fifty times as great a resistance force as that encountered by the arrow! Another major factor between the handgun’s bullet and the arrow is the longer time period of the arrow’s impulse; which results from its higher mass. Though the arrow is traveling much slower than the bullet, and has less momentum than the bullet, it derives a greater percentage of the momentum it does possess from its mass. It is "heavier". The heavier (and lower velocity) arrow “decelerates” more slowly than the bullet or, if one prefers, it has a longer time period over which the force acts. Force multiplied by the time it acts equals the impulse. The heavier arrow retains a higher percentage of its force for a longer period of time than does the bullet. The bullet’s total net disposable force, though very high relative to the arrow, is entirely dissipated in milliseconds.

Can I put this to bed now?

(Thanks to Ed Ashby for his science)
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Old 12th August 2009, 05:12 PM   #86 (permalink)
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Why bother trying to make the damage of a gun scale realistically with a bow and arrow when the entire hit point system isn't modeled on realism?
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Old 13th August 2009, 08:37 AM   #87 (permalink)
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Yeah, I wouldn't base on it realism argument, purely on gameplay (balance) arguments.

I suppose you might face a problem that might be common in the audiance for modern settings - they are more fans of "realism"/"simulation", which D&D is never great at, and 4E cares even less about that then earlier editions.
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Old 14th August 2009, 10:37 AM   #88 (permalink)
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Oh, I know, guys. Making this argument was way low on my priorities until the number of comments, both pointed to DEM product and those generic, forced my hand. I would not be defending this if it wasn't for those comments, which specifically pointed to their belief that firearms penetrate further and do signifcantly more damage than a longbow. They were using their opinion based on reality and claimed our damage output was too low and should be higher.

I felt I should voice our opinion that not only is it important for game balance but also important given the scale the other weapons are listed at. Further, people seem to assume that when you hit someone, it is always a direct strike. A good GM with good players can always interpret damage sustained in a variety of different ways.

The comments received specifically asked why our damage outputs were low when compared to a crossbow...which is why I formed the answer this way. Yes, it's game balance, but when you take the weapons themselves, I believe they are still balanced.
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Old 19th August 2009, 10:05 AM   #89 (permalink)
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[ame="http://www.youtube.com/watch?v=teAnl1WPR8Q"]http://www.youtube.com/watch?v=teAnl1WPR8Q[/ame]

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Old 29th August 2009, 08:21 AM   #90 (permalink)
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Writing ... Finished
Art ... Finished
Editing ... Finished
Layout ... Finished

Printing. Only one step to go. Right now, we are just seeing if our final draft fits in our allotted space. I will add that I was able to include several story segments from new novel to help flesh out the setting, something I know of you have been asking and hoping about. As stated, we are a little over budget but we are discussing ways to fit everything we want in.

Imagine pre-orders will be made available soon. What's soon? Couldn't tell you. I will say that many of the things we have learned with NeuroSpasta has been retrofitted back into Amethyst, including clearer burst fire rules and easier move and fire guidelines.

Also, me and Conan will be taking a group of experience 4th Edition gamers with NO experience in Amethyst and sending them through the paces of Hearts of Chaos with the final edition of Amethyst's rules. That will be recorded as a podcast. We hope this one will not be as insane as the techan podcast earlier this year.
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Old 3rd September 2009, 01:36 AM   #91 (permalink)
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I was going to talk about hacking today but I had a chance to read the Skill Powers preview from DnD Insider. Basically, players can now elect to choose a power based on skills they have training in over their class. I think this is another great idea and one I wish we had thought of. The ladder system is similar in idea but not in application. Skill Powers are obviously skill base and only require your training in a skill to select it. Ladders are entire assortment of attack and utility powers are based around your character's attribute build. You can still choose skill powers instead of your class or ladder abilities and this offers unlimited options of variety. That being said, many of the Acrobat skill powers can be found with the Runner Ladder and the Runner ladder offers you additional character creation abilities as well as boosts at later levels. Expect us to incorporate elements of the later PHBs into NeuroSpasta as time marches on...

..Except their vehicles...still not good enough for us.
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Old 8th September 2009, 10:31 AM   #92 (permalink)
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Big and good news from DEM and Goodman. Amethyst - Foundations is expanding. Originally, we had stated the first book will clock in at 256 pages. Because of all the STUFF we are packing in on this book, we have decided to expand this to 288 pages. This newer length will include story segments (a popular request) and the Amethyst character sheet. It will also have a full color map of Canam on the inside cover. I imagine the next thing you'll hear from us regarding Amethyst will be is release date...and then the race is on!

Don't forget the 2nd issue of Level Up has an article involving Amethyst. The third issue will as well.

I'll try to add some meat to these blogs again soon. By busy with another project.
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Old 24th September 2009, 08:40 AM   #93 (permalink)
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There have been significant diversions of late which have prevented me from updating the site and for that, I apologize. We're working on the front and back cover composition for Amethyst currently. We're already starting a small erratum for the final product but so far, it is only three points. This is thanks to the NeuroSpasta playtest, which is populated by 5 times the number of testers as the Amethyst playtest. As we stated before, Amethyst - Foundations has been expanded to 288 pages. It now includes an introductory module and four pre-generated techan characters. Just to cover what is included for those still paying attention: Six new races (chaparran, damaskan, gimfen, laudenian, narros, tilen), four techan classes (grounder, marshall, operator, stalker), nineteen paragon paths, 200+ techan weapons, and 30+ new monsters. This in addition to the setting, which I personally think is the product's greatest strength.

As many already know, the second issue of Level Up has a non-crunch article on Amethyst written by yours truly. The third issue ALSO has an Amethyst article. This one introduces a race mentioned but not expanded in the core rulebook, the tenenbri. The article introduces the race, several lifepaths, and a monster anathema which is branched from the tenenbri race. Oh, we're not done yet. The fourth issue ALSO is going to have an article, this one dealing with Amethyst epic destinies. Once again, these are all techan-based.

To coincide with the release, we will be posting a sneak preview of the final product relatively soon. Keep your eyes open for that.
As for NeuroSpasta, it continues to grow and perfect itself. Just yesterday, we added expanded rules with the garrote, including feats and an assassin paragon path with abilities and powers that use the garrote exclusively. Following that, we are developing an expansion to the Engineer skill to include sabotage. And after popular request, we have included alternate ammunition for your favorite weapons. This includes tracer, armor piercing, and hollow point rounds. Explosives have been expanded and we recently included a new rule to allow players to create their own skill challenges to enemies (and vice versa).

One an unrelated topic involving equipment, a recent...ahem...colorful conversation with someone else on the WOTC board has given me the inspiration to play with finances. I am inspired by the Wheel of Fortune...yes, Wheel of Fortune. You remember those final rounds of WoF. Contestants were allows to pick 5 consonants and a vowel. Well, they always picked RSTLNE, without fail. So eventually, the show just gave them those for free and asked them to pick a few more (of course, those ended being all the same as well). We are doing that same thing. So all classes are being given options for standard equipment. Non-combat classes are given substantially more than combat classes (just 'cause). This way, 1st level equipment carries costs that are more realistic. There are still substantial options for standard equipment but it seemed ridiculous to make a sniper class pay for his sniper weapon.

Finally, I am leaving you with concept art for NeuroSpasta. These do not represent final visions but concepts in progress. As always, all artwork is by Nick Greenwood...







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Old 24th September 2009, 07:54 PM   #94 (permalink)
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Nick Greenwood's an Amazing artist.

I'm working with him on a few projects as well.
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Old 5th October 2009, 05:19 AM   #95 (permalink)
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Me and the powers that be have been discussing matters over our two product lines, Amethyst and NeuroSpasta. As we have already revealed, playtest feedback from the Hearts of Chaos FreeRPG module prompted us to address certain lingering issues with our firearm combat rules. With the advent of our significant playtest size for NeuroSpasta, I have been able to incorporate even more revisions without the need of a pesky errata. These are not broken rules, something I need to make perfectly clear. These are expansions and concepts we didn’t believe needed to be addressed. Feedback from our playtesters has convinced us there would be no reason in keeping them out. One such concept, as some have read prior, is for damaging structures with explosives. There are many more trickling in. For those still patiently waiting for our seminal GSL cyberpunk, testers are still in character creation. I foresee an extended playtesting period. So, for those hoping for a definitive release date, I don’t want to lead you on with such a locked date.

As for Amethyst, with the expansion of the main book from 256 to 288 pages, we are doing more than just making pictures bigger (although we are doing that), we are going to be expanding elements of the game taken from the aforementioned NeuroSpasta. This will involve going back a step and playing with the layout to fit these revisions into place. The cover is still chugging along and I sincerely hope to have that available for all to see quite soon.

The promotion of Amethyst will also be revving up soon. We are going to be recording another podcast along with sending out preview copies to various websites to look over and report on. Next week, I am going to be posting hard crunch rules on Amethyst’s combat system and how it has evolved from the version seen in Hearts of Chaos to the revised edition seen in both NeuroSpasta and the final Amethyst-Foundations sourcebook.

Oh yeah, and this is awesome...

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Old 11th October 2009, 08:22 AM   #96 (permalink)
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So, as promised, I am releasing detailed information on our modern combat system. This should give you an idea which way are heading. For those that acquired our Hearts of Chaos module, you will notice differences. These have been revised from feedback...

WEAPON GROUPS
The weapons covered here are grouped into categories based on their general utility:

Heavy Weapons: These are large weapon systems that require a tripod, a base, a platform, or any other stable point from which to fire. Examples include sentry weapons, and a variety of artillery emplacements and turrets.
Properties: Heavy weapons grant opportunity attacks to adjacent squares if fired. Because of their cumbersome nature, if you move or are moved any distance you suffer a -4 penalty to attack rolls with heavy weapons until the beginning of your next turn (meaning you can shoot first and then move to avoid the penalty).
Special: These weapons may be purchased for a large user (e.g.: advanced armor). If so, heavy weapons become two-handed weapons. They are no longer able to be used by medium users.

Small Arms, One Handed: These are single-handed firearms which are renowned for their ease of use and compact style, making them an easy choice for those preferring stealth.
Properties: One-handed small arms do not grant opportunity attacks if fired. These weapons include basic pistols and small machine guns. They cannot be wielded by large creatures (i.e.: advanced armor).

Small Arms, Two-Handed: These are larger, slightly clumsier weapons usually preferred for longer ranges and high stopping power. With the development of technology, the latter became less a factor but two-handed arms have the capacity for larger clip capacities, greater accuracy, and the option of fast automatic fire. These include machine guns, most sniper rifles, and assault rifles.
Properties: Two-handed small arms grant opportunity attacks to adjacent squares if fired. Because of their cumbersome nature, if you move more than 1 square or are moved more than 1 square, you suffer a -1 penalty to attack rolls with two-handed small arms until the beginning of your next turn (meaning you can shoot first and then move to avoid the penalty).
Special: These weapons may be purchased for a large user (e.g.: advanced armor). If so, these become one-handed small-arms. They are no longer able to be used by medium users.

Specialty Weapons: These are weapons with a unique function that require specific training. These include sonic weapons, pincher weaponry, and rocket launchers. There are one-handed, two-handed, and heavy specialty weapons.
Properties: Specialty weapons can only be used with a ranged basic attack (ranged basic attack, not a class/ladder granted basic attack). They also count as one-handed, two-handed, or heavy weapons and all rules applying to those weapons apply to specialty weapons as well.

I'll talk about weapon properties next...
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Old 13th October 2009, 10:20 AM   #97 (permalink)
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Have you ever wondered how the world would ACTUALLY change in 80 years? Look back 80 years from today as examples. Countries we hear about every day, like Israel and Iran, were both declared in this time period. In my lifetime alone, we saw the largest single nation on Earth shatter into a half-dozen smaller republics. After that, another country, far smaller, got drawn into a civil war which created splinter nations of only a few hundred thousand people. Other countries were considered property of a monarch, including my own. We have the fall of the Soviet Union, the rise of Japan as an economic superpower, and seen the transfer of power from kings and military juntas to democracies across the world. We have witnessed the greatest nations disintegrate and the rise of superpowers from the brink of collapse.

As NeuroSpasta's rules chugs along in playtesting, I have returned to working on its setting. I realized to make a sensible timeframe, I need to explain everything, at least for my own personal records. In aid in that, I have started writing a brief history of every country of consequence over the next 80 years. From the creation of the republic of Palestine to a reunification of Korea, I've left no stone unturned. I imagine this may take a while. I understand some choices may seem bizarre, others may appear blatantly controversial. Some countries won't be mentioned as they are not expected to change (like France...seriously, what would you expect). However, I do go into minute details if they affect the overlying geopolitical landscape. I understand readers may not be interested in the goings-on between Bangladesh and India or why Lebanon regained the title of "Paris of the Middle East". No one asks what goes on in Ghana in today's news. I hope, by creating this rich tapestry of political conflict, it will serve to inspire adventures with some credence to them.

I am currently still debating if I should divide the United States or not. I sunk half of the Netherlands and shattered the economy of Kuwait. You may think that's cruel, but this afternoon, I wiped out Maldives.

Nuff said...
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Old 18th October 2009, 10:50 PM   #98 (permalink)
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I won't offer names, but one of my playtesters blows up stuff, more likely works with people who blow up stuff. I can say this career is legal, upwardly mobile, and part of the government. That being said, we have been working hard in exploring the options available for explosives. This includes the setting and disarming of bombs. We had added in recently rules for wiring explosives together and catching collateral explosives (like gas barrels) in the initial blast. You can even set an explosive which requires a skill challenge to disarm...

Here are examples from our entries from the Weapons chapter and Skills chapter...these rules are going into both NeuroSpasta and Amethyst.


They are, of course, still being playtested.

GRENADES & EXPLOSIVES
All planted explosives require a detonator. With many, they detonate on contact by compressing a trigger or breaking a seal, which creates the charge. Others detonate with a signaled charge relayed from an implanted or remote source.
Most explosives listed can be either a grenade or a planted explosive. Grenades can be thrown or loaded into a grenade launcher and they detonate upon impact.
You can use a grenade or explosive only with powers listed with Explosive keyword. There are basic explosive and basic grenade powers. These do not count as a melee or ranged basic attack.
Planted explosives require a detonator and a demolitions roll. For every additional block of explosive used (all the explosives wired to the attack), add an additional +1[W] damage and +1 AP. For every two additional blocks wired to an attack, add an additional +1 to area burst. There is no blast radius limit but there is a damage limit based on your level: Heroic 3[W] damage; Paragon 4[W] damage; Epic 6[W] damage. This applies for each detonator.
You can trigger several detonators you have control over with a single power activation, but resolve each detonator/wired block individually.
You can use any explosives with an explosives attack, even grenades. If you use grenades as a planted demolition, use Demolition skill rules and detonate using an Explosive attack, not a Grenade Attack.
Special Rule--Damaging Structures: If planting explosives around structures (buildings, bridges, dams, etc), there is no damage limit. In addition, these structures are considered helpless. This does not apply to non-structures caught in the same blast. In this case separate the attacks and damage values between the structure and normal targets.
Detonating Collateral explosives: Explosives caught in the area of detonated explosives have a chance to explode as well. There is no hard yes/no rule and is up to GM discretion on each unique situation whether explosives caught in the pressure and heat of an explosion detonate. A moldable explosive may not go up but a tank of gasoline might. If so, the collateral explosive is included in the initial power only if the collateral explosive is located in the same square as the primary explosion. If in a separate square, the collateral explosive is handled as a separate attack.
Eg: If you strap a grenade to a tank of gas, the tank can be considered part of the primary explosion. Therefore, it adds damage and increases blast radius of the initial power. If caught in a separate square, it explodes as well, but it is handled separately.
Listing: These are the types of improvised explosives one might during an encounter. All collateral explosives have an area burst of 1.

DEMOLITIONS (Intelligence)
Trained skill only.
You can set and disarm explosives. This includes all manners of mechanical and electronic detonators.
Placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
Attacking with Explosives: Using Demolitions involves setting an explosive prematurely to an engagement or during one.
Setting Explosives: Each Demolitions skill roll takes standard action.
Wiring Explosives Together: DC15 for every additional block wired up. Additional blocks increase damage and burst (See Grenades and Explosives). Only one detonator is required per wired block but the blocks must be all in one spot. You can string several explosives at several locations up to be triggered at the same time but the detonators must all be the same. Each location must have one detonator. You roll to wire blocks to a detonator, not when wiring detonators together. Detonators wired together do not all have to be triggered at once. You can choose to trigger any detonators you have control over with your action.
Timed Detonator: DC15. Timed explosives detonate at a set time and cannot be prematurely detonated.
Remote Detonator: DC15. You may detonate an explosive by using a minor action. You may also detonate it as a readied action.
Triggered Explosives: DC20. These detonate on their own and do not require a minor or a readied action. They go off when a target either crosses over it, or before it moves out of its burst area.
Eg: Kathryn Lindune wants to set off two blocks of explosives each at ten different locations, all at once. They must all be the same. She makes them remote detonated. One remote detonator must be placed at every location but the two blocks at each location only require one detonator. Kathryn can trigger any number of detonators with a single action but each detonator triggers two blocks of explosives. She can, if she wishes, trigger all ten with a single action.
Failure: Failure means that the explosive fails to go off as planned. The explosives are not lost. Failure by 10 or more means the explosive goes off as the detonator is being installed. You cannot accidentally detonate explosives when wiring them together, only when implanting the detonator. A failure with wiring explosives together means the extra wired explosives will not go off.
Proper Placement: You can carefully set the explosive in such a way to do maximum damage. If you beat the DC roll by 10 or more, you gain +2 damage from the explosive. If you beat the DC roll by 15 or more, you gain an additional +3 damage from the explosive. Your final Demolitions skill roll is also the DC someone other than you needs to beat to disarm your explosive.
Disarm Explosive Device: Disarming an explosive that has been set to go off requires a demolitions check. The GM can set the DC or make a Demolitions skill check of who planted the explosive. The DC to disarm is equal to the Demolition skill roll made when the explosive was set. If you fail the check, you do not disarm the explosive. If you fail by 10 or more, the explosive goes off.
Effective Training: If you are trained in Demolitions, you gain a +2 proficiency bonus to attacks with the Explosive Keyword.
Special: You can take 10 when using the demolitions skill in the setting of explosives, not in the disarming or when in a combat encounter. The GM may allow you to take 10 in disarming if there is enough time to do so.
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Old 25th October 2009, 09:52 AM   #99 (permalink)
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WEAPON PROPERTIES
In addition the properties listed in the D&D PLAYER’S HANDBOOK, Weapons in NeuroSpasta and Amethyst can also carry these additional features:
Auto: A weapon with the auto property can fire one round of ammunition per attack roll with any ranged attack power without an auto keyword. You fire five rounds of ammunition per attack roll with attack powers with the auto keyword. An auto weapon is not a heavy auto weapon. Heavy auto weapons are weapons with much higher firing rates.
Burst: Burst weapons, when they impact on a target or a square, do their damage as burst 1 or more. Burst weapons are specialty weapons.
Special: You can use blast weapons only with a ranged basic attack.
Conceal: These weapons are so small, they offer a +2 bonus to Sleight of Hand checks to conceal them.
Gauss: Coil and rail weapons involve a process by accelerating metal shells using magnetism. The specific process is complicated and both coil-based and rail-based technology fire their shells using different means. These weapons discharge extremely fast and deliver astounding kinetic potential.
Property: Gauss weapons reduce cover penalties by 2. Additionally, if you roll the maximum result on any of your damage dice on a hit, all other damage dice on that same hit gain a +1 bonus to damage. This is cumulative if other rolls are maximum as well.
Rail special rule: If a rail (rail only) weapon shell kills a target with a critical hit, the shell continues on a straight path from the weapon, making a single free attack on one target in direct line of attack in the weapon’s range. This may only occur once per round of ammunition. This is a ranged basic attack and cannot be part of a power (or an at-will power being used as a ranged basic attack)
Grenade: Grenades use their own form of attack that depends on the specific grenades. Refer to grenades later.
Guided: These weapons assist in aiming after being fired and can even make a secondary attack if the first one misses.
Power (Encounter): No Action. Before firing, you can either grant your attack a +5 power bonus to attack or allow a reroll if the attack misses.
Heavy Auto: These larger weapons have no single shot option. They always fire at least ten rounds of ammunition per attack roll, regardless of the power being used. If you fire a heavy auto weapon with a non-auto power, the additional ammunition used is wasted. Some attack powers have additional abilities when firing weapons with the heavy auto property. Heavy auto weapons not mounted require a Str 13 to use. Heavy auto weapons are all heavy weapons.
Property: Heavy auto weapons inflict additional damage as the firer becomes more experienced using these kinds of weapons. A heavy auto weapon inflicts a +1 enhancement bonus to damage with every successful strike. At 21st level, it increases to +2 damage. This is in addition to extra damage from the Burst Fire feat. You must be proficient with the weapon to gain this damage bonus.
Pincher: These weapons deliver an electromagnetic pulse that disrupts any item that requires a battery or an electric current to operate.
Property: This weapon delivers lightning damage with every strike. If any lightning damage penetrates past AP and is inflicted on the target you can activate one of the following powers (you can only do one per hit):
Power (At-Will): Free action. Target suffers a -2 penalty to all saving throws until the beginning of your turn. This penalty does not compound.
Power (Encounter): Free action. The target is stunned until the beginning of your turn.
Power (Daily): Free action. The target is stunned (save ends).
Power (Daily): Free action. Targeted vehicle suffers a -5 penalty to all Vehicle Operation skill checks (save ends). The vehicle brakes every round until it saves.
Shotgun: Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market.
Critical: On a critical hit, the target is knocked prone.
Special: Shotguns do +2 damage if fired at 2 squares or closer. At long range, they only deliver half damage.
Sniper: These weapons contain advanced targeting systems for long-range fire.
Power (Daily): Free action. If you hit, add +5 to attack for the purposes of Marksman Talent.
Special: Sniper weapons list two bonuses for proficiency. You only receive the full proficiency bonus if you use a move action to aim. The full proficiency bonus ends if you move or are moved. The effect does not expire otherwise.
Self Propelled Projectile (SPP): SPP weapons are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive, they proved useful for engagements when range mattered. The ammunition for SPP weapons are known as sabot rounds as the shell ejected breaks apart and the contained self-propelled projectile ignites, breaking from its seal. All SPP weapons can fire underwater, though their range is half. They have definitive advantages, such as explosive warheads and guidance systems.
Power (Daily): Free action. Before firing, you may decide to re-roll a miss or gain a +5 to your attack roll.

Oh yeah...there are more...
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Old 28th October 2009, 09:59 AM   #100 (permalink)
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SNAKES AND...

After nearly a year, we are ready to talk about one the most important concept in the history of this company, Ladders. Very few companies out there have made a serious effort to radically alter the rules of 4th Edition D&D. Of course, when I mean alter, what I mean is, amend and add to. Already, we made a huge step with the addition of modern and futuristic firearms. It wasn't enough to just give them damage values and ranges; we needed to construct a system which had to be rigorously tested (and still is).

NeuroSpasta implements a change as radical as modern firearm rules are with Amethyst. The reason we didn't incorporate this system with Amethyst was twofold. For one, it didn't exist yet, but more importantly, making the character generation of modern characters more complicated than their fantasy counterparts in the same campaign setting may discourage people from attempting those roles. But if we separate this element into its own game, away from fantasy, it makes this additional level of complication easier to swallow. Of course, for players still wanting to slot in these new rules, they can.

This new system is called the Ladder system. We hope that this bundle of new GSL-compliant rules would be universal for all DEM products and as such, all Dungeons & Dragons products. We could implement the ladders not only with NeuroSpasta, but every other campaign world we release using 4th Edition mechanics.

As some of you have previously read, the ladder system implements two important concepts.

1: It thoroughly reduces the number of available powers for classes. Where a fantasy class would have 70+ powers from levels 1-30, a class using our system only has between 30 and 40. Thus, we can include more classes in our books. The majority of these classes are also single builds. So if we were making a ranger, there would be two distinct ranger classes, a dual wielding blade master and an archer. Think this is limiting? Wait.

2: The inclusion of ladders. Ladders define what your character is like rather than the role he or she plays. It represents abilities and powers based not on your vocation in life, but your natural talents either chosen or bestowed from birth. As such a ladder does not have a boiler plate of defining a role, proficiencies, hit points or healing surges. In fact most ladders give you none of these.

Originally, ladders were only meant to offset the lack of scaling magic in a modern setting like NeuroSpasta with the intent of drastically reducing the obsessive need to always acquire money. The ladder offered you free "magic" effectively as you developed. This later expanded to include level 1 abilities as well as alternate powers, all based around a common theme with the ladder you've chosen.

So, at first level1, before choosing a class, you select a ladder. Each ladder focuses on two dominant attributes. We chose two instead of one because we didn't feel focusing only on one would be fun or realistic.

Here are our ladders:

Born Leader: Charisma, Intelligence
Juggernaut: Constitution, Strength
Runner: Dexterity, Wisdom
Savant: Intelligence, Wisdom
Veteran: Charisma, Wisdom
Warrior: Dexterity, Strength

Each ladder first lists features a character gains at 1st level. These initial abilities are huge, as they not only alter your character's outlook, the actually altar the class you will later choose. If you select warrior ladder, you can use Dexterity for all your melee attack powers regardless of what your class indicates. If you select the juggernaut ladder, you can use Constitution for your ranged attacks when employing two handed or heavy weapons. Pushing this further, a savant ladder is able to drop attack powers in favor of more utility powers. Nearly every ladder has some feature which allows you to alter your class. In addition, there are also alternative powers as you progress. A warrior has more alternative attack powers while a savant would have more utility powers. In all, each ladder offers about a dozen+ alternative selections.

Not only that, at 3rd, 6th, 11th, 16th, 21st, and 26th level, you gain the option to acquire a free new ability or opt to acquire a financial windfall which you can put towards better weapons or gear.

So let us turn back to the ranger example. As stated, a ladder-based ranger would be two classes, a swordmaster and an archer. Those are two character builds. With the six ladders we have included thus far, you now have twelve...twelve different distinctive variations of those two classes. Twelve different ways you can approach a ranger. Wanna make a ranger that can run across tree branches scale over buildings like a parkour master, select the runner ladder. Want a ranger that is also the leader of armies and the proud icon of authority, select the born leader.

The initial fear was that certain ladder/class combinations were obvious choices for power gamers. Although we knew this couldn't be prevented, we discovered, to our amazement, that nearly every class didn't have one obvious choice. Our playtesters discovered new strengths with combinations we never knew existed. With NeuroSpasta's 10 classes and 6 ladders, that introduces 60 combinations in just a little more space than that of the PHB's class chapter.

When we asked our testers if this added level of complexity was too much despite the variety, we discovered they were welcomed with open arms. Of course, the ladder system is designed only to work with the modern classes we are making for NeuroSpasta and others future games. There are currently no plans to go backwards and start playing with fantasy classes, though this could change. Future products could add more ladders but would most likely add new classes, as each new class would represent six new builds.

So what do we have in our gaming group?
Veteran--Sniper
Born Leader--Combat Authority
Juggernaut--Heavy
Savant--Manipulator
Runner--Infiltrator
Warrior--Man-At-Arms

And you can now see why the ladder system will require almost as much playtesting as the original DUNGEONS & DRAGONS rules. And yes...playtesters are still welcome...
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