Dias Ex Machina
Publisher / Game Designer
Now that's out of the way, we have not been ignoring NeuroSpasta. In fact, it still receives hours of work every day. We could be enlisting playtesters as early as April. Those interested should contact me.
Meanwhile, I wanted to dive into some of the game concepts we have been working on. Yes, lifepaths from Amethyst are still present though they are significantly downtuned from their fantasy counterparts. Amethyst's were mostly region specific and had benefits as minor as skill increases to major class alterations. The latter is not present in NeuroSpasta and we have mostly just skill bonuses. This is because since we've added a level of complexity already with the Ladders, we didn't want to burden it too much with unnecessary rules.
I can confirm that we have four races for NeuroSpasta: Nugenic, Prosthetic, True-Born, and Virtuant. NeuroSpasta's tagline of "Everything can be Manipulated" translates to every part of the game. This includes our races. Not a single race gains a specific attribute bonus. Knowing that, we were still able to make the four races extremely unique. Virtuant, the hardest one to define, ended up as one of my favorites, not because of their bonuses, but because of what they can do as simulated personalities. Its real "out-of-the-box" thinking. For your homebrew gamers out there, you can always ignore whatever races don't fit your setting.
Here is the drum-roll. By current count, we have 11 single-build classes. Yes, you read right. All of them should fit in the same page count as 5 traditional multi-build classes. When I say "single-build" I don't mean single powers, just not as many powers to choose from at each level as what you would get with fighters or paladins. The variety of character generation comes from the ladders. Ladders are chosen at first level, like classes. You gain all the bonuses from your ladder and your class but while classes are very specific, ladders are much more generic--based more on your attributes than your actual role. Current ladder count stands at six and each one focuses on a specific two-attribute combination (Juggernaut--Strength/Constitution, Runner--Dexterity/Intelligence, etc). Taking these into account, you have 66 combinations to choose from. With that under your belt, a DM could create any science-fiction or modern game using these base rules. To fits these all in the first book, we won't be going into paragon paths or epic destinies or include any opponents or equipment over 11th level, though our classes and ladders will go all the way to 30.
Here is some cool news. The setting is getting a major boost in authenticity. As many who have followed this know, NeuroSpasta is set in an UN-controlled city in the no-too-distant future--a future we are trying to make as realistic and as plausible as possible. To that end, we have brought on board a political and international relations advisor. He's a lawyer and a professor and Pittsburgh’s School of Law, with a specialty in international law with a unique perspective on the dealings of the UN. This level of detail is exactly what we are shooting for with NeuroSpasta and despite our cybernetics and virtual personalities and nanotechnologies; underneath it all is a political landscape of a future which could possibly exist...
...but, you know, probably not...
Me out.
Meanwhile, I wanted to dive into some of the game concepts we have been working on. Yes, lifepaths from Amethyst are still present though they are significantly downtuned from their fantasy counterparts. Amethyst's were mostly region specific and had benefits as minor as skill increases to major class alterations. The latter is not present in NeuroSpasta and we have mostly just skill bonuses. This is because since we've added a level of complexity already with the Ladders, we didn't want to burden it too much with unnecessary rules.
I can confirm that we have four races for NeuroSpasta: Nugenic, Prosthetic, True-Born, and Virtuant. NeuroSpasta's tagline of "Everything can be Manipulated" translates to every part of the game. This includes our races. Not a single race gains a specific attribute bonus. Knowing that, we were still able to make the four races extremely unique. Virtuant, the hardest one to define, ended up as one of my favorites, not because of their bonuses, but because of what they can do as simulated personalities. Its real "out-of-the-box" thinking. For your homebrew gamers out there, you can always ignore whatever races don't fit your setting.
Here is the drum-roll. By current count, we have 11 single-build classes. Yes, you read right. All of them should fit in the same page count as 5 traditional multi-build classes. When I say "single-build" I don't mean single powers, just not as many powers to choose from at each level as what you would get with fighters or paladins. The variety of character generation comes from the ladders. Ladders are chosen at first level, like classes. You gain all the bonuses from your ladder and your class but while classes are very specific, ladders are much more generic--based more on your attributes than your actual role. Current ladder count stands at six and each one focuses on a specific two-attribute combination (Juggernaut--Strength/Constitution, Runner--Dexterity/Intelligence, etc). Taking these into account, you have 66 combinations to choose from. With that under your belt, a DM could create any science-fiction or modern game using these base rules. To fits these all in the first book, we won't be going into paragon paths or epic destinies or include any opponents or equipment over 11th level, though our classes and ladders will go all the way to 30.
Here is some cool news. The setting is getting a major boost in authenticity. As many who have followed this know, NeuroSpasta is set in an UN-controlled city in the no-too-distant future--a future we are trying to make as realistic and as plausible as possible. To that end, we have brought on board a political and international relations advisor. He's a lawyer and a professor and Pittsburgh’s School of Law, with a specialty in international law with a unique perspective on the dealings of the UN. This level of detail is exactly what we are shooting for with NeuroSpasta and despite our cybernetics and virtual personalities and nanotechnologies; underneath it all is a political landscape of a future which could possibly exist...
...but, you know, probably not...
Me out.