PF Amethyst - Renaissance (Pathfinder) UPDATE
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  1. #1

    Amethyst - Renaissance (Pathfinder) UPDATE

    It's a new year and DEM is still here.

    My posts have been infrequent, I admit, but that's because of workload.

    n December 31st, I finished the first draft, all 242,758 words of it. To put things into perspective, the previous Amethyst Foundations was 199,000 words, and that's not counting story segments.

    Here is what people should expect with the final release:
    --10 playable races (chaparran, damaskan, gimfen, human, kodiak, laudenian, narros, pagus, tenenbri, and tilen) not including half-fae.
    --13 organizations to choose from, which offer minor improvements to the entire group.
    --44 (that's right, 44) lifepaths which can greatly affect both your race and your class.
    --8 new classes, all science-fiction-based.
    --3 new skills (Demolitions, Engineer, and Vehicle Operation)
    --Over 200 new feats. These include feats for races, lifepaths, and classes.
    --16 new fantasy melee weapons.
    --165 different firearms across all enhancement levels (ok, I admit, some are similar weapons at different enhancement bonuses, but that's still a lot).
    --25 new science-fiction melee weapons.
    --You can now use injections to impede enemies.
    --Players are able to now replace ammunition with high explosive, hollow point, or rubber.
    --Characters can throw grenades and set explosives and mines.
    --33 new types of armor including Medium and LARGE powered armor.
    --A FIRST for Amethyst, now players can modify their powered armor, including adding hit points, a flight pack, or an invisibility net.
    --Players can gain benefits from injected drugs, viral injections, and even nanomachines.
    --14 ground vehicles and 7 aircraft (and you can modify them as well).
    --14 fantasy prestige classes and 15 science fiction prestige classes.
    --New magic including artifacts.
    --24 new monsters including 3 new dragons.
    --An 11,000 word module to start people on their adventure.

    All in all, not a bad little book, if I don't say so myself. I am still not prepared to publish it; have to make sure all my words are right and the rules are balanced. I'll keep you all updated.

  2. #2
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    Sounds good, looking forward to the finished product.

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    This product looks to have a great deal of use for me besides just playing in the Amethyst setting. Space Opera stuff, Dragonstar, old d20 Modern stuff. I am drooling over it already.

  5. #5
    Well, as stated in another thread, we ARE still looking for playtesters.

  6. #6
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    Quote Originally Posted by DiasExMachina View Post
    10 playable races (chaparran, damaskan, gimfen, human, kodiak, laudenian, narros, pagus, tenenbri, and tilen) not including half-fae.
    Query:
    I know the standard fantasy races received a name change for the 4e version because of the flavoring restrictions of the GSL, but as the OGL has no such restriction, why not return to more classical fantasy names for the Pathfinder version?
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  8. #8
    Quote Originally Posted by Jester Canuck View Post
    Query:
    I know the standard fantasy races received a name change for the 4e version because of the flavoring restrictions of the GSL, but as the OGL has no such restriction, why not return to more classical fantasy names for the Pathfinder version?
    Damn good question which unfortunately requires more than a short answer. We didnt change the standard fantasy races to conform to the GSL; we changed them to create a more original setting. When Amethyst was a free homebrew download (back in 2005), we kept the original D&D races. When we published our first book in 2008 for 3.5, we had changed the names and crunch, in many cases the result being a huge departure from their origins. Chaparrans were still influenced by both wood and wild elves, but tenenbri were a complete departure from their drow roots. This was not the case with monsters. Puggs were copied kobolds; boggs were copied goblins.

    When we transitioned to 4th Edition, all we did to the player races was remove the mention of the word elf, replacing it with fae. We did nothing else to conform to the GSL. The races presented were as we envisioned them, intended to be original and a departure from fantasy tropes. When it came to monsters, we decided to create wholly new stat lines for the aforementioned boggs and pugs. In the end, we found this allowed us to create more original creations.

    Going into Pathfinder, the thought of going back and using established non-Amethyst canon never occurred to us. We want Amethyst to be an original world, and we cant do that be lifting fluff from D&D or Pathfinder.

    So I think thats where the confusion came from. We didnt change the races because of the GSL; we had already done that for the 3.5 game, though not being obligated to do so. This shouldnt stop anyone from allowing Pathfinder races in their own Amethyst game; its just not canon Amethyst. I have seen people running games with tieflings and dragonborn, so why not traditional Halflings and dwarves?

  9. #9
    Based on feedback, we at DEM have decided to update the Amethyst Renaissance PDF Free Preview from 30 pages to 91. The preview includes pages 1-57, 146-159, and 268-287, now revealing all the new races, an introduction to weapons, and more information on the setting.

  10. #10
    Amethyst: Renaissance - Dias Ex Machina Games | RPGNow.com
    Now available for sale in PRINT.

    Anyone that has purchased the PDF that wants to take advantage of the combo-PDF/POD need only message me and I'll send them a discount coupon for the print edition. I'll need your email of course.

    And if you love it, pass the word...

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