Amethyst Foundation

Negflar2099

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Does anyone know anything about Amethyst Foundation by Goodman Games? I'm really excited about this game setting especially after reading the Biohazard adventure (sadly I haven't had a chance to play it yet).

Basically what I've learned about the setting is it takes place in our world except that fantasy has somehow entered the picture and caused widespread chaos, mostly because magic and magic creatures create a disruption field which neutralizes everything but the simplest technology.

That brings me to my biggest question and I'm wondering if anyone can answer. Does this game allow for mixed parties of magical and techan characters or do you have to pick a faction and stick with it? I'm hoping it allows for mixed parties but with the disruption magic causes I'm not sure it does. Does anyone know?
 

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I dunno the answer to your question.... there is a quick start that is more than the intro adventure and a bit about the setting... but I have not read the whole thing yet.

What gets me to respond is this 'foundation' thing you speak of. Is it a living campaign? Have a link?

I'll double check that quick start.
 

There is a youtube channel. And it looks like the full name of the game is 'Amethyst Foundation'. It isn't a hint at a living campaign.

blast. Still cool.

It looks like 'Techan' and fantasy characters can adventure side by side, I think. The free rpg day adventure was for just Techan PC's and the download pdf accompaniment only had Techan pregens. But the blurb about it seems to say that they both can work together. Reading the living dice overview now.
 
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From what I know of the setting (which is pretty limited - it's just knowledge I've gained from the 4e previews and running Hearts of Chaos), while it's entirely possible to run techan characters alongside echans (fantasy), for setting reasons that's not going to be the norm. Magic vs. technology is one of the major themes in the setting, and so in general I think it's assumed your party is picking a side.
It would be interesting to see that conflict play out within a party as well as over the screen, though.

I've no idea how the rules allow for mixing within a single character, though. I imagine you could multiclass your grounder into wizard in the normal fashion, though there may be some rules against that I haven't seen.
 

Damned fine questions and any others you might have I would be happy to answer.

The Biohazard module showcases a later state of our modernized rules, not a depiction of its canon setting. Hearts of Chaos, our FreeRPG module from last year, showcases the setting but the rules have been improved since then. It should be noted that if you pre-order Amethyst, you get all this as a bonus.

Now, to the gritty. The first post in this thread basically covers it brilliantly. I usually require three more paragraphs to get that across. I am running an Amethyst game as I type and it is a mixed group of tech characters and magic characters.

Ironically, even though the game deals with a dividing line and conflict between technology and magic, the game's heart is rooted in the philosophy of balance. Fanatics on both sides and few in between attempting dialogue. The fact that magic breaks down our modern conveniences doesn't help any. So you can easily run a party with both fantasy and technology elements. The condition being that they cannot be located on the same character. Disruption rules, while being present, specifically state that they should not be enforced unless the group is being flagrant with the mixing of the two.

So go ahead and have a party with both fantasy- and technology-based characters. It says you can do so right here on Page 33!

And it's Amethyst: Foundations. Even I forget to add the "S" sometimes.

Going through the layout again before going to printers, I am reminded by the fact that even though we advertise the modern rules and modern guns and modern classes, half the book is still fantasy (spells, fantasy races, fantasy paragon paths, monsters, etc.).
 

That is really good news. I like that you can have a wizard with his wand of magic missiles alongside a stalker with his caseless ammunition sniper rifle and they will both be balanced. I've always been intrigued by this campaign idea. I loved it when Fantasy Flight made Dragonstar but sadly, while fun, it wasn't very balanced. I have high hopes for Amethyst Foundations. :D
 

I thought of a few more questions if you're still available to answer. What I want to know is how many changes have you done to the PHB classes to make them work with this setting and is it possible to include other classes like the Swordmage or Druid or are those classes not allowed?

Also I noticed it says the Warlock class is not allowed for play and I was wondering is that because of a setting concern (as with the lack of the Divine power source) or is it a mechanics issue?

Thank you for answering my questions by the way.
 

Just wanted to say I am looking forward to checking out Amethyst. I loved the Biohazard teaser and hope there will be lots more to like.

I imagine the Warlock was omitted due to setting concerns.
 

I thought of a few more questions if you're still available to answer. What I want to know is how many changes have you done to the PHB classes to make them work with this setting and is it possible to include other classes like the Swordmage or Druid or are those classes not allowed?

Also I noticed it says the Warlock class is not allowed for play and I was wondering is that because of a setting concern (as with the lack of the Divine power source) or is it a mechanics issue?

Thank you for answering my questions by the way.

There are TWO (2) major points regarding PHB classes. We only deal with PHB1 in the core rulebook but will probably discuss the others in an update or errata to be released soon after Foundations’ release.

1: No Proof of God. We discussed this at length in another post but effectively, there are no DIVINE classes. You gain nothing from your god because there are no fantasy gods in Amethyst, or they are as unproven as our gods in the modern world (if you happen to believe in them). In the 3.5 edition, we gave you a pass by saying it wasn't your god but your faith which gave you power and you could even be an atheist and still have this power if you believed you did. Because of the GSL's adherence, and because I felt the 3.5 excuse was just that, we simply state now that the Cleric or any other classes dealing with divine power are not available. That being said, we WERE specifically singling out Cleric. I would have no issue with Druid (and we'll mention that in the errata).

2: Just One Magic. In Amethyst, the only way achieve the supernatural is to wield it (gear), be it (race or lifepath), or master the power of Pleroma--the language of dragons. By etching these words on a totem, you can channel power by uttering these words. This became a rule addition to Wizard, allowing additional implements like weapons and shields. Other than that, Wizard is unchanged. Because of this singular source, Wizard is the only available arcane classes. Once again (since I have not had a chance to read PHB3 yet), I may amend this in an errata.

What's else? :)
 

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