Gen Con games are accepted and will go live on Sunday.
Print book is progressing nicely and I will have intro copies ready for sale at the convention.
I have been working on signature assets and triggers for each of the Archetypes. I have quite a bit of the artwork done for each of them including the cover page.
Looking forward to doing both the new Cortex+ games and the Original Pathfinder version.
I have added new missions and puzzles to the Darkmore Besieged adventure so it should be an interesting time for returning players.
Looking forward to seeing new players and returning ones.
83 days left to go!
Holy Toledo I’m back from a too long absence. Not much new to report. Have been doing some play testing with the new Cortex+ game system and so far I really like it. I will get a real test at Gen con this year when I run it for strangers. I hope to have comment cards to I can see what People liked and didn’t like about the game mechanics.
So Here are my games for Gencon this year
|Game ID||Event Title||Start Time||Duration||Actions|
|RPG1684092||A Hybris Theory – Into the Nexus||Thu @ 1:00 PM||4 hrs||Duplicate|
|RPG1684081||Slave Ship Revolt – Into the Nexus||Thu @ 6:00 PM||10 hrs||Duplicate|
|RPG1684102||Very Huge Saga – Into the Nexus||Fri @ 1:00 PM||4 hrs||Duplicate|
|RPG1684082||Darkmore Beseiged – Into the Nexus||Fri @ 6:00 PM||10 hrs||Duplicate|
I have decided to keep my big games using the Pathfinder system and the Death Gate Cycle Material. Disappointed as I am that MWP decided on a different direction. It doesn’t stop me loving the series or the games I built around them. It is what those game players have come to enjoy and I do love running them.
As for a game I want to publish. Into the Nexus will be all original material.
Speaking of that. New logo and Webdesign on the blog. New artwork will be posted soon and I should have a pre-release book for sale by gencon.
That is all for now. Someone broke their monitor and I need to see how the hell they managed that.
The Herald’s, being a secret and closed organization (All things that yield positive results), refuse to discuss their origins. Legend has it, however, that they were founded by a group of human monks who worshiped the Magicka’s ability to Bring Forth the Possibilities. They believed that these Magicka were deities who could bring Balance to the world.
All that changed after Perfection.
The remnants of those monks banded together with their faith reformed and redefined. They knew what brought True Balance
Death. (Queue dramatic eyebrows)
We were all Balanced, all equal, in death. Only males are allowed to enter the order, as women bring life and therefore upset the Balance.
Over the years, the Heralds have changed from the worshipers of the
to the bringers of it.
The Magicka are the most respected and feared group of people on Hybris. They control the world around them by tapping into the power of the possibilities.
These masters of the alternate realities follow one of the four elemental disciplines; Earth (Terra), Fire (Sol), Air (Vadra), Water (Vatten). Each Magicka’s mentality is vastly different depending on their discipline.
Vatten Magicka: Usually are pacifists, specializing in healing and life restoration. These are the most revered but also the most feared of the Magicka. For they can’t create life, they can only move it.
Vadra Magicka: Masters of the mind. They are most often the advisers to power. They practice their art with the manipulation of the people and what people need. You see what they want you to see.
Terra Magicka: Are one with the land and beast. Unable to see the Wave without physical connection these magicka are the toughest and most virile of the magicka. Usually employed as trainers and tamers of dragons, they have an almost symbiotic relationship with the natural world and the creatures it contains.
Sol Magicka:. Blinded by the power of raw evocation, these Magicka are the most reviled. They have no thought of the consequences of their Magick and the chaos it can cause. They are impatient to the subtle requirements of the other disciplines. They are masters of destruction and are highly aware of it.
Ayans. (The Correctors)
An isolated group of elven magicka, the Ayans can also tap into the alternate possibilities. These magicka however use their abilities to “correct” what others have made “wrong”. They seek out magickas from all the races and undo their work. It makes little difference to the Ayans if the magic yielded positive or negative results. This makes them very powerful in some regards and downright annoying in others.
The Island walkers, or Walkers (the capital letter makes them more mysterious).
There are those that need social interaction to thrive in society. Then there are the Walkers who just wants you to go away. These lone individuals live mostly on the outer islands, deep inside Raiu. Never at home in the cities or villages of the “civilized”, the Walker makes their home in the wild. They are masters of using what is at hand and what they find. Due to their almost feral nature, wild beasts either ignore them or in some cases help them.
They are the very embodiment of “How nature says, ‘Do Not Touch'”
So as a result of my different direction I have updated the story of Into the Nexus. This is just a first telling from the journals of Goog’ell. A rebellious monk of the order of Heralds.
It is a small snippet of the world you will be entering playing Into the Nexus.
Ta ta for now