I've just mucked around on the first planet. The creatures can be very dangerous and resources seem scarce. Most features seem to work properly as far as I've experienced.
It's a lot harder to make progress than in Terraria. I think you're expected to build up to a certain point on one planet, then fly to a higher level planet for more valuable resources and greater rewards, and so on.
A small update:
While the system is point-buy, there are 'talent trees' that are somewhat like classes. You start with an initial ability and progress down a line (which may branch). You can have more than one, or ignore them altogether. In fact, it may make sense for a lot of characters not to start with them, as they tend to be military or combat-oriented. A character can be entirely viable without one.
The current ones are:
Bastion: Bastions are soldiers trained and augmented to be in the front lines of battle. They are hard to put down and provide protection for their allies. Bastions often have reinforced skeletons that make them tougher and also allow them to bear the weight of heavier weapons.
There may be more (or less?) when I release the initial rules document (which should be soon).
Another thing of note (you reminded me):
There's a covert organisation called the Gnostic League. They're cultish, rife with mysticism and oppose the corporate rulership. Officially, they're regarded as terrorists. Unofficially, they actually have some traction in parts of the population affected badly by corporate decisions (usually the poor). Not a good idea to go preaching about it on a corporation-run base, but you could be a member.
No relation to the Infinity tabletop game. I'm going to have to rename my system, I think. Oh well. I'll keep calling it Infinity for now. I can change it later.
Those of you that followed my original thread may be thinking, 'Infinity: Origin? That's not one of the settings mentioned?'. That's right. It's not (although I'll be pulling a lot from Awakening; maybe it's a sequel?)! Origin is a standalone campaign I am designing to trial the core of the Infinity system.
The premise is this:
After the discovery of the exotic metamaterial known as 'Gnosis' on an Typheus, the first extrasolar colony, mankind had irrefutable proof of intelligent alien life. All that remained of that ancient civilisation was the Gnosis, trapped under layers of rock strata. It was discovered by accident; erosion had exposed Gnosis deposits indicating the material had been left there for tens of millions of years.
Study of the material provided remarkable insights into the nature of space; using quantum effects, certain configurations of Gnosis could enable faster-than-light movement of matter. The keys to the universe were in humanity's hands. Mankind expanded to the stars. Gnosis was found on several other worlds, yet never with any other evidence of the people that created it.
Heimdal Heavy Industries is one of the great corporations of human space. With national powers fallen into irrelevance, the corporations own and govern everything. Heimdal has established several bases on a barely habitable planet called 'Quarry 86'.
You live at MacReady Base, an outpost remote even for Quarry 86's standards, where fissile materials are mined. The base is populated with Heimdal employees, its security force and their families. Every three months, a rover takes the base's product and delivers it to the spaceport, returning with fresh supplies for the base.
Life at MacReady Base is pretty boring, and you're so far from colonial space that you don't even have a planetary FTL tranceiver. That means news only comes every five years, when a cargo ship arrives. The last one came two years ago. Visits by indepentent spacecraft are exceedingly rare.
Maybe something interesting will happen. It'd make a change from the usual drudgery...
I'll post a link to the Infinity ruleset and chargen stuff soon. For now, I'm okay with people expressing interest and coming up with concepts.
As far as tech level goes, think 'Aliens'. There's faster than light travel, humanlike androids, and all sorts of fun stuff, but the tech is still pretty gritty and 'industrial'. This is no Star Trek. For this test run, I may have to convince myself to be a bit more lenient about what gets to be in this universe.
The playable races:
Human: About what you'd expect. Plenty are minorly cyborged (digital headware and interfaces). Plenty more are not (some don't trust the corporations to put things in your brain and not poke around a little more than they should).
Synth: A human brain patterned into a synthetic brain and body. Like a human, but with peculiar strengths and weaknesses. They don't heal naturally and have poor energy reserves, but don't get sick, can be repaired, and have an innate affinity for machine interfaces.
There are no true AIs, unless you count the synths, and they're people.
I dunno. Probably anything goes so long as it makes sense at a mining base. Mining crew, mechanic, security, geologist, doctor, corporate stooge, etc. The base Overseer is going to be an NPC.
The Game Style
You can probably figure it out from the references. >:)
Warning: Don't join if you're squeamish.
I just posted my current ridiculous 20th level 5th tier Gestalt/Mythic character:
It's not in the standard Hero Lab format because 1. I don't have the PF tools for Hero Lab and 2. I don't think it supports Gestalt/Mythic and I wanted to separate out the stats a bit more to make it clearer where everything came from.
Let's see if I can write this thing out in a way that can be comprehended:
There are several house rules in play, and I'll try to note those where relevant.
Xenarchy Malzash, Faerie Queen of the Court of Stars
Chaotic Neutral Drow
Strength 8 (base 8)
House Rule: Mythic tiers that grant ability score increases grant +1 to three different scores instead of +2 to one
Speed 40 ft.
Hit Points 176
Fortitude 29 (base 9, +2 Constitution, +4 resistance, +14 Charisma)
Base Attack Bonus +15; CMB +14; CMD 21
House Rule: Fractional BAB and saving throws.
Acrobatics 35 (20 ranks, +7 Dexterity, +5 trained, +5 competence)
Languages Common, Elven, Infernal, Duergar, Draconic, Drow, Abyssal, Celestial, Aklo, Hydran, Strobe, Aquan, Drow Sign Language, Terran, Ignan, Auran, 4 unallocated languages
Some of these feats are noted elsewhere, where gained from class abilities or tiers.
Darkvision 120 ft.
House Rule: The GM let me swap spell resistance for a +1 to Enchantment DCs.
Ascendant Fey Queen
Enchanting Eyes (+2 Diplomacy)
House Rule: All of this comes from plot stuff.
Class Features (Sorcerer)
House Rule: Due to its irrelevance in an underdark game, the bloodline spell tree stride was replaced with teleport. Fleeting Glance was allowed to be used as a swift action (as the same ability as illusionist wizards). 20th level shadow walk was replaced with a Changeling: The Lost kind of dreamwalking ability.
Spells CL 20, DC = Level + 24
House Rule: Sorcerers and oracles were granted a slightly increased spell progression.
Class Features (Ninja)
Sneak Attack 9d6
Class Features (Defiant)
Aura of Chaos
Path Abilities Surprise Strike, Wild Arcana (enchantment), Supreme Stealth (blindsight), Mirror Dodge, +2 Charisma, Share Senses, 1 unallocated.
Mythic Feats Dual Path (archmage), Additional Path Ability, 1 unallocated
House Rule: No amazing initiative. Wild Arcana only applies to one school of magic, chosen when the ability is gained.
Malacylpse, a cat.
Only stat-altering and notable magic items are included here; statless plot devices not included (there are a lot)
The Hydran Shield Major artifact; +8 bluff, diplomacy, intimidate, sense motive; selectively immune to mind-affecting effects; can extend effect to allies in a radius; protected creatures are not immune to mind-affecting effects used by the shield's wearer. The shield isn't actually a shield. More like a bracelet.
Claws of Shadow Minor artifact; +1 agile heartripping (as heartripper blade) subtle (as sword of subtlety) mithral spiked gauntlet (left-handed).
Hand Crossbow +1, Precise +7, Autoloading (precise adds Dex to damage, autoloading is a custom +1 property for crossbows that acts like rapid reload but doesn't require hands)
Armguard +4 hosteling mithral buckler (styled as armoured left arm; see images)
Xenarchy's Awesome Coat +4 resistance, arcane heritage, mnemonic vestment, sorcerer's robe (yes, it's all those packed into one)
Xenarchy's Cool Shirt +5 armour, +2 bonus on checks against spell resistance, greater shadow
Other Worn Items
Headband of Charisma +6, Intelligence +6
Spellbook (haste, dimension door, sending, contingency, astral projection, imprisonment, freedom)
So, ugh, that's probably most of it? At this level, things get ridiculous. I still need to figure out what to do with the unallocated mythic path ability and feat. I may be able to retrain some already chosen abilities if needed.
Another minor race!
Yet another product of gene-smithing, the Chirops are part cave-dwelling bat and part humanoid (it's not clear which species were used). The origin of the Chirops is shrouded in mystery. Rumour has it they were engineered as spies for the underground and when Rhayud fell, they escaped to breed true and form their own civilisation.
Chirops are small creatures, rarely standing taller than three feet and appearing shorter due to their usual hunched posture. They look like bats in clothes. Their wings allow them to jump and glide well, but their larger physique compared to common bats makes it difficult for them to achieve sustained flight. They have dextrous fingers on their wings but cannot grasp objects with them while in flight, so are typically seen wearing many-pocketed vests or belts. They have extremely keen hearing and adequate night-vision but their eyes are almost blind in strong light.
Chirops live in tight-knit colonies in the Deep, usually within a short distance of major trading routes or settlements of Myrdanar or Rhuz. It's not uncommon to see them acting as middlemen for merchants or neutral parties in negotiations, as their culture emphasises a detached, unbiassed political stance. It's well known, although they'll rarely admit it, that Chirops culture favours Lyriasha's aspect as Goddess of Secrets. The bats hear all, and might be willing to give up those secrets for a price.
Chirops are naturally rather paranoid but there are those that venture out into the greater world as scouts, assassins and other nefarious types. Chirops adventurers have a bad reputation.
Supposedly, there's a dangerous Chirops vigilante prowling the streets at night in the Mahtog, a large human city known for its powerful criminal underbelly.
What Special Materials exist on Deutero?
Meteorite was discovered by Krodanos smiths during the bronze age and could only be smelted with the fire of Chaos. Weapons and armour made from meteorite are nigh indestructible and meteorite blades hold excellent edges. Most easily found meteorite has already been used up in the creation of ancient artifacts. It is now exceptionally rare and may be found in only small amounts. Modern smithing techniques can produce temperatures high enough to smelt meteorite without using chaos magic, but some insist that the traditional method is part of what makes it a great material.
When a meteorite falls, there is usually a rush to claim it where it lands.
Meteorite is believed to reflect the metaphysical essence of earth and corresponds to physical strength.
Fulgurites occur when lightning strikes the right kind of earth, melting a fragment of the ground into a stony or metallic form. They are harvested in places particularly prone to lightning storms as the material is very useful in a number of alchemical formulas. Powdered and taken with water, fulgurite grants the captured lightning's essence and revitalises the body in an instant. Even undead can benefit from its energising effect.
Fulgurites are believed to reflect the metaphysical essence of air and correspond to physical energy.
Orichalcum is a brittle red metal unsuited for weapons or armour. However, it is incredibly good at focusing magic like a lens. Thus, it's much sought after by mages wishing to create amplifying devices. Orichalcum ore is found deep underground and is difficult to mine. Great care must be taken when extracting it from the earth as it powders easily and Orichalcum powder is exceptionally explosive. Once crystallised under the right alchemical trreatments, it is sufficiently durable and safe to be used in the creation of magical devices.
Orichalcum is believed to reflect the metaphysical essence of fire and corresponds to magical strength.
I don't have a fancy name for these yet.
Mana crystals occur naturally in small clusters, condensed out of the air from traces of magic. It's often found on the sites of great magical cataclysms or abandoned mage towers. It does not occur in populated areas at all - It's believed that mana naturally settles in living creatures and only crystallises where there are no souls to reabsorb it from the atmosphere.
Mana crystals can be consumed by mages to fuel spells that would otherwise be taxing on them and are essential in the construction of magic items.
Mages can precipitate mana crystals from their own mental reserves with the right alchemical equipment and proper skills.
Mana crystals are believed to reflect the metaphysical essence of water and corresponds to magical energy.
Probably, although any others would lie outside the physical/magical/power/energy relationships above.
I'm going to assume red ending is the canon one, as it preserves the status quo most.
Blue ending Shepard becoming the machine god of the galaxy and ushering a new age of posthuman science and peace. It would be a very different galaxy to play in.
Post-green ending would just confuse everyone.
They were going to be Krodanoi+Rhuz, but Deldun switched the Krodanos samples with domestic cat samples and freed the Krodanoi. So they're cat+dwarf.
To clarify, the gene-smithed races aren't just half and half hybrids. They were specifically engineered from various traits selected from existing genetic information (and sometimes meddled with a bit by saboteurs).
I don't think you've understood what's going on here.
There are three unrelated settings, all being built upon the same base system.
The system is Infinity. It has the three reserve pools (health/energy/stress) and stuff built around that.
Mechanism is a setting. It adds cybernetics and psychic powers to the Infinity system.
Awakening is a setting. It adds space travel and mechs to the Infinity system.
Archmage is a setting. It adds magic and fantasy to the Infinity system.
Although they use the same core mechanics, they are not connected to each other at all.
Detect Magic wrote:
Orcs and gnomes = cat people?
It all started when I decided to try creating a unique look for orcs. I drew a picture of one with large fangs pointing downward instead of the usual tusks. I thought it looked neat, and the connection to smilodons was easy from there.
The 'furriness' of Krodanoi may vary, but Gnostra are very much little cat people.
You may ask about them, but I'm not working on them much right now so I may not have complete answers.
This seems relevant:
Core Book wrote:
Ugh. Depression. I've got a similar deal going on, and it impedes my writing. I recently started a couple of threads to try and deal with my difficulties in getting stuff done.
I've found it rather helpful, although it would be more helpful if more people posted and if I got some criticism here and there. It can't be all good, right? I don't mean to sound like I'm begging, but I really do rely on external responses in order to keep writing. If I try writing 'alone', I just end up lying on the floor for hours, wondering why I still exist.
It's working so far. Maybe the same method could work for others, too? It does require others to take an active interest, though, so it might not be the most reliable.
Different Standards of Beauty
Because the development of the thinking races of Deutero were all influenced by the Primordials, the preferences of those Primordials have become apparent in the appearances of the various races.
Argath was the primary influence in the uplifting of the Krodanoi, although he changed them very little from their original form. Krodanoi hold in high regard sleek and muscular, athletic forms. Simply put, they are attracted to humanoids that look like powerful and capable predators. Big fangs are a plus! So is nice fur. Krodanoi groom each other with their tongues as signs of affection.
They're typically tawny-coloured, sometimes with muddy spots or stripes.
Now, I know what you're thinking. Do Krodanoi females have breasts? And how many?
They have two, usually smaller for their size compared with a human of similar build. Why? Surely Argath wouldn't care that much (although it was more his spirits doing the work than him directly).
Because this is easier for artists.
The Syldanar were the result of a joint effort between the spirits of harmony, change and renewal. As such, the Syldanar far more closely resemble the idealistic vision of the Primordials. They are tall, willowy and graceful. They are still faintly feline, owing to their Krodanos ancestry.
They come in a wide range of colours, from pale fleshtones to very dark. They sometimes have hints of green in their skintones.
They're basically your usual elves.
Important elf question: Do they have beards?!
Kind of. Male elves can grow whiskers. :3 (that is, fine, soft facial hair, not cat whiskers). Old elves can have luxurious, flowing beards. They can't have bristly, heavy beards if their lives depended on it.
Lyriasha's pact of 13 Generations had a big influence on the exiled elves. They look a lot like Syldanar, but differ in a few ways that make it hard to mistake them for the original elves.
Myrdanar skin lacks any of the pinkish or brown colours that are common to warm-blooded peoples. Instead, their skin ranges from pale white and blues to greys and dark indigos. Their eyes are remarkable, their magical vision evident in them. They have black scleras instead of white, and their irises are vibrant and bright, and may be of any colour. It's not uncommon for Myrdanar to have iridescent, bicoloured irises. Physically, Myrdanar are similar to Syldanar but their women are significantly more voluptuous in the chest and hips. Lyriasha likes ladies with curves. They make humans jealous all the time.
Male Myrdanar all look like Tom Hiddleston. :P
Rhuz are little changed from their original forms but are much more intellectual and upright. They are hairy, stocky folk and that's what they like. They are naturally the heaviest of the major races, rarely standing taller than five feet but built much broader and denser than the others. Robustness is a favoured trait amongst dwarves. Smooth skin and hands are thought of as 'childlike' and 'immature' or even worse, 'lazy'.
Male dwarves are fond of their beards and often style them elaborately. A beardless dwarf is not a sign of shame. In fact, it's often a sign that the dwarf is dedicated to a craft where extensive facial hair might be a hazard.
What about female dwarves? They don't have beards, but they can rock some awesome sideburns.
Humans look like humans. In Archmage, just like in real life, their appearances vary wildly. Only, the reason for this in Archmage is that they were a massive genetic engineering project that had a lot of input from many Primordials.
Gnostra - Pathfinder Edition
+2 Dex, +2 Int, -2 Str: Gnostra are quick and clever but not strong.
I like the idea of tinker gnomes, although I've never really liked the depiction of them in stuff so far. I have played a catfolk artificer I enjoyed quite a lot, and a lot of that has leaked into this melding of ideas.
Here, this fits into a 'what if cats did science?' idea. Curiosity, short attention spans, science!
They make up the other half of the cat races in Archmage. Orcs are the big cats. Gnomes are the small cats.
And now a glimpse at a minor race:
Like most modern races, the Gnostra (commonly known as gnomes) were created by Rhayud gene-smiths in the early 12th century. The gene-smith leading the project was Kadya ul Grimmuz. She was regarded as eccentric, for her desire to create a race 'more dwarfy than the Rhuz'. Under her direction, her acquisitors captured a number of Krodanoi and Syldanar. Grimmuz believed that additional dwarvishness could be obtained by extracting those traits of other races that were most dwarvish and adding them to dwarves.
Grimmuz was unaware that Acquisitor Deldun had become enamoured with a Krodanoi captive and had decided to sabotage the project. Deldun replaced the Krodanos samples in the gene-forges with some taken from common housecats. Due to the feline similarity between cats and Krodanoi, Grimmuz did not notice the switch and continued with the project.
The result was the Gnostra, a diminutive feline people. Grimmuz was surprised at the outcome but pleased nonetheless. Afterward, Deldun persuaded her that the project was a success and that the Krodanos captives should be released (he made no such argument for the Syldanar).
Gnostra are small humanoids, standing on average three and a half feet tall at adulthood. They are furred, with strongly feline features including mobile ears and a tail. There are many varieties of modern Gnostra, often resembling the diverse breeds of cat. Though rumoured to be able to breed with housecats, this has never been proven and Gnostra tend to find the rumour offensive.
Gnostra are agile and due to their small stature, not particularly strong. They are known to be uncommonly clever albeit with a tendency toward skittishness and poor attention spans. They inherit the dwarvish predeliction for scientific aptitude but lack the stoic dedication.
Gnostra generally live in small settlements governed by a 'tom', who has first breeding rights with the females of his choice. This is not exclusive, as Gnostra females are free to have multiple relationships. Gnostra find it difficult to form lasting romantic bonds and monogamy is uncommon.
Gnostra are naturally curious and intelligent and despite their lack of overarching government, their towns typically have good utilities and infrastructure. These utilities are often, however, in poor maintenance or dotted with experimental 'upgrades'. Gnostra gadgeteers have produced some of the world's most advanced and unreliable technologies, including flying machines.
Magic is uncommon amongst Gnostra. Even with their keen minds, their difficulty with attention span makes arcane magic a chore. They tend to eschew the other paths of magic for being unscientific.
Most young Gnostra are expected to explore the world. Curiosity is their most powerful drive and Deutero is full of many curious things.
A brief summary of the schools:
Holy: Light, instant healing, protection, auras, banishing, smiting, calming.
Arcane: Illusion, charming, telekinesis, spell-manipulation, gravity, space, time.
Death: Darkness, undeath, binding, curses, vampiric healing, fear, despair, affliction.
Chaos: Fire, lightning, ice, sonic, rage, insanity, passion, destruction.
Nature: Animals, plants, poison, natural healing, earth, water, strength, toughness, shapeshifting.
Prime: Basic utility, dispelling, generic wards, Prime or Maelstrom stuff.
Secret: Not telling. ;)
Most PF spells could be put into one or more of the above categories. Certainly, some spells would fit into several.