This first book for Rossi Publishing Games' World of Terah is specifically designed to make the new classes, spells, and feats that will be featured in the upcoming Terah World Guide to be portable to any other Pathfinder Roleplaying Game compatible setting, including your own house campaign.
Play a conman with a heart of gold, with the new charlatan class or an insane scientist capable of bending the laws of physics with the spark class. Customize your character with the new feat lines in runeworking, telekinesis, and telepathy.
I really can't wait for this. How fantastic. I've been running a homebrew Steampunk game for three years now and LOVE to idea of adding more roleplaying arsenal to our world.
Yea! Every spell but one (lightning bolt) was useless against undead, since I didn't know we'd be facing undead. And all my offensive hexes were useless since they were mind-affecting.
...I did lightning bolt the zombie lord to death though! Poor mittens.
I GMed a single session and felt like I was qualified to write a review. Vain creatures, we kobolds.
In the session, the charlatan died to a lucky critical with a longsword (22 damage, ouch) and was quickly replaced by a vikati priest of Cayden Cailean (since no deities are mentioned in the book from what I've seen). Sorcerer got knocked unconscious and tossed down some stairs. A gnome mechanic NPC creeped out the ranger. Gunslinger managed to prevent the ranger from accidentally killing everyone with a barrel of gunpowder.
All in all, it was a blast. Especially with goblins inserted. The spark class is really confusing, but it looks like it'd be cool if used right. It was certainly fun to watch at the convention.
My husband and I were lucky enough to win the lottery game, "Mr Dumont and the Magnificent Time Piece". We had a fantastic time. Anthony Rossi did a great job as GM. It was easily the highlight of the con. I look forward to spending more time in Terah.
I'm going to be running a bimonthly pickup game set in Terah, out of the new Otherworlds store in Edmonds. Anyone interested in joining the character pool?
Yes, the ETA on the World Guide is mid-August and the first AP module is due out just before that.
I'm flattered by the amount of support we've seen so quickly. We're working fevorishly to get things out as fast as possible. At this rate, we'll be flying soon enough.
And yes, the spark class is a difficult class to master, as mentioned in the review. I'd like to say that this was by design, but it wasn't entirely. It turns out that basing a class on the spark from Girl Genius is not only difficult to design, it makes a class that almost requires a very experienced player to play. Like other classes though, its best to start at level 1 and work up. =) Sparks in our play-testing consistantly are a very useful class.
I added an epub to the pdf file free of charge. Layout didn't charge me for it, so I'm not going to charge you for it. =) There's also some minor corrections throughout, although none that actually change the crunch or fluff at all.
I am in the midst of planning a campaign for my kids (set 7,000 years in Galorion's future). It is going to start in a steampunk setting, but once they hit second level I am going to transport them to Galorion and start the RotRLs AP.
Terah sounds like it is going to save me a TON of world creation time and effort. I'll be watching for the World Guide.
The World Guide is due out in October. I finally stopped adding things to go into it, so the production is going ahead. The first adventure path (We call them Arcs) module is due out by the end of September.
Just picked up a digital copy of Terah: Character Reference Guide and absolutely love it. I so can't wait until the world guide comes out later next month (October). I so want to use a spark mechanist or energeticist either in a Terah game or Pathfinder game (oh the level of fun I could have with that). Granted the level twenty ability of the biologist is just beyond broken (at least in my opinion) but having the ability to "create" any creature is quite unbelievable. I can't wait to sink my teeth into the world guide and really get a picture of this game. A preview or a few page spoiler of the world guide would be awesome, but I am willing to wait for the actual guide to come out next month :D.
So, I have a rules question. Is this the place for it?
In the book, it states that it takes one round for a spark to activate an experiment. Later, it states that it takes as long as the spell's casting time to activate an experiment. Which is right?
Second, if it takes one round and lasts for the rest of the day, a spark could just activate all experiments at the start of the day, right? The rules don't contradict that.