
LMPjr007 |

I am working on the Kickstarter I am planning for NeoExodus: A House Divided update that will start in June. I have planned on keeping the initial number low to make we can actually get the goal and keep adding lots of cool things to it with the threshold goals. Here is the current list of threshold goals I have (and got soft "Yes" from the people I talked to):
$1K - Goal reached
$2K - Double the amount of half page artwork
$4K - Double the amount of half page artwork AGAIN
$5K - Crests & Icons images for the NeoExodus Organizations
$6.5K - Chapter Openers get half page artwork
$7K - One new iconic (Time Thief from Owen KC Stephens) for NeoExodus
$7.5K - One new iconic (Aegis from Dreamscarred Press) for NeoExodus
$8K - One new iconic (Malefactor from Brian Berg) for NeoExodus
$9.5K - Chapter Openers go to full pages
What other things might you be interested in seeing as rewards?

Malwing |

This is probably a dumb question but What does a NeoExodus: A House Divided update entail? I've only picked up The Machinesmith softcover and a pdf that gives it more stuff so I don't know what NeoExodus actually is. I get that its a campaign setting with stuff in it but how much crunch is there in there? How much of A House Divided is fluff? Does an update mean that whatever crunch there is would fall in line with Paizo's Technology Guide? Will there be a rewritten Machinesmith and/or other classes? Will the new/mythic Machinesmith stuff be included? The Host? Will the Machinesmith fall more in line to interact with Technology Guide stuff? What about Core/Base/Hybrid classes? Are there a lot of new Races? Vehicles? Items? Weapons?
Overall I just have a general ignorance of what the product is.

LMPjr007 |
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This is probably a dumb question but What does a NeoExodus: A House Divided update entail?
That not a dumb question. NeoExodus is best described by me as my fantasy love letter to Babylon 5. It is a high fantasy setting. I would say it is even some what science fantasy.
Here is our marketing pitch for NeoExodus:
Exodus boasts a long and turbulent history, from the rise of the Kaga and the defeat of the First Ones, to the Twilight War and the founding of the Imperial Alliance, to the present crisis that threatens to tear that alliance apart. Great heroes and terrible villains drove its march, though even in hindsight the two are not always easily separated; theirs were the titanic passions, the deep loves and hates, the burning obsessions and base treacheries, by which modern Exodus was forged and tempered. Modern Exodus is as uncertain and troubled a land as it has ever been. The great empires have all withdrawn from the Imperial Alliance and many appear on the brink of war. The Alliance itself seems poised to become a conquering power, forcing its member nations back into the fold by any means necessary. Several of the great houses, particular the Caneus Empire’s House Eland, are in total disarray; even as national wars brew, civil ones threaten to cut the belligerents to pieces. More than ever, the world of Exodus needs heroes…
Overall I just have a general ignorance of what the product is.
You might want to check out our FREE product: NeoExodus Chronicles: World of Exodus. This will give you a excellent understanding of what the setting is about.
If you like this I would have you check out NeoExodus: A House Divided Campaign Setting (PFRPG). This is our main campaign setting book. This has "all the fluff and crunch" of the setting.
This is what 3PP review extraordinaire, Endzeitgeist, said about the campaign setting in his 4 star review of the setting:
"Content-wise, I can't complain and indeed, the world of NeoExodus feels organic and makes sense - there are a lot of details and ideas herein that go far beyond the staple of fantasy to create a setting and options that feel fantastic again in an age where no-one is awed by yet another mystic elven nation in the woods. To cut a long ramble short - I really, really like the fresh ideas that are an integral part of NeoExodus and I'm all in favor of the diversity the world and its nations and unique focus lend towards gaming of a different style."
Hope this helps.

Oceanshieldwolf |

@Louis - just going to reiterate Malwing's more crunchy questions still unanswered:
Does an update mean that whatever crunch there is would fall in line with Paizo's Technology Guide? Will there be a rewritten Machinesmith and/or other classes? Will the new/mythic Machinesmith stuff be included? The Host? Will the Machinesmith fall more in line to interact with Technology Guide stuff? What about Core/Base/Hybrid classes? Are there a lot of new Races? Vehicles? Items? Weapons?
Given the slightly higher than regular fantasy tech of Neo-Exodus, will there be support for Technology Guide type stuff?
Your breakdown shows a lot of art (great!) and some possible Iconics, but little (actually nothing) in the way of new/updated/supported content.

LMPjr007 |

@Louis - just going to reiterate Malwing's more crunchy questions still unanswered:
Given the slightly higher than regular fantasy tech of Neo-Exodus, will there be support for Technology Guide type stuff?
We have planned to, but nothing major down the pipe line. We think there is a line between fantasy and science fiction and we push that line already a lot. We don't want to turn NeoEoxdus into a sci-fi game setting. But if we feel there is a need to be added, then we will add it.
Your breakdown shows a lot of art (great!) and some possible Iconics, but little (actually nothing) in the way of new/updated/supported content.
Well one of the larger things we added were more alternative racial traits for each of the races of the setting written by Clinton Boomer. We also added two new races to the setting: Androids & Half Giants. We added several new iconcis (as you already know) and more detail to our organizations. There are new fears and spells, updated the Wyrdcaster class and much more. Best of all we are taking ANOTHER editing pass to make sure all the hard work was not in vein. PLUS we are adding a tone of new artwork.

Malwing |

Oceanshieldwolf wrote:@Louis - just going to reiterate Malwing's more crunchy questions still unanswered:
Given the slightly higher than regular fantasy tech of Neo-Exodus, will there be support for Technology Guide type stuff?
We have planned to, but nothing major down the pipe line. We think there is a line between fantasy and science fiction and we push that line already a lot. We don't want to turn NeoEoxdus into a sci-fi game setting. But if we feel there is a need to be added, then we will add it.
Awww. I do find that divide kind of odd considering the Machinesmith is one of my go-to Technomancers. With that as my lens I had assumed Neoexodus was He-Man or Thundercats levels of magic and technology.

LMPjr007 |

Awww. I do find that divide kind of odd considering the Machinesmith is one of my go-to Technomancers. With that as my lens I had assumed Neoexodus was He-Man or Thundercats levels of magic and technology.
WOW!!! LOL!!! I never though about NeoExodus is the same technology range as Thundercats or He-Man but you might be actually right about that. Well with that said, where do you think NeoExodus might be lacking in the Technology Guide?

Malwing |

Well with the Machinesmith around I thought that most of what the Machinesmith did had some kind of item counterpart that anyone could use, its just that the Machinesmith powers and creates her's with whatever Mobius Energy was. I assumed the Mobius Energy described in the Machinesmith book was magic distilled into fuel and Machinesmiths distilled it naturally, or at least that's how I explain in my campaigns why others cannot use technology that the Machinesmith makes. So one of my house rules when the Technology Guide came out was that the Machinesmith could craft technology without a lab because she already is an energy source.
But since the Machinesmith existed and from the images I've seen I thought that the world is full of wearable golems, flying vehicles, energy generators made of air elementals, and things like that. Like how In Masters of the Universe both He-Man Skeletor are magic but there are also cyborgs, mutants, motorcycles, ray guns, space travel and I'm pretty sure its all powered with witch engines made by wizards. Or like in Thundercats They're aliens from another planet but somehow don't question magical swords that tell the future or ancient mummy wizards and the aforementioned mummy wizard just kind of accepts mutants and robot teddy bears and even interacts with the technology that the Thundercats bring to the planet.
So just what is the technology level of NeoExodus? The Machinesmith makes it look like magic and technology are the same thing. or at least one powers the other.

LMPjr007 |

So just what is the technology level of NeoExodus? The Machinesmith makes it look like magic and technology are the same thing. or at least one powers the other.
My thought was magic and technology are the same thing, just how the end effect happens is different. When I was looking at the technology level of the setting I used Privateer Press' Iron Kingdoms as the basis for NeoExodus. So yes we could have cyborgs, mutants, motorcycles, ray guns and space travel in the NeoExodus setting. I always thought Paizo would create their own version of the Machinesmith with the Iron Gods AP, but I was informed they were not doing that. So right now, we are looking at updating the Machinesmith to fall more inline with the Technology Guide release to make it as easy as pie to use.

Malwing |

Okay, cool. Sorry but I'm sold on that point. Partial bias because I think the Technology Guide handled technology the best I've seen because it doesn't limit it to a class but I still use the Machinesmith because it's still missing a base class that uses technology better than everyone else. (Compare: How alchemy isn't exclusive but the Alchemist still exists)
If I may make suggestions about crunch content, if these things could come up in rewards I'd be ecstatic;
2)I've been houseruling that since the machinesmith has the Repair (Su)ability that it can craft and repair technological items without a lab. Along with it's Crafter ability it becomes fairly dominant in constructing technology for the party even when all characters have the Technologist feat.
3) Since I equated Repair with technology use I also houseruled that Machinesmiths could use that ability to charge technological items. That way the Machinesmith is more connected to using technology.
4) The Host is great but what if there was a technological version?
5) The Host is a weird class though. I've been playing it off as a mutant mostly because symbiotic creatures seem more like an item than a class feature. Would love to see symbiotic bio-items or bio-tech items.
6) Or for that matter a symbiote race. There was something along that line in Obsidian Apocalypse.
7) Witch Engines, magical constructs that give charges for technomagical items.
8) More items in general. Not really epic ones but things that support a magitech setting.
9) Golem Armor. I've seen variations of this from 3.5 and onward. Basically powered armor made out of constructs. Not as good as a Machinesmith's Mobius Suit but something.
10) Technostaves. Staves that use technological charges to give metamagic-like effects to spells or do their own spell-like effect. Or really just anything that a caster can put a spell in to do something or a technological device that does something with spells.
11) Technological devices that you can put into armor and weapons that give it a buff based on what kind of magic gemstone you put in it. Sort of like how Wayfinders have effects when you put ioun stones in them.
12) Spaceships and vehicles.