Necropunk Kickstarter is NOW LIVE! [Little Red Goblin Games]


Product Discussion


It's our pleasure to announce the launch of Little Red Goblin Game's first Kickstarter, the Necropunk Campaign Setting!

We are working on a complete scifi campaign setting like you have never seen before (necrotic-biotechnology, subtle horror, 2 ton bone golems that move at the speed of precognative thought, a complex political structure, Shaolin monks in space, transhumanist philosophical quandaries, etc).

Check out the kickstarter for more information!
~Kickstarter Link~


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This looks really interesting! Damn, more KS to get money together for...


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I know right? I could go broke on all the kickstarters that look good right now.


We are around for 60 days (already over 30% funded!) so whenever you guys find the spare few bucks we would be happy with any support you guys could offer! We've all been there, so we made it so just $1 gets you the free preview PDF. :-)

May the t'jek always flow in your favor,
-Scott


So, there is currently no plan for a print eddition? Only pdf?


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Off to check out the KS...


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Ok, pledged! I look forward to the Campaign setting PDF and to a living campaign...

Phase order sounds intriguing...


@Darksyde:
We are only offering digital PDFs for the Kickstarter. In the past many Kickstarters have promised physical merchandise only to fall short of expectations (quality, delivery logistics, etc). We want to make sure we will have everything for you guys when we say it will be available (or before!).
We will have physical books available once we are done with the products.

@Oceanshieldwolf:
Thanks for your support!

Liberty's Edge

I'm in.

I had a couple questions though.

1) You can increase your pledge later, correct?
2) The DM special is meant for you to be able to pass out to players online without fear of any legal problems, right?


Hi Shadowcat!

1) Yes. Kickstarter lets you adjust your donation amount.
2) Yes. It gives you 5 files to send to your players (or friends). Think of it as the $10 donation x 5 for the price of an extra $5.


So this was included in our last update. I figured you guys would get a kick out of this little sneak peek:

~Classes~

There will be 9 base classes and 26 archetypes for the core book with a few more base classes being released during Season 1. Here is a first look at them!

Diplomats: Socialites, politicians, and other movers and shakers who walk in elite social circles.

Archetypes:

-Mothers: Spiritual leaders of the prime bloodline who focus more on benefiting their allies.

-Vague/b'Vague: Welshen diplomats with strong ties to their people. They embody the ideals of a warrior poet so their words cut just as deep as their knives.

-Mortis: The corporate dealmakers of the necromancers guild. Powerful and mysterious they hold the ultimate financial power.

Engineers are tech focused crafters and inventors.

Archetypes:

-Necromacers: Geniuses in the art of the franken sciences they are the best at

-Nee'shal: Efficient and precise, these regal welshen engineers are the pride of the Welshen main clan.

-Savantists: Through years of training an a chemical regiment these necromancers have induced an artificial savantism in themselves. At the expense of becoming somewhat socially awkward they become capable of amazing scientific advancements in a very narrow band of study.

Magpies are an enigmatic order of absurdists who can literally see luck.

Archetypes:

-Raven: The darker side of the t’jek. Ravens are wayward magpies who inflict bad luck upon their opponents rather than good luck on their allies.

Medics are soldiers with the repose of a doctor. Fighters first, they are able to keep you going with supportive medical skills.

Archetypes:

-Sentinel Medical Officer: The sentinel’s take on a medic. They are skilled at the art of battlefield triage and are somewhat more tactically minded.

-Welshen Acupuncturist: Trained in the exotic art of Welshen acupuncture, these medics can boost stats and injure opponents with medical grade bone needles.

-Necromatic Surgeon: What’s worse than a necromancer? A necromancer with a medical license and carte blanche authority to perform medical experiments. Just remember, all progress comes with a price...

Psychics are masters of their own innate psychic abilities. (Default psychics are assumed to be "hackers")

Archetypes:

-Twosayers: Necromancer guild psychics who can sense emotions due to tiny fluctuations in the psychic current of their target. They have been called psychic lie detectors but they have deeper guile than even more of their coworkers could guess...

-Tu'line: Psychic martial artists with telekinetic powers from the Welshen magdaline clan. They sacrifice their ability to gain new powers in order to gain a unique set of powers.

Qu’em are Welshen warrior monks who are unmatched in their martial prowess who study an exotic martial arts.

Archetypes:

-Magdaline School Qu'em (AKA: Reaper's Qu'em): Designed to take out multiuple opponents at once. Uses bone scythes.

-Magdavuul School Qu'em (AKA: Reactive Qu'em): Motionless until attacked, the magdavuul employ cunning and tactical thinking to overcome their opponents. They employ the exotic mantis hook.

-Magdaleeno School Qu'em (AKA: New Qu'em): Breeding together many different martial arts with their qu’em, the magdaleeno style of qu’em is despised by traditionalists. This style harkens back to the master of many styles from Pathfinder.

-Drunken Magpie Qu'em: What happens when you mix a qu’em and a magpie?

Sentinel are members the Ewgees elite military fighting force.

Archetypes:

-Liaison: The political officers and tacticians of the Sentinels.

-C.O.R.E Officer: A clandestine organization who is employed in cases of progenitor lyrics.

-Deep: A ranger/asymetrical warfare specilaist. They gain elements of the stalker class while still retaining the power of a sentinel.

-Merc.: A sentinel for the not sentinels. They deal in the underworld, bringing firepower to places where it is needed most... for a price.

Stalkers use subtlety over overt action until the times is right. (More hitmen than rogue)

Archetypes:

-Hashishin: A spy employed by the Assassins guild. Their motto is “cut off the head of the snake and the body will falter”. They have been called “social assassins”.

-b'Sis: Members of the magdaleeno clan who use hypnotic stares to make themselves invisible. They are ritually bound to the main clan in penance for their ancestors mistakes.

-Jaguar (Magdaline Ferals): Feral stalkers from the magdaline clan who will stop at nothing to hunt their prey.

Wild Cards are versatile adventurers who rely on their myriad of abilities rather than specialization. They have detective like skills that allow them to deduce cunning exploits to overcome an opponent.

Archetypes:

-Wunderkind: Genius children who can swap their feats and skills to represent their unmatched potential.

-Cap: Cunning capitalists who captain a ship and attempt to sell/test the necromancers guild’s latest piece of technology.

-Grave Robber: The romantic gentleman thieves of the graveworlds. More martially inclined than the other wild cards, they live and die by their wits.


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Sounding really cool guys. Really want to see your take on psychic powers!


To be honest, they are a lot more mundane than most people expect. All of humanity is vaguely psychic and employs it in day to day life. Psychics are masters of this and have a naturally high PPI (psychic potential index) which is mostly a genetic trait (they play a factor).

The psychic class has a lot of shutdowns a pretty solid damage dealing ability.


Little Red Goblin Games wrote:

To be honest, they are a lot more mundane than most people expect. All of humanity is vaguely psychic and employs it in day to day life. Psychics are masters of this and have a naturally high PPI (psychic potential index) which is mostly a genetic trait (they play a factor).

The psychic class has a lot of shutdowns a pretty solid damage dealing ability.

Still sounds pretty interesting to me. I am really looking forward to this setting- I personally don't care for Paizo's default setting; may favorite third party one is Cerulean Seas but everyone I play with refuses to play it because it is underwater. Necropunk looks just as interesting and unique though and my players are actually as interested in it as I am.


Cerulean Seas is a fantastic setting.
The ironic thing was that we were in the early stages of developing an aquatic campaign setting when we first saw Cerulean Seas. We read it and said, "This is a fantastic book. We probably couldn't have done it better ourselves. Well done, lets move on."

Great to hear about you and your players! Can't wait to hit that 2k!


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I've now digested the preview PDF from the KS update like a digital D'jek and it has affected me. Definitely liking the Qu'em and loving the Magpie - so funny, like a cross between Douglas Adams' Hitchhiker's Ford Prefect and a mercenary warrior from Terry Dowling's Wormwood. (Dedinitely read Australian author Dowling's Wormwood universe shortstories, cutting edge Sci-fi that was and STILL is ahead of its time - not an easy thing to do in hard Sci-fi)

Who do I send errata, typos and questions to?


ScottGladstein@LittleRedGoblinGames.com
Keep in mind everything is alpha. We have only run a few playtests.


So in the last few days we saw a massive surge in donations! We are now down to the last $500 until the project is fully funded. I wanted to share with you guys our stretch goals. We want to include MORE content and MORE artwork in this book. We have about 200 pages of extra material already written up including:

  • Rules for mass combat
    What's a space opera without a massive space battle or giant war? Want to fight a squad of mooks with you party? This is really key to the game.
  • Ships & Pilot Base Class
    We want to include lots of new ships & a “pilot” base class (with 3 alternates).
  • Alternates
    This is a campaign based on alternate classes. I think we have something like 30 alternates written up in one form or another that we want to eventually integrate into the game. Some are rather bizarre like a “bio hacking” necromancer, ninja-like qu'em, a mad scientist who experiments on himself, and so much more.
  • Prestiges
    Golem pilots, psychic cult leaders, insane snipers, swordslingers, and so much more.
  • Feats
    I think we are doubling the number of feats with all the stuff we've got written up.
  • Equipment & Body Mods
    We can get really crazy with this! Remember, all the body mods can be added to ghouls!

    These will be going out in waves every $500 over our goal we get! Stay tuned for more info!


  • Goal Reached!

    Hey guys, just wanted to pop in and update you all. We JUST reached out 2,000 goal! We are now going for our first stretch goal (+$500). It's themed around "war". (What's a game with politics without war right?)

    We're adding our squad rules, our space combat ship to ship rules, the pilot base class (+3 alternates), a mass combat inspired sentinel archetype (commander), a bunch of new ships, a bunch of feats, and anything else we can think of!

    Stay tuned!

    ~Red


    Fantastic!!! Congratulations LRGG! Can't wait to see all the extras! Sooo long to wait though...


    Very cool! Congrats!!


    Well done!


    Thank's guys! It wouldn't have got anywhere without your support

    Just a Little Update:
    So the first public "official" alpha test of Necro was a lot of fun. We hammered out some “no duh” glitches (types of actions for a few abilities, “oh that's too strong”, etc) but overall the system is coming along nicely.

    We had to build a “new normal” for the system since so many things changed (lots of firearms, phase order, no magic, longer ranges, etc) and I'm happy to see after all of our tweaking that 4th level Necropunk characters are very much on par (damage output & AC wise) with typical 4th level pathfinder characters. We were getting typical damage ranges of between 6 and 18 damage with AC of between 13 and 18. I'm concerned we may have to do some tweaking at higher levels because of the lack of enhancement bonus on armors. That SHOULD be able to be scaled with progressing tech level requirements & higher AC armors but we have to make sure it works/scales right.

    In other news we've just finished the character sheet and the formatting on the book is looking better and better with each pass. We've just got another editor on staff who starts in about a month who will be brining some fresh eyes to the product. Our editor Zerby has been a champ- powering through the book with Scott 3 times over now.

    We've got a LOT of art in. We have some AMAZING artwork for the Diplomat, the Medic, and Psychic (looks like something out of Akira!) that we can't wait to show off!


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    It seems that after looking at some of the art, well I joined another kickstarter. It does look very interesting.


    @AlexiDrake

    It really means the world to us and the entire team. We have had the pleasure of working with the talented Ash HJ on character class art. He is just such an amazing artist (AND delivers on time every time! What a rare breed!) that words really can't convey how much we love working with him. He is scheduled to do artwork for the Engineer, Wild Card, and Stalker soon. Depending on where the stretch goals end up we are going to tap him for some other artwork (like the Pilot class and maybe some other stuff).

    We haven't released some of the creature artwork but rest assured it's JUST as good. We have Andrew "Viking" Bortinak on it and he is doing a fantastic job. Once we get a little further into it I'll talk with him about showing off some of the stuff (I asked him and he said they were not at that final polished stage yet)

    We are also working with some awesome freelancers who's artwork you can see in the trailer. The book overall is looking gorgeous and I can't wait for a high-gloss hardcover of it or something (we have to talk with our printer).

    Once again, we REALLY appreciate the support Alex!

    ~Red


    http://www.kickstarter.com/projects/1294249392/necropunk-pathfinder-campaig n-setting/posts/448893

    So we just did our 1/2 way report (basically we are kicking butt and meeting goals ahead of schedule) and put out a challenge: If we hit 3k by the end of April we will release our 100+ page playtest doc to everyone who donated at least $10! It's a really PRETTY PDF with some great art and it includes most of the source book! (-some of the polish and stretch goal materials)

    We are at $2,781 right now so that's not a big push. We'd love to let you guys get your hands on the playtest PDF!

    ~Red


    Update #17

    So we have just finished the content creation.
    We probably have 3 weeks left of playtesting (mostly high level play) before we'll call it "done" but basically everything is done now. We have to finish up the bestiary but that is about 50% done and will only require a workday or two more to finish up. (Some of that has to be done after the playtest finish up)

    Also, on Thursday we did a grand playtest of the social combat system.
    The rules and mechanics overall look good. All we had to do was further define win/loss conditions and we had to do a little social progression adjustments on some of the core classes. However, overall the mechanics are sound which is kind of cool considering how much of a shot in the dark. After further playtesting we were very excited to see that it worked very smoothly. (Particularly when integrated with martial combat)

    We've got about 23 days left. Can't wait to show it off!
    If you are a reviewer we'd love to give you guys a copy of our playtest PDF. Please send an email scottgladstein@littleredgobingames.com


    Would like to support this, but finding it a bit iffy since there hasn't been any updates (despite promises to provide one over 2 weeks ago) on your Creature Cards kickstarter. Do you intend to fulfill it still or what is going on?


    Hi Aleron. We don't have a creature card Kickstarter.


    Are you thinking of Fire Mountain game's Creature Card Kickstarter by chance? Gary McBride is a great guy but we are a different company.


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    *head desk*

    Yes. Yes I am. I apologize. Evidently the night shifts are causing my brain to go to jello. No idea how I managed to get that so mixed up.

    This does look really interesting though!


    Ahh! That's what I thought.
    I don't know, Red Goblin... Fire Mountain. They kind of sound similar ;-)

    We just put up a new update yesterday I believe so it confused us a little.

    Thanks though! Can't wait to get this to the public! 21 days left!

    ~Red


    Hey guys! So a little update:

    Word Count
    The Science Fiction and Fantasy Writers of America specifies word lengths for each category of its Nebula award categories. A novel is over 40,000 words. The Necropunk Core Rulebook is like 87,959 words. We've written about twice the expected length of a novel for this book.

    Playtesting
    Scott was super sick last week and we had to cancel playtesting this past week. We will pick up next week with more!

    Art
    If you check out our most recent update we've posted the concept art for Engineer & Stalker- just waiting on Wild Card!

    ~Red

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