Amethyst -- Free RPG Day Downloadable Content now available.

Post/Author/DateTimePost
#1

SerenaDawn

Jun 17, 2009 21:34:05
This Saturday is Free RPG Day. Goodman Games and Dias Ex Machina are releasing an Amethyst module, Hearts of Chaos, which offers a story-based adventure, while also introducing the basic elements of the setting and gameplay. What makes this Free RPG Day module different from the rest is that it also has a free online supplement. This supplement includes additional encounters as well as five pregenerated characters using the new classes present in the final book. These characters are "techan"-based, meaning they use firearms and technology instead of magic. Those interested should hurry to Dias Ex Machinaor Goodman Games and download the supplement before the event.

IMAGE(http://www.goodmangames.com/FRPGD09-amethyst.html)
#2

Pobman

Jun 18, 2009 7:59:02
I have downloaded the extra downloadable content, despite no shop near me supporitng Free RPG Day. I guess I just wnated to check out some Amethyst content!
#3

fatumd20

Jun 18, 2009 8:09:21
Very nice and very clean module. Well done.
#4

SerenaDawn

Jun 19, 2009 3:58:44
Well, you should be able to get a good idea of the game from the download package. I am open to reviews... Any questions about what you are reading, I would love explain...
#5

fatumd20

Jun 19, 2009 8:50:01
Well, you should be able to get a good idea of the game from the download package. I am open to reviews... Any questions about what you are reading, I would love explain...

Just a couple things I thought I would bring up. Most are personal thoughts on design format than the content. It's nitpicky stuff, I realize this and comes from me being neck deep in finishing off my own campaign setting so my mind is constantly in design mode. So I apologize in advance if these rub the wrong way.

I have some cosmetic questions:
1. Why is the adventure in black and white and the pregen character powers in color? More curious than anything else.

2. Some formatting seems to be off, maybe that is just me. Like the Rogue Wave Hazard is split on two different pages, the level 6 encounter header for These shapeless things are making me thirsty in on one page and the description is on another

3. Iron Sons Grenadier are awesome.

4. No flavor description for the PC powers?

Some tech questions:
1. Tech Level works like magical enchancement right?

All in all, I think the classes appear to be well designed based on the powers given though getting a look at the full class will better understand them. Like I mentioned previously, solid work, flows well and looks interesting.
#6

SerenaDawn

Jun 19, 2009 12:56:33
Yeah. Layout was tricky for the download.

1. The adventure is in B+W because we have no artwork in color and labeling anything in color for monsters is not terribly useful. Character powers, however, are color coded to match the at-will, encounter, and daily patterns of the PHB

2. The Download we compressed for space, another issue you shouldn't find on the FreeRPG or the main book.

3. Thanks. Monsters in the main book include fantasy and technological.

4. OK, this needs a bit of an explanation. I originally created the pregens to be presented like monsters. Our layout guy put in the extra effort and gave them them full treatment of being "boxed" powers. But the way I presented them, there were no descriptions. Just so you know, the final book has descriptions for them all.

Tech
1. Yes. Alas, one issue I understand is that the FreeRPG has the section on new rules, NOT the download. In retrospect, I should have put them in both. Yes. Tech Levels work like enchancement.
#7

ieattrollsforbreakfast

Jun 20, 2009 16:56:00
I've read about half of Hearts of Chaos, and it looks like a fun module. Here are a few select thoughts:

-48 minions in one encounter?! The number surprised me, it's far beyond any number I've used before. I like the power that improves their abilities to make them competitive but still easily killable, so my initial reaction there might be off. I will wait to see what happens when I run the module!

-Some of the wording in the powers seems odd. They're understandable, just not quite as clean as they could be. The Marshal's Spotter at-will, for example. It refers to a 'target you selected' which is clearly meant to be an enemy, but the target of the power is an ally within 20 squares.

-That's a lot of powers! 5 at-wills for the marshal, 6 at-wills for the grounder, and also 4 dailies for the marshal and stalker at level 6. I see some of them are tied to ammo, so are pretty much similar to alchemical items, but I'm still worried the techans are going to be unbalanced compared to the fantasy classes, which might lead to problems when using monsters from D&D books.
All opinions are subject to change once I've run the module of course ;)
#8

andrew_cermak

Jun 20, 2009 17:24:09
-That's a lot of powers! 5 at-wills for the marshal, 6 at-wills for the grounder, and also 4 dailies for the marshal and stalker at level 6. I see some of them are tied to ammo, so are pretty much similar to alchemical items, but I'm still worried the techans are going to be unbalanced compared to the fantasy classes, which might lead to problems when using monsters from D&D books.
All opinions are subject to change once I've run the module of course ;)

Some are probably class features rather than attack powers.
#9

SerenaDawn

Jun 20, 2009 18:50:35
I've read about half of Hearts of Chaos, and it looks like a fun module. Here are a few select thoughts:

-48 minions in one encounter?! The number surprised me, it's far beyond any number I've used before. I like the power that improves their abilities to make them competitive but still easily killable, so my initial reaction there might be off. I will wait to see what happens when I run the module!

-Some of the wording in the powers seems odd. They're understandable, just not quite as clean as they could be. The Marshal's Spotter at-will, for example. It refers to a 'target you selected' which is clearly meant to be an enemy, but the target of the power is an ally within 20 squares.

-That's a lot of powers! 5 at-wills for the marshal, 6 at-wills for the grounder, and also 4 dailies for the marshal and stalker at level 6. I see some of them are tied to ammo, so are pretty much similar to alchemical items, but I'm still worried the techans are going to be unbalanced compared to the fantasy classes, which might lead to problems when using monsters from D&D books.
All opinions are subject to change once I've run the module of course ;)

Exactly what Andrew said. Humans have three at-will, as you know. Then the Marshal has the Spotter ability while the Grounder gets Area Denial. The Grounder also gains an additional at-will for being a Grounder. Its important to note that even though all the classes have a Concussion Grenade attack, that power is not a class at-will or a class power. It is the grenade at-will power, as grenades are consumable blast weapons and as such, have their own attack power. We have weapons that cannot be used with any power other than a ranged basic attack. Grenades and planted explosives have their own unique power as they cannot be used with any other powers. If you don't have a grenade...you don't have that power.

Hope that clears things up.
#10

SerenaDawn

Jun 20, 2009 18:54:23
Oh, and the Spotter thing. We trimmed the power down to make it fit. What it does is that you select any enemy and that ally gains a bonus to attack that target before the beginning of your next round.

And the minion thing. This is part of our process of trying something different with 4th Ed. We wanted to play with the idea of waves and waves and approaching enemies. Hope you enjoy...
#11

ChrisTheS

Jun 20, 2009 19:30:15
The only store in my area that did Free RPG Day never got this one Is it going to be available through other channels at some point?
#12

SerenaDawn

Jun 20, 2009 20:51:59
I hope it will. If not, I will have to find something else to wet your whistle.
#13

ieattrollsforbreakfast

Jun 21, 2009 6:37:13
Hope that clears things up.

It does, thanks :D

Looking back, a warden or druid human would have 5 at-wills without consumables, so it's probably not a problem.

Are there colour versions of the maps to download somewhere? They'd be very useful for running the module online.
#14

SerenaDawn

Jun 21, 2009 11:07:25
Budget constraints prevented color though posting the map online is something we should have done. I'll let you know when we do that...
#15

SerenaDawn

Jun 21, 2009 11:19:56
Should be up now
#16

rovin

Jun 21, 2009 14:26:38
I read through the print version at the local store Saturday. It was awful enough that I put it back, free or not.

The Amethyst side of the book was tolerable but uninspired IMO, really more of a (of all things) Torg imitator than anything original. The horrific NPC dialog in the adventure didn't help matters for me - Bulwer-Lytton would have been proud of some of those speeches. It might be more interesting when we see the full setting, and at least it isn't trying to be particularly balanced with official 4E material.

The flip side was a set of epic destinies that are supposed to work with the default 4E stuff, and that's what made me put it back on the table. They're simply awful in terms of balance and mechanics, making even the loonier WotC offerings like Punisher of the Gods look reasonable by comparison. If there was any playtesting done on these, I can't see signs of it, and they've decided to blithely ignore significant chunks of 4E design philosophy.
#17

SerenaDawn

Jun 21, 2009 16:37:52
Well, to each his own. I can't speak for the flipside, but I stand by Hearts of Chaos. I never played or read Torg so I have no idea how it could be imitating anything. I like my dialogue.

"I am not a god, nor do these natives think of me as one. I wear no crown. I have never concealed who I am or lied about my past. These proud warriors and farmers desperately needed help. While my comrades sit behind walls, eating fat from plastic, breathing conditioned air, I shall forge a purpose that breaks every rule they hold most dear. I do so willingly with the biggest hammer I can find.”

I like that...
Bulwer-Lytton, please...
#18

ieattrollsforbreakfast

Jun 21, 2009 17:59:59
Should be up now

Thanks a lot, that'll be very helpful.
I can always give them a quick colour myself.
#19

fatumd20

Jun 21, 2009 19:46:09
I grabbed a copy of Hearts of Chaos and the adventure is a fun read. Combined with the download content, it all makes much more sense since you provided some good explainations in the booklet.

I'm certainly interested in the sourcebook more so after having read the adventure.
#20

GhostStepper

Jun 21, 2009 21:03:20
I took a look at the downloadable content and at a quick glance i see a few issues that pop out:

- The Iron Son Grenadier/Sergeant has a power (Linked Targeting) that is an Immediate Reaction that activates when he hits with an attack. Immediate Reactions cannot be taken on a creature's own turn. Is it intended to be an exception to the rules? Is it an oversight? I can't possibly imagine that this was intended to only work if this creature is pair with another creature that can grant this creature a ranged attack outside of its turn.

- The Iron Son Seargeant's Good Timing activates when another creature "cannot make an attack". Does this happen as soon as the creature activates Bad Timing (when they know they won't be able to attack) or on the following turn (when they would have normally been able to attack). Its completely ambiguous.

- Combat Posture. You can gain a +1 to attack if you use Combat Posture again on your "next action"? What? So you can only benefit when using an action point to do the same thing twice?

- Area Denial? If its a burst then how are you making attacks as Immediate Reactions after your turn, and thus the burst, is over? Is it really supposed to be a Zone? How long does it last?

- From the Knee. What does "before or after this power" mean? In the same turn? In the same round? Can i take a move action, then a minor and then perform this on my turn even thought the move happens before the power?

- Standing Barrage. First, wow thats overpowered. Second, "immobilized until the begining of your next round." Does that mean the beginning of the next round or the beginning of your next turn?

- Targeting Lock. Again with the "beginning of your next round" wording.

- Rules of Engagement. While the general trend here seems to set things above the power curve of DnD, this one is amazingly weak compared to comparable 4E powers. Learn the level and role of opponents? Thats next to useless.

- Grand Slam. Lacks actual text for the secondary attack and third attack.

- Kinetic and Fluid needs rewording. The "identical secondary attack" text can be interpreted as allowing you to attack and Shift 4 all over again, repeating the whole power essentially. As with Grand Slam, secondary attacks need to be separately defined.

- Is Emergency Patch really as bad as it looks at first glance?

- Get Away from Them. "Beginning of your next round". Again.

–––––––––

My overall impression is that there is some seriously overpowered stuff here, especially if most of these powers can be used with standard DnD equipment or guns with higher damage dice.
#21

SerenaDawn

Jun 21, 2009 22:01:01
"- The Iron Son Grenadier/Sergeant has a power (Linked Targeting) that is an Immediate Reaction that activates when he hits with an attack. Immediate Reactions cannot be taken on a creature's own turn. Is it intended to be an exception to the rules? Is it an oversight? I can't possibly imagine that this was intended to only work if this creature is pair with another creature that can grant this creature a ranged attack outside of its turn."

Good point and the person responsible has been flogged.


In truth, how it should read is this:

Linked Targeting
When the iron sons grenadier hits a target with an Assault Rifle attack,
One other Iron Son may make one ranged basic attack against the same target as an immediate reaction.


"- The Iron Son Seargeant's Good Timing activates when another creature "cannot make an attack". Does this happen as soon as the creature activates Bad Timing (when they know they won't be able to attack) or on the following turn (when they would have normally been able to attack). Its completely ambiguous."

The ability reads
Good Timing (immediate reaction, if an iron son cannot attack that round due to their Bad Timing ability)
The sergeant makes a ranged basic attack.

This means on the round the Iron Sons is unable to make an attack, not the round in which he misses.

"- Combat Posture. You can gain a +1 to attack if you use Combat Posture again on your "next action"? What? So you can only benefit when using an action point to do the same thing twice?"

No...it doesn't say that. It say on your next action. So on your next action, regardless of when that is. I understand the confusion. It should read, "on your next attack power activation."

"- Area Denial? If its a burst then how are you making attacks as Immediate Reactions after your turn, and thus the burst, is over? Is it really supposed to be a Zone? How long does it last?"

I am not sure I understand the question...so let me explain the power. As a move action, you select a burst 1 area. That area is set. If a single target enters this area, you can use an immediate interrupt to initiate a ranged basic attack. You only get one immediate action. You choose an area in order to increase the chances of making this single attack. Because you only get one immediate action, the power is used up when you make that attack.

"- From the Knee. What does "before or after this power" mean? In the same turn? In the same round? Can i take a move action, then a minor and then perform this on my turn even thought the move happens before the power?"

Yes, the same round. If you want to use From The Knee, you cannot move at any point during that round, before or after.

"- Standing Barrage. First, wow thats overpowered. Second, "immobilized until the begining of your next round." Does that mean the beginning of the next round or the beginning of your next turn?"

Yes, that is a wording mistake I will make an effort to fix. It should say next turn, not next round. And I don't think its particularly overpowered.

"- Targeting Lock. Again with the "beginning of your next round" wording."

yes...turn...not round.

"- Rules of Engagement. While the general trend here seems to set things above the power curve of DnD, this one is amazingly weak compared to comparable 4E powers. Learn the level and role of opponents? Thats next to useless."

Knowing which targets are minions, brutes, and solos, I disagree.

"- Grand Slam. Lacks actual text for the secondary attack and third attack"

The attacks are all identical. This has been fixed in the main rulebook.

"- Kinetic and Fluid needs rewording. The "identical secondary attack" text can be interpreted as allowing you to attack and Shift 4 all over again, repeating the whole power essentially. As with Grand Slam, secondary attacks need to be separately defined. "

Once again, we had to trim it down for space. It is properly expanded in the main rulebook. Again, I apologize for the confusion.

"- Is Emergency Patch really as bad as it looks at first glance?"

I don't understand. Its a minor/daily. It recovers 17 hit points because of the level and skill of the class. It changes with each character.

"- Get Away from Them. "Beginning of your next round". Again."

Same thing....

"My overall impression is that there is some seriously overpowered stuff here, especially if most of these powers can be used with standard DnD equipment or guns with higher damage dice."

Well in that, you have to understand that our "techan" classes cannot use magic weapons and only a few weapons have been shown here. Heavy weapons are neat but they also provoke opportunity attacks. Pistols don't but they don't do as much damage.
#22

GhostStepper

Jun 21, 2009 23:00:53
No...it doesn't say that. It say on your next action. So on your next action, regardless of when that is. I understand the confusion. It should read, "on your next attack power activation."

The problem is that "next action" means your next action, regardless of whether its the same turn or not...regardless of whether you take a move, minor or free action during the same turn you attack with this power. The wording should probably involve a +1 to attack the next time you use Combat Posture before the end of your next turn. This uses wording that is already in place with other 4E powers and is easy to understand

I am not sure I understand the question...so let me explain the power. As a move action, you select a burst 1 area. That area is set. If a single target enters this area, you can use an immediate interrupt to initiate a ranged basic attack. You only get one immediate action. You choose an area in order to increase the chances of making this single attack. Because you only get one immediate action, the power is used up when you make that attack.

The main problem is that when you make a "burst" in 4e it happens instantly and then it is gone unless it creates a "zone". Have the power create a zone of a certain burst size if you intend it to last for a certain duration. Furthermore, you need to be explicit as to how long it last. For all i know, it could last the entire encounter as long as no one triggers the Immediate Reaction. Whether or not this is intended is ambiguous.

Yes, the same round. If you want to use From The Knee, you cannot move at any point during that round, before or after.

That is exactly the kind of wording that needs to be included. Right now its up in the air as to whether you can move during the action directly before or after the attack or if you cannot move at any time during the same turn/round.

Knowing which targets are minions, brutes, and solos, I disagree.

This is the kind of thing people find out almost instantly based on encounter set up. If they hit the guys that look similar and they die in one hit, then they are minions. If there is one big guy that won't go down, he is a solo. I can't imagine anyone ever taking this power.

I don't understand. Its a minor/daily. It recovers 17 hit points because of the level and skill of the class. It changes with each character.

Its Cure Light Wounds except it takes a healing surge to use. It would have to scale much better than CLW to be worthwhile.

Well in that, you have to understand that our "techan" classes cannot use magic weapons and only a few weapons have been shown here. Heavy weapons are neat but they also provoke opportunity attacks. Pistols don't but they don't do as much damage.

Having ranged weapons provoke is pretty standard for DnD ranged weapons though, so it isnt necessarily a big drawback. If there are weapons that deal at least as much damage as a longbow and can be combined with some of the powers in this download, then you are looking at some stuff that easily outstrips the power level of core DnD.
#23

SerenaDawn

Jun 21, 2009 23:56:48
The problem is that "next action" means your next action, regardless of whether its the same turn or not...regardless of whether you take a move, minor or free action during the same turn you attack with this power. The wording should probably involve a +1 to attack the next time you use Combat Posture before the end of your next turn. This uses wording that is already in place with other 4E powers and is easy to understand

You are absolutely right. That'll be in the errata.


The main problem is that when you make a "burst" in 4e it happens instantly and then it is gone unless it creates a "zone". Have the power create a zone of a certain burst size if you intend it to last for a certain duration. Furthermore, you need to be explicit as to how long it last. For all i know, it could last the entire encounter as long as no one triggers the Immediate Reaction. Whether or not this is intended is ambiguous.

You make a good point on that. Personally, I think specifying an area burst is adequate and easy to understand, though zone would be accurate as well. Specifying the duration IS, however, missing.

That is exactly the kind of wording that needs to be included. Right now its up in the air as to whether you can move during the action directly before or after the attack or if you cannot move at any time during the same turn/round.

That's another correct wording. Errata.


This is the kind of thing people find out almost instantly based on encounter set up. If they hit the guys that look similar and they die in one hit, then they are minions. If there is one big guy that won't go down, he is a solo. I can't imagine anyone ever taking this power.

Playtesters disagreed. To each his own,I guess.

Its Cure Light Wounds except it takes a healing surge to use. It would have to scale much better than CLW to be worthwhile.

It doesn't, but its also a minor action, which effects its power.

Having ranged weapons provoke is pretty standard for DnD ranged weapons though, so it isnt necessarily a big drawback. If there are weapons that deal at least as much damage as a longbow and can be combined with some of the powers in this download, then you are looking at some stuff that easily outstrips the power level of core DnD.

We feel the power is balanced given other powers in the PHB like Avernian Eruption, which does a lot more damage. We'll have to agree to disagree on that one.

There may be more issues in the errata than even spoken here. The WOTC PHB had hundred upon hundreds of playtesters and they still had a 30 page errata. We will address them as they come in. I want to add that the rulebook was finished AFTER the free module and nearly every one of these issues have been expanded and clarified in the main book. I imagine people will have questions about how the classes really are. (Why do some classes have six at-will while others have five?). All these answers are in the main book. Or you can ask here, and I will answer. I know most companies just lay it out there, but I want you guys to know I do read and understand your thoughts and I want to make the game you want to read....and buy....
#24

undrave

Jun 22, 2009 1:16:21
So I tried to download the online booklet (I work on saturday, I could go to my FLGS to grab anything...) and...its all blurry blocks instead of text...what gives?

I'll look into the book when it comes out though.
#25

Nyronus

Jun 22, 2009 2:26:30
Every time I download this pdf from either source it is a corrupted mess of black gradients and blocks. Is anyone else having this problem? My computer reads pdfs all the time, so I don't think that's it, but it looks like I'm the only one who is having trouble.
#26

SerenaDawn

Jun 22, 2009 2:50:52
I checked Goodman's and mine. They are both looking good. Hmm...have you tried both sites? Download from www.diasexmachina.com and from Goodman games. See if both are giving you grief. Let me know. If it is, I'll try and see why. Maybe send you the file directly.
#27

ieattrollsforbreakfast

Jun 22, 2009 6:40:54
I had a more detailed look through the adventure, and here are a few more things I picked up on:

-The Skegg Pugg-driver's Pugg Prodder ability states "the skegg inciter may attack through squares occupied by puggs." What is does that mean? Allies don't grant cover to opponents after all, so there's nothing stopping the skegg from attacking someone 2 squares away if a pugg is in front.

-The "disruption location" skill challenge isn't using the errated rules (for complexity and DCs). Is that intentional?

-The Risen Pagus is "inanimate"...shouldn't that be "animate (undead)"?

-The Risen Pagus' Brutal Slam doesn't make much sense to me. It's listed as a basic melee attack, but then says "instead of a basic melee attack". Is that supposed to refer to the fact it doesn't have an attack roll? And if it is, don't you think a 2 square push + prone is a bit good for no attack roll? I'd have thought an attack vs. Fort would be more appropriate.

-If the dragon's breath weapon causes an EDF event, put that in the stat block :P

-I'm not sure I like that EDF events occur at the end of every round. At high levels, you're looking at spending 1/2 your turns with your weapon disrupted. That's not particularly fun. I think it'd probably work better as just a plot effect and tied to monster attacks, rather than a continuous thing.
#28

SerenaDawn

Jun 22, 2009 10:35:39
-The Skegg Pugg-driver's Pugg Prodder ability states "the skegg inciter may attack through squares occupied by puggs." What is does that mean? Allies don't grant cover to opponents after all, so there's nothing stopping the skegg from attacking someone 2 squares away if a pugg is in front.

That is correct. I think my monster maker wanted to remind the GM that he could.


-The "disruption location" skill challenge isn't using the errated rules (for complexity and DCs). Is that intentional?

Our skill challenge intentionally looks a little different. For one, you have to complete all but one to do that last one. I also like the idea of multiple players pitching in to make it fun.


-The Risen Pagus is "inanimate"...shouldn't that be "animate (undead)"?

Yup. Not even the editor caught that. It happens.


-The Risen Pagus' Brutal Slam doesn't make much sense to me. It's listed as a basic melee attack, but then says "instead of a basic melee attack". Is that supposed to refer to the fact it doesn't have an attack roll? And if it is, don't you think a 2 square push + prone is a bit good for no attack roll? I'd have thought an attack vs. Fort would be more appropriate.

Yes, that SHOULD read:

Brutal Slam
Instead of inflicting damage with a basic melee attack, a Risen Pagus may push the target back two squares and knock it prone.

-If the dragon's breath weapon causes an EDF event, put that in the stat block :P

They don't always. That's a plot point we put in to make it fun.

-I'm not sure I like that EDF events occur at the end of every round. At high levels, you're looking at spending 1/2 your turns with your weapon disrupted. That's not particularly fun. I think it'd probably work better as just a plot effect and tied to monster attacks, rather than a continuous thing.

We knew perfectly well that as your level progresses, the chances of disruption increase. This makes your Specialist and the type of gear you buy ever more important. End of the round is easy to remember. Making it via attacks means some allies never suffer from it. Making it a plot effect means it is never a threat...and it IS part of the setting. We'll have to agree to disagree.
#29

undrave

Jun 22, 2009 11:50:26
Every time I download this pdf from either source it is a corrupted mess of black gradients and blocks. Is anyone else having this problem? My computer reads pdfs all the time, so I don't think that's it, but it looks like I'm the only one who is having trouble.

I have the same problem!

You on a Mac too?
#30

ieattrollsforbreakfast

Jun 22, 2009 11:54:21
Before I get into the meat of the post, I just want to point out that it's great that you're talking to us here. Much appreciated :D

That is correct. I think my monster maker wanted to remind the GM that he could.

Fair enough, I guess a reminder doesn't hurt!

Yes, that SHOULD read:

Brutal Slam
Instead of inflicting damage with a basic melee attack, a Risen Pagus may push the target back two squares and knock it prone.

So it's still an attack against AC?
I'd suggest just writing it up as it's own attack entirely (if that monster appears in the main rulebook), to avoid any confusion.


They don't always. That's a plot point we put in to make it fun.

Ah ok. But still, for this monster in this adventure, it would have been nice to have it in there, even if the stat block in the main book doesn't.


We knew perfectly well that as your level progresses, the chances of disruption increase. This makes your Specialist and the type of gear you buy ever more important. End of the round is easy to remember. Making it via attacks means some allies never suffer from it. Making it a plot effect means it is never a threat...and it IS part of the setting. We'll have to agree to disagree.

I guess it depends on the higher level play and abilities available to end the effect. I'll try it out in the game and see what happens. Thankfully it's an easy rule to ignore if I don't like the way it plays out.

While we're on EDF, I'd like to clarify I'm reading the rules right. Are the following correct?
-At the end of each round, one player is subject to EDF. In the first round, it's the one with the lowest Initiative, and in the second it's the second lowest etc. until you get to the top and start again.
-If one of the player's items is disrupted, but he rolls a disruption event again, it skips the currently disrupted item and affects the next powerful one.
#31

Nyronus

Jun 22, 2009 13:51:45
I checked Goodman's and mine. They are both looking good. Hmm...have you tried both sites? Download from www.diasexmachina.com and from Goodman games. See if both are giving you grief. Let me know. If it is, I'll try and see why. Maybe send you the file directly.

I've downloaded from both and tried again just now. Still doesn't work.

Also, yes, I am on a Mac.
#32

GhostStepper

Jun 22, 2009 16:48:55
I've downloaded from both and tried again just now. Still doesn't work.

Also, yes, I am on a Mac.

I'm on a Mac and i doesn't work with Preview. It works fine with Adobe Acrobat Reader though.
#33

Nyronus

Jun 22, 2009 18:19:23
I'm on a Mac and i doesn't work with Preview. It works fine with Adobe Acrobat Reader though.

Alright, yeah, that works.

Still don't like that Preview doesn't.
#34

SerenaDawn

Jun 22, 2009 20:53:25
So, if I understand it, Macs can't see the file unless they download it and use Adobe Acrobat Reader. Hmm...I have no idea how I can fix that. I only have the PDF. I am just on the DEM side of things. If people are still having grief, email me at [email]Slipstream2@Serenadawn.com[/email] and I will see about finding a solution to your problem.
#35

SerenaDawn

Jun 23, 2009 4:17:06
Before I get into the meat of the post, I just want to point out that it's great that you're talking to us here. Much appreciated :D

Its far too early in our career to be arrogant.

So it's still an attack against AC?

My monster maker was apprehensive about adding in a full power to a minion...so that was his solution.

I'd suggest just writing it up as it's own attack entirely (if that monster appears in the main rulebook), to avoid any confusion.

I am partial to agree with you. Risen Pagus are not in the main rulebook, only in the HOC Module. However, one of the LIVING pagus have a similar worded ability, so we'll have to errata that.

Ah ok. But still, for this monster in this adventure, it would have been nice to have it in there, even if the stat block in the main book doesn't.

I agree. My mistake.

I guess it depends on the higher level play and abilities available to end the effect. I'll try it out in the game and see what happens. Thankfully it's an easy rule to ignore if I don't like the way it plays out.

Well, I have always insisted that disruption is an optional rule. I remember having an argument with my co-writer where he was insisting we use disruption as a way to balance the damage output of techan weapons. I was adamant that it not happen in case DMs wanted to home-brew their own games. I also thought it wouldn't work because it was totally random.

While we're on EDF, I'd like to clarify I'm reading the rules right. Are the following correct?
-At the end of each round, one player is subject to EDF. In the first round, it's the one with the lowest Initiative, and in the second it's the second lowest etc. until you get to the top and start again.
-If one of the player's items is disrupted, but he rolls a disruption event again, it skips the currently disrupted item and affects the next powerful one.

That's it exactly...

Here is an example from the main rulebook....

Example: Kathryn Lindune wears TL6 power armor and wields a TL4 rail pistol and a TL5 plasma pistol. She also has operating Infrared Goggles (TL3). The GM makes an EDF roll and the result is 4. The lowest tech item on Kate that can be affected is her rail pistol. Her Infrared Goggles (TL3) are safe. Because the armor is higher tech level, it goes first. To break down the goggles, the GM would have had to roll a 3 or less on the disruption roll after already breaking down the armor and both weapons.

Now, you can purchase shielding with later levels and the Operator has powers that reduce or nullify disruption.
#36

SerenaDawn

Jun 24, 2009 23:25:34
One more errata you won't notice but I did. At first, I didn't bother mentioning it but I realize how important it can be in groups that employ the Marshal. Basically, every techan class selects one of his/her at-will ranged powers to become his/her basic ranged attack. This obviously makes the Marshal a lot more effective. Although I would indicate which ones, I suggest each player select on at-will to be their RBA. This remains for as long as that player controls that character.
#37

jraynack

Jun 29, 2009 14:55:37
So, if I understand it, Macs can't see the file unless they download it and use Adobe Acrobat Reader. Hmm...I have no idea how I can fix that. I only have the PDF. I am just on the DEM side of things. If people are still having grief, email me at [email]Slipstream2@Serenadawn.com[/email] and I will see about finding a solution to your problem.

That is odd. I am not too familiar with Macs, but I will have to run through a few tests of my own on my mother-in-law's Mac notebook when I get the chance (says the guy who did the layout for the download).

I would hate it to be a problem with future DEM downloads.
#38

SerenaDawn

Jul 01, 2009 2:19:05
Just FYI

A lot of people have been asking if the our well-received Free RPG Module "Hearts of Chaos" is going to be offered outside of the event. I just found out, it will be made available. The HOC module will be released in mid July in PDF. It "should" include both the print module and the download package. If not, you can still down the supplement from us.
#39

pamela

Jul 01, 2009 6:32:21
Thank you! I look forward to the game.
#40

Pobman

Jul 20, 2009 6:38:03
Just FYI

A lot of people have been asking if the our well-received Free RPG Module "Hearts of Chaos" is going to be offered outside of the event. I just found out, it will be made available. The HOC module will be released in mid July in PDF. It "should" include both the print module and the download package. If not, you can still down the supplement from us.

Hi. I was wondering if there was any further information about this? I am eager to have a first taste of Amethyst as it is a while until it is released in shops.
#41

Jack99

Jul 27, 2009 16:16:20
Its on sale at rpgnow.
#42

ChrisTheS

Jul 30, 2009 11:01:57
It's also awfully expensive in PDF for something that was originally free
#43

Chandrak

Jul 30, 2009 15:24:23
It's also awfully expensive in PDF for something that was originally free

Lol, its only $5, stop complaining :P




I have a question about the module, which I bought and plan to run this weekend with some friends at some point.

Namely, are there any special rules for calculating attack and damage for basic ranged attacks? Looking over the math for powers, I can see that the classes have different primary ability scores and yet they still use firearms. So, how does that affect making RBA?

I saw that one of the leaders has a power that allows friendlies to make basic ranged attacks, but nowhere does it say anything about special rules for how those attacks are calculated, which means it uses the standard Dex-based RBA.

Which means that despite all of these characters specializing in firearms, they are less accurate with RBAs than their standard at-wills. To me thats like a ranger using a bow with twin strike and being really accurate, but not being able to hit well with a RBA, which is just silly.
#44

ChrisTheS

Jul 30, 2009 15:41:56
Lol, its only $5, stop complaining :P

I won't stop complaining, thank you. $5 is not a negligible cost for me, and I was originally advertised the product for nothing - I went to the only local participating Free RPG Day location expressly for it, only to discover that they'd never received any copies of that particular offering. Given that I'd already spent two bus tickets ($5 right there) on what amounted to a fruitless mission, I feel quite entitled to complain.

A dollar or two I could conceivably suck up, but five is too much for something I only wanted for preview purposes anyway.
#45

SerenaDawn

Jul 31, 2009 1:44:14
On that, let me voice my opinion on this.

Firstly, Conan and I wrote that the full 30 page module over two weeks. We created the characters and tested the game with our group and others. We enjoyed the experience and think it's a perfectly playable module that really offers something different from other on the market. We paid for the art including that awesome Nick Greenwood cover.

Goodman published this module. He paid for the editor, the layout. 500 Free RPGDay boxes...12 Amethyst modules a box. That is a sizeable investment for a free giveaway. At first, I wondered if selling it was wise. Then I thought about it and I realized it was. It was free on free RPG day. I don't think it's fair for those that went to the event that, that waited in line, to realize they could have gotten it for free and without hassle if they only waited a month. That being said, it's too bad some people got screwed...going to the event, spending money for a bus, only to not get one. It sucks. Hell, I don't have a copy. Seriously, I don't. Conan gave his to his grandparents and I gave mine to Gnome's Stew. This is our first product for sale through Goodman technically, so I hope it does well. I hope fans that don't already own this will pick it up...and review it. Maybe a good review. Remember to pick up the add-on as well.

In addition, I also hope people will go to their local book stores, game stores, and hobby stores, and request the book. Have them call their supplier and inquire. Make its demand known. That WILL...I mean WILL affect its print run and availability...which will affect our sales. Goodman may be large, but DEM is among you all...trying to make an impact, and we need the support from our fans. With this, we can deliver the two other Amethyst books we have planned, the module I have half-written, and...hopefully, NeuroSpasta as well. These next few weeks are vital...for you all, and us. Thanks again...
#46

ieattrollsforbreakfast

Aug 01, 2009 19:04:52
*RBA stuff.*

According to SerenaDawn on another thread, Techan characters get to choose one of their at-will powers to use as a ranged basic attack.
So that solves all those issues!
#47

Chandrak

Aug 03, 2009 4:26:38
Well, I paid for a copy, and I have to say, if I'd paid $15 as opposed to $5 I'd still be really happy.

We played the module over the weekend, and while we didnt have time to add in all the optional encounters from the downloadable extras, we had a total blast. The whole thing was extremely well put together, and the writing for the 'blue-box' text was phenomenal. While there were two or three powers we weren't too sure how they were supposed to work, the character classes were interesting, and what we saw we liked. I myself took a liking to Elias' character, and I just know that another one of the guys in our group who, sadly, wasnt able to be with us this weekend, will just LOVE the Marshall.

And to whoever wrote the skill challenge - FANTASTIC JOB. Now that was how a skill challenge should be. Most of the skill challenges I've seen in WotC modules have been a little too structured, or it wouldnt be clear to the players what sort of skills ought to be involved in a skill challenge, or some other thing that would require you to reveal to the players what was going on. It went so smoothly that the players didnt even know they were performing a skill challenge until it was over - they kept waiting for the monsters to jump out from around the corner.

Overall, we had a fantastic time playing this module, and it has definitely whetted our appetite for the main setting when it gets released in September. While we enjoy WotC's published modules for their battles, its been a long time since we've really ROLEPLAYED a module instead of just having fun with the battles. The tactics were interesting, sure, but what was a nice treat for us were the moral issues at stake and trying to decide how our characters would choose one way or another. I havent seen that much in-character dialogue between players in a long time, and it warmed my heart to see it

So our groups thanks to all involved in the creations of the module, and we're definitely looking forward to seeing the main setting book in September!

Makes me also kinda wish I'd tried to sign up for the playtest of Neurospasta.
#48

SerenaDawn

Aug 04, 2009 0:17:51
Thanks Chandrak.

You should post a review at RPG Now...spread the word. God knows, we need all we can get.

And you can still get into the NeuroSpasta playtesting. We are still working on the rules so you still have a week or so. Email me.
#49

Chandrak

Aug 04, 2009 1:35:26
Done and done
#50

ChrisTheS

Aug 04, 2009 15:11:05
Someone was nice and bought it for me, but for some reason, after I hit the 'post review' button on DTR, it didn't post. So all the nice things I had to say about it will now be put on hold until the end of the month, when I actually get a chance to play it as opposed to just read it.

One thing I will say now is that I wish it were longer - it seems better suited to a short campaign than a 1-2 session adventure. If I weren't in the middle of another campaign, I'd expand it for my game (and add back in all the psychological horror and suspense of Heart of Darkness/Apocalypse Now that largely disappears once the 'target' is made more sympathetic). Plus it would be an excuse to rake the characters over hot coals by making their equipment constantly break down, which would more than adequately repay them for their years of abuse.

But I am a sick and twisted individual, of course.
#51

Chandrak

Aug 04, 2009 19:13:50
Plus it would be an excuse to rake the characters over hot coals by making their equipment constantly break down, which would more than adequately repay them for their years of abuse.

Lol, tell me about it :D My players are always putting crazy status effects on the monsters so they cant do anything, and in the final fight of the module not only did half the players get nailed by the EDF from Reaper, there were two nat 20s rolled during the fight too. Nice taste of their own medicine.

Minor Spoiler Alert:
The second one was on the same round that Reaper rezzed the pagus to cover his retreat. Needless to say, he escaped and will be returning at some point to harass the party if the players decide theyd like to play around a bit more in a continuation of the module.
#52

SerenaDawn

Aug 04, 2009 20:11:32
Awesome to hear. Now, you know there are those expandable encounters in the downloadable supplement?

As for the story, I would have loved to have put in more moral questions and I think making the target sympathetic makes it more difficult than making him insane...because that doesn't change the objective of the mission to terminate him.

Great to hear the game reports, by the way.
#53

Chandrak

Aug 04, 2009 20:55:38
Now, you know there are those expandable encounters in the downloadable supplement?

Hehe, yeah, I'm thinking I'll use some of those extra monsters in another adventure for the players. Useful building blocks there, along with what was in the module itself, for some extra fun.
#54

ChrisTheS

Aug 05, 2009 10:56:56
As for the story, I would have loved to have put in more moral questions and I think making the target sympathetic makes it more difficult than making him insane...because that doesn't change the objective of the mission to terminate him.

It's an easier moral quandary, but it doesn't convey the same sort of head-gamey weirdness of the original. To reproduce that to best effect, I would want the players to perceive Cross as being mad, only to discover upon reflection that it's their world that is the insane one. To get that across, I'd have to find some way of conveying to the players that the techan way of life is a fundamental aberration to which, nonetheless, they have a deep-rooted commitment - and therefore Cross has to die because his very existence threatens their worldview.

---

Anyway - I probably won't get to do any of this, or run the supplemental encounters, because I only have one session to run it in on a day that our sessions are about 1 hour shorter than usual, and my players are not exactly good at 'on track.'
#55

ChrisTheS

Sep 22, 2009 12:14:05

Finally finished it... didn't succeed at psyching anyone out, as half the group decided to start playing tic-tac-toe during the conversation/confrontation with Cross.  And I ended up having to have Cross caught in Reaper's final breath weapon and laid up for three months afterward (with the PCs 'catching echa' and never being heard from again) as the conclusion because otherwise the guy who played Kauff would have dragged him back to York by the scruff of his neck, regardless of anyone else's opinion on the matter.


Also, apparently, I'm the only person in the group who's either read the book or seen the movie.  Which is kind of disappointing from a cultural perspective...


Anyway - review pending, with the group's comments.  Should be ready in a day or two.


Although I will say-- large dragon?  Not big enough, especially since the accompanying illustration shows a Huge at least (I used the Gargantuan Black, which got the reaction I wanted).

#56

ChrisTheS

Sep 23, 2009 11:56:26

Here's my review (also posted at DTR):


This module is something of a mixed bag. As an adventure set within the inventive world of Amethyst, it's decent (if hardly an original idea, though the parallels to Heart of Darkness/Apocalypse Now are called out pretty clearly in the title). As an introduction to said world, however, it's a bit lacking. Someone already familiar with the setting (through the OGL release) will have no trouble getting into the swing of events, but someone who isn't aware of the basic conceits of the world may have issues.


The adventure itself is very straightforward, following a highly linear path towards a defined goal and with only two real possible outcomes. Due to the establishment of the party as a mercenary group on a mission, it's OK to railroad, although some of the 'scripted' encounters may have problems depending on the personalities assigned to the pregenerated characters.


The pregens are actually one of the weakest parts of the module. First, their equipment loadouts are not always the best choices (if nothing else, everyone should have a backup melee weapon for those fights where the GM rolls critical equipment failure three rounds in a row, and the players of supposedly 'heavy weapons' characters chafed at not having more impressive guns). Additionally, since the group dynamic of the characters is left vague, the interactions at the table become somewhat messy as players try to figure out their place in the group and the surrounding world (the adventure's outcome is strongly predicated on the entire group being inclined to either obey or disobey their orders, and in a mixed group could easily turn into PvP without strong GM control). Since this issue will be entirely resolved once the Amethyst corebook is released, I don't count it against the module too much.


The other weak point, which I have to fault it for, are the maps. The default battlemaps for the module are appallingly dull, lacking anything in the way of interesting terrain. For characters who are, by default, inclined to find some cover and hunker down, this is a crippling weakness. When I ran the module, I completely disregarded the included maps in favor of my own, to the adventure's greater benefit (especially during the final battle).


While the encounters in this module provide for some good variety (particularly if the optional encounters from the web enhancement are used), there are some niggling issues with each of them that prevent them from being excellent. First and most problematic, the players automatically assume that because their vehicle breaks down right before an enormous monster appears on the horizon, that they are supposed to fight the monster. This is a problem when the encounter is scripted as a skill challenge and the monster is 25th level. Second, in the final battle, the dragon is too small - a Large just doesn't cut it for really emphasizing the 'oh crap' moment. Third, the talky scenes are both too vaguely defined (my group asked none of the questions that had scripted responses) and too long, with the result that tic-tac-toe and dice jenga might take over those scenes if they fail to keep everyone's interest. In general, the module is too wordy and occasionally suffers from dodgy grammar (though having read the OGL version of the setting, I am aware that this is a stylistic concern of the writer). Lastly, because the adventure is so spread out over time, there is plenty of time to take extended rests between encounters, so there is very little resource attrition (beyond the expenditure of ammunition).


With all that out of the way, the overall pacing is quite good, and the adventure itself was entertaining for the group. In spite of having minimal knowledge of the setting, they did their best to get into it, and will hopefully be amenable to a full campaign in the future (and given how hard to please my group is, this is a heady accomplishment). I would have personally preferred a longer module which makes full use of the psychological impact of the source material, but understandably this offering had to be short to be able to be run at an event. In conclusion - while I would not recommend this module as a person's first introduction to the Amethyst setting, as a one-shot for already familiar players or as the prelude to a larger campaign I would definitely do so.


I would also endorse the lively and exciting sport of pugg-punting, invented by my group during the first encounter when their vehicle was swarmed by a small legion of goblinoids.

#57

SerenaDawn

Sep 24, 2009 2:05:29

On that, let me say that I so badly wanted to create a much longer, detailed story.  Our initial adventure was only a "stand your ground" series of battles.  When you have 15 pages to create a loving tribute to a great film, some elements had to be dropped.  Further, the add-on module was meant to lead players into further adventures and not expand the current one.  Oh, to have 30 pages of Hearts of Chaos with no limits on game length.  I could have the techans wander into a fantasy town and just encounter culture shock.  I would have they randomly encounter passing merchants, positive fantasy creatures--forcing the group to question their previous belief that the world of fantasy was wild and primitave.  Who knows, I could have thrown in a few elements of another great film, Dances With Wolves...although, having seen the Avatar trailer, it was probably best I didn't do that. The time limit also restricted the detail on the setting.  In the end, I allotted for a quick cover of the setting and have the players encounter foreign enemies as if it was their first time outside their city.


As for vehicles, I so badly wanted to include vehicle rules but it was a case of overkill on the rules as we were already asking people to accept all new rules regarding weapons.

#58

ChrisTheS

Sep 24, 2009 11:33:33

have the players encounter foreign enemies as if it was their first time outside their city.


Just out of curiosity, why choose York as their hometown, given that it's the least isolationist of the bastions?  Of my group, only one of them was disposed to think of the chaparrans as 'the enemy.'

If I were to run it again, I think I'd transpose the action to the Sierra Madre area - then I could play with agoraphobia


Which reminds me - where exactly is Selkirk in real-world terms?  I'm planning for a campaign where the characters are archaeologists in search of pre-Hammer relics and stumble across the buried ruins of the players' hometown, and so it would help if I could get a better idea of what terrain they'd have to travel through to reach the former Edmonton area.

#59

SerenaDawn

Sep 27, 2009 1:51:54

I deal with Angel so much, I wanted to give York a shot.  Sierra Madre and Selkirk are too advanced with a unique backstory while York is basically New York.


 


Selkirk is in the Selkirk Mountain range, in the northern region...


 


As for terrain...it is all in extremes and they shift quickly...from plains the mountains with little transition.

#60

ChrisTheS

Sep 28, 2009 11:56:22

So, near Revelstoke, or further north?  My sense of that general region is a little hazy, as the only times I've been in it was to go to Nakusp, on upper Arrow Lake...