What's in the works


Hello there!

This post is intended to give you a general heads up of how development is going and what is currently in focus:

Necromancy unleashed

I've taken the liberty to release a vertical slice of the Feldemerian Schools of magic in form of the Necromancy Sheet. 

  • While the sheet itself is fresh out of layouting and hasn't been tested in this form, most of the Rules and Spells you will find within have been tested in one form or another for a long time - also in previous, unreleased projects.
  • I'm not fully happy with the Target Numbers so these might still be a bit off in places, currently they are used a bit for gatekeeping on super strong effects. If you find them too oppressive, feel free to change them (and let me know about it).
  • Content wise  it might not look like much, but the Spell Necronstruct (i might change the name) does a lot of work in our games and is in itself a swiss army knife.

The other 6 Schools of Magic are about 90% done in terms of design. There is still some need for evaluation in Target Numbers and I don't quite like the wording of some of the Rules. Layouting is still very much in progress for all of them. 
Content wise you can expect every School to have distinct mechanics and flavours. The nym and souldrain mechanics are exclusive to Necromancy and other Schools deal with concepts like the weave of reality, marks of summoning and binding, imprints and much more. 

The other schools of Magic will most likely be released zipped together at the 2.00 USD tier. No ETA as this is actually not the main focus right now. Speaking of which:

Archetypes and Abilities

Are right now the biggest focus in development and those two sheets differ wildly from each other. They are my top prioriy to get finished as they should help a lot with onboarding.

  • Each Archetype is akin to a blueprint for character creation, that is meant to assist in trying to fulfil a specific purpose. They are very general and can be used in most settings and contain a number of ability choices and gear suggestions. Layouting wise, so far there are no complications and my drafts from playtesting just seem to need some minor adjustments to fit the constrains of the format.
  • The Abilities sheet is more of a weird idea that contains some very specific examples for abilities that you could use directly as is in your games or use as inspiration for creating your own. To be honest the System format doesn't fully lend itself to this kind of content so I'm experimenting with it.

Chases & Cybersecurity

The second highest priority are these 2 expansion sheets which are mostly done, apart of some more safety testing and, again layouting considerations. 

Files

Feldemerian Magic: Necromancy v0.9 454 kB
Sep 22, 2022

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