So, It's a whole new year and nothing has been said since october.
Sorry!
Put it down to a busy Q4 at work, and general lack of motivation for anything else.
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Some behind the scenes changes have been done, TK-TP has now got it's own formula working,
more powerful 'magic spells' (urgh) with great spreads of area effects now cost A LOT. While the weak single square TK cost hardly anything.
Since we have plans to really open this thing up, we will also provide details on the list of TK each Ori character has access to from it's storyline. This does not have to be used in the actual base game, but will allow variation rules to be made.
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A few small changes to the web code, and a lot more pages have been done. It's really down to the rules and cards pages now.
I'm also continualy redesigning the MAPS. I'll proberly never be happy with them.
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While IX-Gallatics an IX-Alchemy are on a temp hold. We have been working on the first add on pack.
Working Title: Slimes QWFT
Will obviously be changed in the end.
The pack will contain both a selection of those creepy yet cute gooey blobs we all know and love. Most of these will come from our more 'generic' setting EMP, but we'll be sure to add those that count from Ori, Nort and 2ndR as well.
While this information is just for one to play with, the big fun will come from IX-Chroma. An implementation of the Chroma system from EMP.
For those not in the know, Chroma, like it's name suggests is magic based of colour effects and was the spiritual power avaliable to the Tribesmen, the Spirits themselves and the Great Ships.
Base (low,high)Red (Pink,Maroon)
Vermillion (anti Green)
Orange(Peach,Tenné)
Marigold (anti Blue)
Yellow(Beige,Olive)
Chartreuse (anti Violet)
Green(Celadon,Myrtle)
Cyan (anti Red)
Blue(Azure,Ultramarine)
Indigo (anti Orange)
Violet(Lilac,Purple)
Magenta (anti Yellow)
Is our basic setup for the moment. Those in Bold are Anti effects, and can be used to counter act other colours. To even gain access to these, the player needs to have the ones above and below it.
For instance, to cast Vermillion spells, you would need to have Red and Orange.
Chroma also uses a mana-less system. Instead, each group of spells is set into ranks on their colour, with each character able to use upto a certian value in each.
Example:
(note names not final!)
RED: Scorching, Fire Bolt, Fire Blast, Fire Beam, Fire Ball, Fire Storm, Inferno
GREEN: Waking Gas, Sleeping Gas, Toxic Gas, Corrosion, Lung Rot
if Tribal-Warrior-51A has Red[4] Green[2]
Then he can cast: Scorching, Fire Bolt, Fire Blast, Fire Beam, Waking Gas, Sleeping Gas.
He will not be able to cast anything higher, unless granted the ability to do so. Campaign stuffs, or if you GM the game.
We are still looking on the ways to limit uses, while keeping it different from the Tk system. At the moment, we are thinking a recharge system, based on character and Rank Value.
eg:
Tribal-Warrior-51A -Red[4] Green[2]- -Recharge:2+v-
If Tribal-Warrior-51A now casts Fire Blast, he will have to wait 5 moves before He can do so again.
Tribal-Warrior-51A -Red[4] Green[2]- -Recharge:v-1-
If Tribal-Warrior-51A now casts Fire Blast, he will have to wait 2 moves before He can do so again.
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A new progress report wil be made when we get it sorted and have the list up.
AS of yet, there are NO plans for any system to come from Nort or 2ndR. Since they do not have this type of thing in them.
Nort may have Planetary/Avatar powers/spells, but these are highly restrictive, and 2nd'R's warping of reality and form does not cross well over to a fast paced card game. Nonetheless, we'll post something to show how it works if anybody wants to use it.
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Which reminds me.
That Ori databank project is on a little bit of Hold. I'm learning PHP/MySQL at long last and want to use it for my first database driven project.
Getting the basic templates in place will also allow it to easily be converted to the other worlds.
Nifty.
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Sorry for all the scarrpy notes here.