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Bruno Prosaiko

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A member registered May 11, 2019 · View creator page →

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I see. I'll consider what I can do.

Is it strictly necessary to keep all submissions to A5 size? I imagine the intention is to compile the submissions after the jam into a unified file. It's just not a very interesting format for certain types of comics.

Wonderful work!

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Hit Dice & Death

This is probably a silly question, but I missed it while reading. Are the hit dice added together before being compared to the wounds or is only the highest die considered, like in buffs/breaks?

Does Bastards have an open license? I couldn't find any information about it.

Well, there's plenty of room for that on the side edge, tech66. Feel free to add the attribute.

Great idea to use Mörktober to create a 7:7 collection. I thought the same, but you were faster! ^^

Very interesting, Randalzy. I had never paid attention to quickstarts, I had no idea they used d6 dice pools. Thanks for the tip!

Bom saber. Obrigado, Hebi!

Thanks for your support, Bearbottle!

I loved Stajet! It's really cool. I'm thinking about hacking the game. Any suggestions on how to distribute the points in the stats to create new units (besides comparing them to the existing ones)?

Armata Blestemata community · Created a new topic Feedback

Achei muito maneiro o jogo! Gostei da forma como você misturou as referências mecânicas em algo novo. Fiquei muito feliz de ver meu próprio jogo referenciado. :)

Let's see. The Hellbender paradigm says:

"Even the devil can be tamed if you know his weaknesses".

This paradigm indicates that the magician is someone who deals with secrets and manipulates weaknesses. Maybe in a John Constantine kind of vibe. This can be interpreted in several ways, for example:

  • Performing a ritual to discover an enemy's weakness, such as a fear or a desire.
  • Manifesting someone's fear, after discovering it.
  • Concentrating for a moment to discover the weak point of a structure, such as a wall, where even a punch could knock it down.
  • If you know someone's weakness, you can give them an order that they cannot refuse.
  • Forcing someone you have done a favor to do something for you in return.
  • Perhaps summoning lesser demons to perform small services, as long as you compensate them adequately.
  • Forcing someone to assume their true form if you know their true name.

And so on. The idea is to extrapolate the interpretations of the paradigm to create evocative effects.

Sorry for the huge delay in responding. I don't have any references for spells yet. Since this is a game heavily inspired by Mage: The Ascension, you can take inspiration from the type of magic that is done there, just simplifying all the systems involved.

Basically, the character can do anything that their Paradigm (belief) allows. This is quite open, I know. In fact, characters can try very powerful effects, but doing so openly can accumulate Paradox and draw unwanted attention.

In the end, it is up to the players to decide how epic or subtle the game will be, and the GM is encouraged to respond accordingly.

Great, Ufnal! I usually resolve these elements only narratively, but I'd love to see your approach. ^^

Oddly enough, I haven't had a chance to play yet. I intended to translate the cards into Portuguese and redesign them using my template before printing them, but I got distracted by other projects. Shame.

Very cool! I see you based it on the layout I designed. I like the customization.

I really enjoyed this game. I found the setting to be highly evocative; the text and illustrations made my mind wander and left me eager to try it out.

I loved the magic traditions, though I was a bit frustrated to see that most spells are focused on causing or healing damage. I felt the effects could be more creative.

I appreciated that the brief bestiary has its own flavor and doesn’t just adapt traditional creatures to the setting.

The system seemed quite interesting, although, just by reading, I have trouble imagining how material from other OSR/NSR games might be adapted to this one. It's something I need to experience in practice to fully assess.

Overall, very well done! Shadows of a Dying Sun is a very intriguing game, both in terms of setting and mechanics.

Is there any plan for a license for third-party creations?

Thanks for the clarification, Novecento.

About the jam, it would be a great motivation to produce something for Striga. ^^

I read it and thought it was really cool. I really liked the context of the game; simple, brief and evocative. The art is also quite evocative. I felt like playing it. ^^

When I first read it, I think I identified two errors in the text:

  • On page 8, it says to buy additional equipment with 20 Coins. On the next page, it says that the characters start with 3d10 Coins. I imagine the first one is correct because it also appears in the additional equipment section (page 11).
  • Raised Skeleton (page 40) has the peculiarity of the Striga's legs.

Regarding the mechanics, I was unsure whether the armor values aren't too high to the point of slowing down the game, especially for the bosses, but I suppose the damage explosion and the damage advantage rules can balance this out. I need to test it out to evaluate it in practice.

I especially liked that the game has an open license. I hope to do something for Striga in the near future. ^^

Well done. You made a really cool game!

I loved the game, although I have some doubts about how it works that I will probably only be able to resolve after playing it.

From what I understand, there is a possibility that a mek can explode without having done anything just by rolling a 6 on the OVERHEAT TABLE after the end of the round. Is that right? If so, it sounds pretty chaotic. XD

Would you allow me to translate the game's text into Portuguese? That way, my fellow Brazilians who don't understand English can enjoy it with me.

Great game. I'm waiting for the next updates and I'm looking forward to playing it.

I loved it! Great idea.

É bem de boa. Se você quiser algo como o Cairn, é só colocar em Creative Commons (CC-BY, por exemplo). Ou pode ir pra algo mais específico, como o Mörk Borg ou Troika faz. :)

Tô lendo e achando bem maneiro. Só não vi se tem uma licença bacanuda pra produzir material derivado, como Cairn e outros tem.

Cool game! Can you provide a version with single pages? It's easier to print the zine. ^^

Massa! Agora vou até imprimir pra jogar. ^^

The link to the podcast appears to be down. Is there any other address where we can hear this?

Hey! I'm so glad you played and enjoyed it!

Paradox is cumulative. The character is not required to rest to reduce it, it is just something that can be done. Each backlash and each entire day without performing magic recovers 1 point towards the Paradox threshold. If you want to take a risk, the character can have several consecutive backlashes before deciding to take a day off to recover.

Any magic that a sleeping observer would not notice or view as a mundane event is coincidental. Magical perceptions are good examples of coincidental magic.

If the character talks to inconspicuous spirits, a sleeper might only see it as a lunatic talking to himself. However, if the character causes a spirit to act physically, such as commanding a wind spirit to lift him or a storm spirit to suddenly change the weather, then we could consider it vulgar magic even if the spirit itself is not seen.

It is worth remembering that several "coincidences" happening successively in a short period of time begin to seem too unlikely. Ultimately, the GM is the arbiter over each event.

Thanks for the question and good gaming to you!

I'm glad you liked it. Thanks for letting me know. I'll try to fix it in the not too distant future.

Fair. Balancing with Mörk Borg's Omens is a simpler way than introducing a classication sub-mechanic.

For Omens it gets a little complicated because there is no cost. Maybe rank them in stars or something and limit the total amount of summed levels of Omen that a deck can contain in its construction?

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Perhaps a combination of the "strength" of the ability in the game and its frequency/activation:

  • Little effect on the game = 5s
  • Considerable effect on the game = 10s
  • Dramatically affects the game = 15s
    • Rarely useful (as in crits) = +0s
    • Eventually useful (with 12+ on 1d20) = +5s
    • Power (card destroyed if failed) = +0s
    • Often useful (such as always active or passive) = +10s

So a considerable but rarely useful effect would cost 10s.

The keywords would probably also be worth some variable cost.

What do you think?

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Very cool and useful! Any advice on how abilities and powers might affect the cost?

Something loose like:

  • Ability with simple/common effect = +5s or +10s
  • Ability with significant/uncommon effect = +15s or +20s
  • Ability with very significant/rare effect = +25 or +30
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Topic reserved for answering questions.

To ask questions specifically about the rules of the 7:7 game, I recommend doing so on Duncan Hall's (author) page.

Thank you to everyone who downloaded and shared the template! I leave this space reserved for any comments on this.

To comment specifically on the rules of the 7:7 game, I recommend doing so on Duncan Hall's (author) page.

What was added or changed in the revised version?

Nice. I sent you a message on Instagram. :)

Thanks. I'm glad you liked it. ^^

I thought about using this layout when translating the game into Portuguese. What do you think? Could you send me the illustrations separate from the original card design?

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Thanks for the answers, Duncan.

In fact, I'm working on a template for editing cards. I took the liberty of doing a redesign to make life easier for distracted players like me. ^^

Here's a preview of the redesign. The illustrations are by Simon Bisley who I used for composition purposes only. What do you think?


Another question: Is there any difference between discarding cards from the hand and discarding from the table regarding the activation of effects with the keyword "Flee"? In other words, if I discard a card with this keyword from my hand, does the effect activate?