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Rose on Mars

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A member registered Feb 22, 2019 · View creator page →

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The issue has been that the best PDF layout, landscape, wasn't designed for print and won't smoothly fit pages. I did one in an attractive but minimal layout for each, but the total pagecount wasn't enough for print.

I'm hoping that the Trilogy will hit the minimum pagecount for PoD or an offset partner. If not, there are probably some missing tables I can mix in. ;)

There's also some new stuff coming for the universe, but I don't quite know what or when.

A friend randomly started work on a solo skirmish wargame using the similar mechanics to what I'd thought of for a multi-era or mixed game.

Coincidentally, at the same time I started a larger scale RPG but don't really know what I'll do with it publication-wise.

Also a possible Villainess Romance...

I'm working on a collected edition, Bright & Terrible: The Atlantean Trilogy. It will include Bright & Terrible, Wicked & Graceful, and Majestic & Venomous.

Very cool. Thanks!

As a fan of your generators, I'm really jazzed to try this out!

I have a question/request: Is it practical to build an AArch64 version for Debian? I could probably run that in my Chromebook's Linux environment, which would be super cool.

A note on Tension: it never makes you fail at something, just makes it potentially complicated.

I'm using it quite successfully for an extended single character solo campaign. I use a Once Upon a Time deck for NPC/location ideas. I've also used Untold to structure sessions. Depends on my mood!

The demo file here on itch has the basics of the system. (It's also on DriveThru.)

Here's a quick rundown from the Introduction:

Traits

Wanderers have two types of numbered traits: Identities and Qualities.

Your character has three Identity pairs, such as Patience and Cunning. These increase or decrease slowly; in a single session, you’ll probably have only one or two Identity changes. Within each pair, the Identities are opposed. Identities are rated from 0 to 5 dots, but a pair can’t add up to more than 7. If an event would increase a pair over that threshold, it instead subtracts from the opposite Identity of the one that’s increasing.

Each Identity pair has two pairs of opposed Qualities, such as Generosity and Selfishness. Qualities increase or decrease more frequently than Identities. Like Identities, each Quality in a pair is rated from 0 to 5, and like Identities, the total for each pair must be no greater than 7.

Traits can slide (move dots from a trait to its opposite), improve (add dots to the trait without changing its opposite), or suffer loss (remove dots from the trait without affecting its opposite).

Rolling Dice

When your wanderer takes action and the outcome is in doubt, you roll a number of 10-sided dice (d10s). How many dice is determined by the sum of one of your character’s Identities and one of their Qualities, and will usually be between 3 and 10.

After rolling, you split the dice into sets based on the number showing on each die. (Sets of 1 die don’t count.) The number showing is the Height of the set, while the number of matching dice is called the Width. For example, a set of two dice showing four has a Width of 2 and a Height of 4.

Failure: If you get no sets, you don’t get what you want. You may be unable to complete the task, or something more pressing interrupts you as you try.

Success: If you get any sets, you succeed and get what you want.

Complicated Success: If you get only sets with lower Height than the Tension, you get what you want, but there’s a catch. (See Tension, below.)

Critical Success: If you get any set with a Height of exactly 10, you get what you want, and something extra.

Tension

If you aren’t rolling against someone who can actively oppose you, you check your sets against the Tension, a number which drives dramatic pacing. If your Highest set is higher than or equal to the Tension, you succeed without complications. If your Highest set is lower than the Tension, you get what you want, but there’s a complication or a new problem presents itself. The Tension goes up by 1 with uncomplicated success, down by 1 with a complicated success, and down by 2 with a failure.

Thanks for catching that! InDesign does it sometimes for no reason I understand, and I forgot to check for it this time. :)

I've updated the file.

Very cool!

I love it! Arranging a set of mechanics spatially like this is really clever. I'll have to remember it in my quest for ever more modular rules.

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I envisioned the sword as a sort of loyalty test, yes. If you have this sword, you definitely know how your subordinates feel about you.

The idea behind the ruby is that people go through a lot of shit if they're convinced they'll be satisfied in the end. And here's a magic stone that can guarantee you'll feel that way!

(EDIT: Although if you wanted to read it as the ruby making other people satisfied, that's still a great plot hook.)

I really like this!

And thanks for reporting the error!

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Darn it. I'm working on a printer-friendly layout right now; I'll make sure that table's right before I post it.

Here's what it's supposed to say:

Priceless Treasures

1 A mirror which shows any person their truest self

2 A sword which knows hate from love

3 A ring which commands the spirits of all with royal blood

4 A ruby which makes anyone satisfied with their lot

5 A mask whose wearer will never be forgotten

6 A coin whose flip distinguishes truth from lies

https://rose-on-mars.itch.io/bright-terrible

Sure thing! I hope you enjoy the game!

Okay, I'll contact OPP and see what the easiest way to offer an update is.

Did that get fulfilled by DriveThruRPG coupons, or a download from BackerKit?

(I was sidelined with a broken leg while OPP was fulfilling that stuff, so I don't know how it was done.)

I'm not currently working on a second edition of Cavaliers of Mars. My next second edition is Beautiful Anomalies 2e.

The second edition will go up on DriveThru somewhat later. This is my first itch release, so I want to give it some breathing room before I put it up there.