No problem! Have fun :) let me know how it goes!
Torthevic
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Hi! Thanks for your questions, and sorry for the late response!
You can think of the river structure as a pointcrawl in which progression/exploration on a larger scale is only possible via boat. So, yes, they are expected to get out of the boat at certain points of interest, but in order to continue exploring, the rules encourage that they get back on the river in order to reach the next location.
As for the facilitation of "land based" encounters/exploration, you can treat it as any freeform/rules light adventure game, such as tunnel goons, which inspired this game. The rules are so simple you can just play fast and loose with it (that's how i always do it anyways, and it's worked out pretty well!)
And yes, you are correct about fighting unarmed! THey can still fight, but without a weapon modifier
I hope this helps :)
Heya, sorry for the late response, but thanks for your comment!
I think your average 1 to 6 players should work just fine, although having less players gives them more time to shine and describe their flashbacks when gaining skills/blood spells!
I think this game is probably better suited for adults, unless you really downplay some of the more violent aspects
Cheers!
Hi! Hope you're doing great! Thanks so much for the comment and sorry for the slow response!
Catfish is the big one, as described on page 16. I feel maybe we should have added the names of the species in the diagram for clarity, your confusion makes total sense.
Since Fishing counts as an Action, it is up to the GM to determine difficulty like any other. It's a super rules light game, so the GM could simply define the Difficulty for a Fishing Action according to the fiction they're envisioning. Fishing near a waterfall could be way harder than fishing in a calm lake, for example. (page 9, The Catch Roll)
And, finally, the only hard limit on fishing is the equipment's HP, representing wear and tear to the fishing gear, although miss on the die drop table does not count as a failure. You need to hook up fish and fail the Action roll in order to damage the equipment. That's as far as limits go, rules as written, but of course you could always make rulings of your own in order to limit fishing activities
I hope this answers your questions! Feel free to get in contact if you need anything!
Cheers!
Thank you so much!
An Insight is basically a story revelation about why your character knows a certain Skill or Blood Spell.
The idea is that the Vampire learns or remembers something that grants them access this advantage. It's like an epiphany that comes through the confused and bloodthirsty space of mind associated with vampirehood in this universe
For example:
- a player decides their vampire should know how to deceive a vampire hunter in a tense situation
- they write down the Skill "Deception"
- now they must write down an Insight, which is just a matter of answering any question that justifies them having said Skill, such as:
-question: Who turned you?
-answer: The Master of a vampire manor full of intrigue and subterfuge
And that's how it works, basically.
It gives you a mechanical advantage and a story bit that can be used later in the game for whatever purpose :)
Cheers! And thank you for your question o/
Mínimo is deliciously... well... minimalistic. AND THAT'S WONDERFUL!!! Character creation is easy and flavourful, with good and bad characteristics, which gives a strong direction for both roleplaying and problem solving. Resolution feels intuitive and, once more, characteristics give an edge as a factor to untie rolls. Everything seems easy flowing with the narrative, and this system will not bog you down.
Also, bonus points for Fudge dice, which i have hanging around but never got much use. And bonus points for the pocket mod format (i actually don't have a printer rn, but i can see the potencial for fun assembling this).
Veredict: GET THIS GAME YALL
I'm simply amazed! I feel like i know the academy, but at the same time i don't! It's like i'm a researcher or student who has barely scratched the surface of the eldritch nature of Nekrovon and, for me, that's the perfect vibe. It gives me a lot to think and implicit themes that keep my mind going at full speed. Everything screams mystery and wonder, from the charater options, to the Antagonists, to Touchstones, random encounters and Relics. What an absolute blast!!!
This game is such a wonder to read! Language is short and concise, but gives me so much to think. It evokes mystery, strangeness and a muddy picture with gaps for me to fill, and i love that! The rules help a lot to convey the uncertainty and desperation from being isolated in an alien environment and that's mostly what i want from a game with a setting like this. I'm really excited to try this one out!
The tone on Project Galileo is just horrifying! I felt so isolated imagining myself as a mars explorer descending into the inky darkness below. The rings are creepy; not in a gore, cliché fashion, but eerie and ancient. Don't get me wrong, there is space for gore, if that's your thing, but it gets just as gory YOU wish. This just makes me feel sad, lonely and scared, and that's what i like to feel playing Trophy !