News

The New and Improved Pulse Detector: More Detection per Pulse January 13, 2016 08:21

Now, your common run-of-the-mill Pulse Detector has one function: to pick up heartbeats. The range increases as the trinket is upgraded to higher marques. With one of these bad boys, you won’t likely be snuck-up on any time soon. However, there are several features that this device lacks, and here at Spendo’s Gallery of Improvements and Prototypes, we have taken to answering the big question: What else can it do?


For starters, let’s take a look at the primary feature. Heartbeats are common enough, as the majority of living things have one. Trouble is, not all of the lurking dangers you’ll face will have hearts conveniently shoved into them. For the mechanicals and the bizarre, we have developed a new feature! The Heartless Monster-Detector will tune into the sounds that accompany most automatons and machines. This upgraded Pulse Detector will now display any machinery with moving parts. A handy tool for the aspiring thief or the less-alert guard!


Our next feature we’d like to look at is something of a no-brainer. With the ability to detect multiple heartbeats, and now machinery too, you may find it difficult to figure out what it is your Pulse Detector is picking up. Look no further! The Pulse Identifier saves you the trouble of guessing on the spot. This handy little feature measures the frequency of a pulse, and indicates whether it is organic, mechanical, or other. Now you no longer have to sit and wonder if your friend or coworker has been replaced with an automaton duplicate. Just turn on your Pulse Identifier and let the machine do the rest!


Finally we would turn your attention to this prototype over here. This is a marvel you won’t soon forget, or my name isn’t Spendo! This beauty of modern science is the answer to the oldest question in the world: Where did I put my keys? Search no further, folks! These handy, convenient, and quite charming Pulse Emitters will save you the trouble of searching again. These tiny devices can be attached to any surface, and will emit a pulse much like that of a heartbeat. This will allow the Pulse Detector to pick up the signal and, with the addition of the Pulse Identifier, display the whereabouts of your missing keys, tools, or other belongings.


Never live with uncertainty again, pick up your new and improved Pulse Detectors today! Our prices are so low, I’m practically giving them away!


  • Heartless Monster-Detector - 20 Princes
  • Pulse Identifier - 30 Princes
  • Pulse Emitters (each) - 5 Princes

SPENDO-BRAND: 91.6% GUARANTEED!


Automatons and You: A Comprehensive Guide January 6, 2016 18:35

Let’s take a moment to talk about one of the best features of Tephra: automatons (the craftable kind that are probably not immediately trying to kill you). At first glance, choosing between the different kinds can be daunting and choosing augments even more so. Worry not! This guide to automatons will take you through your first steps toward figuring out exactly what you want from the best craft ever devised.


Let us first examine the three types of automatons available in the Playing Guide and go over their benefits and drawbacks with a fine-toothed comb.


Boilers

Sometimes referred to as “steamers,” boiler automatons work as an extension of the operator. They boast a high number of wounds and a natural soak class comparable to medium armor, which can be combined with armoring to make these clunky bots some of the best defenders around. These automatons are controlled with a remote device, using the operator’s action points to take actions.

Recommendation:

Because of their high defenses and the method of control, it is most common for these automatons to be built with the passenger augment, allowing the operator to sit inside and take advantage of the additional armoring and wounds.


Fuseboxes

These automatons have their own action points and a small number of hit points. The function of a fusebox is to act as another hero with its own selection of specialties. What makes these automatons unique is that specialties programmed into them operate at a specific skill value (minimum of 1). With the right augments, these automatons can boast the most skill usage or the most attribute values in the party.

Recommendation:

There are two augments that raise the effective skill points these automatons use for choosing skills: Fusebox Specialist and Master Fusebox. Applying both yields a fusebox that at Marque IV has 25 skill points for any specialties it knows. This means it is a master of up to 5 specialties, allowing these automatons to serve as powerful snipers, brawlers, tacticians, or whatever you can dream up. On top of these augments, you can choose 3 attribute augments to give them higher attributes than most adventurers can possess.


Clockworks

Feeling wound up and ready to spring on anyone that crosses your path? You might be a clockwork. These little buggers are simple and deadly with the right augments. Programmed with directive augments, some of which allow sub-directive augments to be applied, these automatons can make even the most vulnerable target a well-defended person of interest surrounded by many, many bodies.

Recommendation:

Want these things to wreck the field? Go ahead and give the avenge-me directive with the protect-me directive to these spring-traps. Anyone that attacks you will be attacking your clockwork, which will then fire back with ferocity.


You are now fully prepared to build an army of metal death machines that will give any narrator a headache. Want to get really crazy? Build all three and see what the battlefield looks like then. Want to read more about automatons? The Playing Guide can help you there!


The Arachnoforge: From Pitch to Paper January 2, 2016 12:46

With the upcoming Narrator’s Accomplice being nearly finished, we find ourselves looking back on our favorite monsters and how they came to be. Some of them were created on the spot, others had months of writing put into them, and some started out as jokes before evolving into the amazing monstrosities that they are now. One of our favorite creations from the list of monsters has to be the Arachnoforge: the automaton spider that produces and manipulates molten metal. I had the pleasure of developing this beastie, and I wish to share with you how it came to be.

I was tasked with fleshing out and finishing a number of creatures from the Rogue Automatons chapter. When I took the dive into the automaton section, I saw a list of many mechanical monsters that needed work, love, and a hint of madness in order to be made whole. As fate would have it, the Arachnoforge, being first on the alphabetized list, would get the first wave of madness I could produce. I had a solid but sparse concept designed largely with the efforts of Martin Solis and Geoffrey Treece. There were notes about other ideas that had been added on, and some of them went in some interesting directions.

One of them made this thing out to be some sort of walking tank that forged and shot its missiles. While that certainly sounded cool, I didn’t find myself agreeing that something named the Arachnoforge should do that. No, I decided to go a different route. I decided this automaton should embody the tactics of a spider, and the mind of a predator. I wanted this to be a foe worth fearing.



I took inspiration from the initial note that the Arachnoforge should be a walking furnace of molten metal. It would secrete this metal from its thorax much like a spider’s silk, and shape it into anything it needed. The first use for this molten metal was the Arachnoforge creating a metallic latticework that would make the terrain difficult to walk through.

I wanted to have the feeling of entrapment on multiple levels, so I then thought, “What’s the most horrible way I can overpower some weak adventurers?” I looked through the initial concept notes, and the answer gave me one of those evil smiles you might find on Snidely Whiplash (sans the mustache to twirl). The Arachnoforge would grab at opponents, pinning them to the ground under its bulk. Then, held down, the Arachnoforge would slowly encased its in molten metal, limb by limb. That was when I knew this creature was going to be giving players proper nightmares..

Between the lattice of metal web, the grappling style, and the victims being encased from head to toe in metal until they’re burned and suffocated, I felt great pride when I turned this in to the boss man. My pride went even higher when he said it was his favorite beastie from the Rogue Automatons Chapter. It was even the first one to get its artwork done! I couldn’t be happier with how the Arachnoforge turned out, and I look forward to getting feedback from people's encounters with it.


See below for the Arachnoforge’s stats and info, or check it out in our Narrator’s Accomplice.




Arachnoforge AP: 3 PAR: 4

Defective Automaton

HP: 108  |  Wnds: 12  |  Pri: +4  |  Spd: 25 ft (land), 35 ft (climb)

Brute +5 | Cunning +5 | Dexterity +12 | Spirit +0 | Sciences +0

Guard

Iron Frame - medium metal armor

Eva: -1 Def: +3

Soak:  3  |  6  |  9  |  12

Note: If armor is sundered, the Arachnoforge will gain +10 ft land and +5 climb speed.

Immunities: Anatomical effects (diseases, gases, medicines, poisons, venoms), bio-flux, and all abilities requiring a spirit resist. Fire does not damage the Arachnoforge.

 

Actions

1 AP

Piercing Clutch - Unarmed Grab

Acc: +6 Stk: +4

Damage:  6  |  12  |  18  |  24

Notes: On hit, target is grabbed and takes damage based on strike roll. Target may break the grab by spending 1 AP and rolling a Brute or Dexterity resist opposing the Arachnoforge’s Dexterity roll.

The Arachnoforge can maintain six grabs at once.


0 AP (Part of a Move)

Gridlock - Molten Metal

As the Arachnoforge scurries about, it can leave a thin trail of iron behind. Using its hind legs, it can fashion an iron web. Any space this web ends up on becomes a higher tier of rough terrain. If the terrain was not rough, it becomes minor terrain. If the space was Tier 4 Impossible terrain, then the space becomes a solid wall that cannot be moved through.

Note: The latticework of this web does look quite nice, though.


1 AP

Encase (Reflexive)

Once the Arachnoforge has grabbed an opponent, it can begin covering the victim with molten metal. For every AP spent, the victim has one called shot location encased in metal, causing them to suffer wound effects until their next breather. The molten metal also deals 1 point of unsoakable damage on contact.

Note: The neck wound effect will not bleed, but will instead cause the victim to begin suffocating.


Character Spotlight: Vadim “Lockdown” Aristov November 3, 2015 12:27

Within the cities of Zel Host, one might expect to see the results of dangerous experiments roaming about, commonly evading even the authorities. This is where many mercenaries and bounty hunters have an opportunity to take on some high-paying jobs. Vadim Aristov is one such bounty hunter.

Born into a poor family, Vadim didn’t have much in the way of prospects. Both parents were assistants to local scientists, but their lifestyle hadn’t improved. Vadim took to making his own work by taking on odd jobs from anyone needing help. What started as an innocent service turned shady quickly, and soon he was helping to smuggle controversial and dangerous goods for some notable scientists. When Vadim had learned enough to get by, he started making a new name for himself. He had seen the dangerous side of society, and saw his chance for redemption. He designed his own weapons, tools, and gadgets to serve his non-lethal approach to capturing some of the most dangerous targets in Zel Host. With a crossbow launching rubberized darts and specially crafted grabnets, Vadim began to draw attention from other mercenaries and locals. His methods earned him the pseudonym “Lockdown” due to his penchant for completely neutralizing his targets.


Tactics

Vadim’s tactics are  straightforward; he doesn’t change his approach unless a situation calls for it. With his wrist-mounted crossbows Vadim will work to disable his target’s senses and hinder their movement. He favors called shots to the eyes and legs. Once his target shows signs of exhaustion, he will load his Lockdown Grabnet, a grabnet with three sets of handcuffs built in, and carefully land his shot on his target. Once wrapped up in the net, the target has a brief window of time to escape, but usually a called shot to the groin  will keep them from doing so. Vadim will approach the target, fasten all three sets of handcuffs, and knock the target unconscious for good measure. From there, Vadim delivers the target and collects the greater of the bounties. Many mercenaries and bounty hunters have started to copy Vadim’s methods, as a live target is usually more profitable than a dead one.


Creation Concept

This character concept was inspired by the Omnitrinket. I had seen other amazing combinations with this trinket, like a portable door frame that is also a pitcase. My idea is to combine the grabnet with handcuffs for a complete, non-lethal shutdown. When it came to applying it to a character, I had to consider how the character would work. In a game where it’s easy to find many ways to kill opponents, I felt compelled to take the Batman approach. The main feature is the grabnet, which must be removed before the target can do anything else. When I saw that Handcuffs had to be broken out of before any other action could be taken, I was inspired. With these two trinkets combined and used properly, I had my Lockdown. My hope is that this character might inspire other interesting builds from outside the box.





Vadim “Lockdown” Aristov

Level: 4 Ap: 4
HP: 33 Wounds: 12
Priority: 7 Speed: 20 feet, 5 feet climb, 5 feet swim

Guard

Leather armor with metal plates (medium armor)
Eva: 0 Def: 0
Soak: 3 | 6 | 9 | 12

Attacks

Rubberized Crossbow Dart (1 AP)
Range: 75 feet
Acc: 7
Damage: 3 | 6 | 9 | 12
Note: Rubberized darts do not deal fatal effects. Target is knocked unconscious once wounds are gone.

Lockdown Grabnet (1 AP)
Range: 75 feet
Acc: 7
Target is wrapped by a special grabnet containing three sets of handcuffs built in. The net can be removed by spending 2 AP. If the target becomes bound by the handcuffs, they can be broken with a tier 3 Brute roll.
Note: In order to break the handcuffs, the net must first be removed. In order for the net to be removed, the handcuffs must be broken. Anyone restrained by both is completely helpless until someone or something else sets them free.

Aim (1 AP)
Gain bonus on next ranged accuracy roll. May be used multiple times for a higher bonus, but lost if attacked before used.
Tier 1 +1 to accuracy roll
Tier 2 +2 to accuracy roll
Tier 3 +3 to accuracy roll
Tier 4 +4 to accuracy roll

Skills
Resilience: +2  
Agility: +1
Marksmanship: +6
Espionage: +1
Luck: +1
Armsmith: +5
Gadgetry: +5

Attributes
Brute: +2
Dexterity: +7
Cunning: +1
Spirit: +1
Science: +10

Reference

Specialties: Crossbow Craftsman, Trinket Crafter, Invisible Blade, Snap Reload, Aim, Sneaky Seconds

Augments: Omnitrinket, Grabnet, Handcuffs, Delivery, Scope, Accurate

Racial Traits: Innovative, Peerless, Reactionary

Stories: Lawman, Kinematician


How to Build and Play a Sniper October 23, 2015 13:39 1 Comment

The lone figure crouches behind a barrel, the only contrast to his silhouette is the glint of his rifle. He chances a look above the barrel and spots his unsuspecting target. He stabilizes himself on the barrel’s top and lines up the crosshairs. Time seems to slow down. While releasing a deep breath, he squeezes the trigger, and within a brief moment the target lies motionless on the ground. As confusion and panic spreads among the bystanders, the lone figure makes his exit.

Playing a sniper is among one of the most popular roles for Tephra adventurers. This role has the ability to look down the sights at a creature and silently eliminate it. It’s a tactical position to be in and in some cases the options for building one can be overwhelming, confusing, and unclear. In Tephra, there are many ways to build and play a sniper and with the wide selection of specialties, you have all the tools you need to design a sniper to fit your preferred playstyle.

Read more here


Tephra: Back on Track July 2, 2015 16:59 9 Comments

TL;DR - Hey everyone, I'm back in charge, the Kickstarter is all caught up, Tephra's debt-free for the first time in three years, and we have a ton of material coming to you soon! Thanks for playing! 

I am proud to be back in charge of Tephra again.

Tephra's had a rough history, but it's primarily the story of a young 20-something's youthful neglect. A few years ago, I had a friend and artist tell me, "Daniel, you are the most professional person I know, for your age." I took that as high praise. Now-a-days, I look back at that and almost feel like it's ironic.

I began working on Tephra when I was 21, nearly 7 years ago. I was a few years into college, had plenty of D&D games going on, and I just liked world-building. Tephra was an extension of that. It was a few months after I started developing Tephra's setting that I decided to start building Tephra as a game. With the help of some dear friends, we made it happen.

In 2010, we started going to public anime conventions to showcase and playtest Tephra. That was a blast and addicting. While never easy, it was always fun getting people's feedback, feeling their excitement, and sharing our growing game with them. We never had much money; the cost of going to those conventions was something that was probably beyond what a few college kids could pull off. But we kept going! We kept pushing forward!

In 2012, the Tephra book was nearly done, and I decided to run a Kickstarter. I didn't need much - only about a few hundred dollars to cover getting an ISB number and some other start-up costs. When we put up the Kickstarter, all we wanted was a $1000. We honestly didn't even really think we'd hit that. (I mean, we wanted to sell our book for $30 to $40, and none of us could afford to buy the very book we wanted to sell.)

But it blasted off. I launched the Kickstarter, sent out over a hundred private messages to people on Facebook, and was in bed around 4am. When I woke up the next day around 10 or 11 (I miss those days of sleeping in), our Kickstarter had already blasted past $1000 and was solidly in the $2000s. By the end of the first 24 hours, we were over $4000.

It was a crazy month, watching that Kickstarter swell and grow like it did. I had no concept of what that money was like, and when I the Kickstarter ended at nearly $23,000, I was dumbstruck. Friends might remember me during that month, constantly trying to rebudget and rebuild the math. I felt like it didn't work (haha, I was right), but I just couldn't get the numbers right. I distinctly remember telling my roommate when it hit $16,000 that "I ha[d] no concept any more of how much money that [was]."

Needless to say, I made some errors with running the Kickstarter.

It took me about 6 months to fulfill the "harder" part of the Kickstarter - I shipped the Playing Guides to all of my US backers. But the custom Adversary Book and the international backers, well, that was more difficult. First, I had no idea what my shipping costs would be and the international backers took me off-guard. Second, the amount of work required to finish that Adversary Book took not only me off-guard, but my entire development staff.

Now, I want to tell you about how we powered-through and overcame all the odds. But that story would be exactly that: a story. Near the end of 2012 I started to lose hope, and midway through 2013 I was getting pretty burnt out.

That's when I moved to Austin. My lease was up in San Marcos and I needed to get away. I moved to Austin and looked for a new job, and I found a great one. It added a great deal of stability to my life and I learned quite a bit about logistics and running a business, skills I desperately wish I had possessed a few years prior.

In early 2014, I resigned. I felt like I had done enough damage to Tephra and I was tired. Things were out of control and I didn't know how to salvage it. I felt like it had gone as far as it could with me at the helm. My friends, Jeffrey and Alex, graciously took over. They held down the fort and tried to grow Tephra, but I was of no help to them. A few months ago, they came to a similar conclusion: they had done as much as they could with Tephra.

It was sad, but it was time to move on.

...or was it?

This last year has helped me grow a lot. I've learned a lot of things from working my day job and I've gained a lot of stability. I feel more grounded than I ever have. So when Jeffrey and Alex let me know that they were calling it quits, I felt excited: now was my chance to take back over and fix everything.

And that's exactly what I've been doing.

Though I work a full-time job and have a great social life, I am on the warpath to get Tephra moving again. What I discovered was a huge swath of content that our teams had developed that was just sitting around. I had stores and stores of writing, specialties, augments, crafts, setting, characters, EVERYTHING... all of this unpublished material just waiting to see the light of day. So that's exactly what I want to do: bring that material to you.

But there was one thing I had to do first: I had to finish the Kickstarter. And I have. Okay, okay, I have a few more people who need their books (I am tweaking the adversary book for them), but everything else is mailed. I am happy to say: it's finally over.

Today is the first day in over 3 years that Cracked Monocle and Tephra are not in severe debt. And I aim to keep it that way.

Now for the growth part.

Get ready to see more and more!

Daniel