Hey gunslingers, it's about time I posted an update on the development process, so here goes!
I've finalized how magic works, finally, and have written about 15 spells (so far). Gunslingers with a talent for witchery will be able to choose different effects for each spell depending how much time they want to spend casting it - just need a small advantage? Spend less time. Need to create a cataclysm? Spend more time. Incidentally, there will be three sources of magical power on the Range:
-Rust and Stone
-Root and Ash
-Blood and Bone
Each power requires special components to tap into, and each grants access to a different range of spells!
Yesterday, I finished working about the major factions gunslingers can ally or align with. The major powers on the Range are:
-The Range Confederation
-The Iron Rail
-The Congregation of Ghosts
-The Ranchers' League
-The Syndicate
-The Lawless
Each faction grants advantages if they're happy with you, and each can make DEADLY enemies.
I'll post a couple sample spells and faction benefits on Twitter (ugh, "X") soon, so make sure your following over there for more-regular Hard Six updates.
Bonus! I made a playlist of some of the music I've been listening to while writing, give it a listen! https://open.spotify.com/playlist/00Fpzq9AG61fGrieeV6w3W?si=kRtwypN3QmqzYIT72K2VMw&pi=Lsb_CWT-Tt-Fv
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