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ColeArkenach

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A member registered Jan 16, 2022 · View creator page →

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Maybe not for the Bestiary, but I do intend to release a "Conversion Guide" after the Bestiary's finished. In the Conversion Guide, it'll have conversion math as well as examples of conversions for other systems (at the moment, PF1e, most editions of D&D, PbtA, Shadow of the Demon Lord, Warhammer Fantasy RP 4e, some of my friends' systems they've made, and lastly—older editions of The Fade (1e and 2e/3e).

I'll make sure, at the very least for my own stuff, to just do a lot of the conversions for stuff like the Species and Classes.

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Yeah no problem, I'm actually submitting it to Foundry's system list;

https://foundryvtt.com/packages/thefade

It's going to be a few probably for them to approve it.

You shouldn't need to download it or unzip it, just putting the manifest URL in there and hitting "install" should be all you need to do! If it gives you trouble though, let me know.

Here's a screenshot of where/what it should look like.

My bad! So, in Foundry when you go to "Install System" under game systems, this is the manifest URL you want to enter;

https://github.com/colearkenach/thefade-foundry/releases/download/v13/system.json

Thank you! I really appreciate it. Stay tuned for the Bestiary if you enjoy the content so far!

Oh shit, new phone who this?

Thank you!

Alright, gonna break my answer down just since there's a couple of points here;

  • Character with 40 damage in a turn (from two strikes): I might be unsure of how, but don't doubt it's possible. Seems reasonable.
  • 14 Finesse: I'm assuming you're saying you had 14 Finesse? I know you can get 13 at 1st level from any Species with +1 Finesse, max PB spent on Finesse, and being Young (I may be changing the bonuses from Young, maybe not)—how did you get 14? I'd be curious to know.
  • How can I dodge with the dice?: I changed the system, I think I got all of the wording but there may be some lingering references to the old system. In short: you don't. Dodge and Parry are passive bonuses. You can enter stances (Dodge Stance, Parry Stance) to get better bonuses. See: pg. 23
  • If my weapon (does or doesn't?) allow parry or dodge and has Disarm, how can you defend against that?: If the weapon doesn't have Accurate or Powerful? Disarm is just an attack in "Attack Options", "Attack Options" are just special attacks so they can be dodged or parried like normal. If they have Accurate (can't be dodged) or Powerful (can't be parried), then it can't be dodged or parried like normal. I tried to make sure there aren't any weapons or ways to get both on the same item, but let me know if there are any like that.
  • Can I get traits from another race on a Crossbreed when leveling up?: It isn't a rule yet (as of right now being a Crossbreed is just flavor unless you pick one of the specific ones). I can add something for that though as a Trait or option. That's a good idea there.
  • Problem with the Dodge and Parry system: There may be, but not sure if there is based on the above? Hopefully it was just something needing clarification and doesn't have a huge issue. Let me know if there's more details though.
  • Adding special organs/body parts like Tail or (Horns/Thorns?): I am working on the Bestiary right now, it will likely be included in there as an alternate rule.
  • Adding Kitsune: I don't know if I will add Kitsune specifically, but I am adding new playable species in the Bestiary book, which will be posted when I'm somewhat ready with it. Actually. I do have conversion rules for converting Races and Classes from other systems (ex. Pathfinder or D&D 5e) over to The Fade Abyss, because I know I don't have Elves and Orcs in the game, but if someone wants to set the game in another setting, they'd need it. So. Maybe I can post my conversion documents inside the itch page.

Compressed is just a smaller size, that's all. It's all the same content. Just not a massive file size.

As for explaining the combat system, I don't know that I can explain the whole combat system in a single post...but, if there's specific parts of combat you have questions about, I can certainly answer them.

In short, combat takes place on a hex grid. You have facing on this hex grid. Which face you're being attacked at will determine how well you can defend against it (if even at all). HP is relatively low due to armor being the main source of protection you'll have, as it functions similar to an HP bar (reaching 0 and breaking).

Thanks! I skimmed a bit while at work, I'll read more thoroughly and start applying some of the suggestions/points you bring up here. 

Definitely!

I'd be interested to see. It's always surprising to hear other people played a game I made, especially while I wasn't around to GM it.

Sometimes I forget I'm posting these publicly, because usually it's just me and my friend group that plays them lmao

The enemy classes are meant specifically for bosses (or niche cases like the fuggen boat ballista)

Regular enemies use regular people class, but they use the Static Growth Rates. If you want, you can also just take boss and enemy stats from the game.  If you plug those in, it should just be the other calculated variables that you need to do.

Hey, yes! Sorry about, it is on the back burner at the moment just because I've been busy with work and the other project I've got going (The Fade - Abyss) and a video game project I'm working on (Blood & Soil).

I usually come back to projects after some time away though, especially if I get some ideas.

If you have any suggestions for things to add, I'd be glad to hear it though! (I also need to fix some of the formatting)

Good question! Yes, I will. I've just been busy between work and school (I just started up my Bachelor's program for Game Programming)

I also have some other projects I'm currently working on. A video game project, another TTRPG project (The Fade - Abyss), and working on trying to buy the rights to another franchise.

So. This will get an update! Just...need to find a time to squeeze it in.

Thank you - I really appreciate it! Hopefully they enjoy it!

They're released now!

These are. The alt rules so far are still in the works.

Just Midjourney, using Niji 6 (the most recent iteration of the anime style)

I know Berwick has rules for you losing your horse(?) as a mounted unit, and buying new ones. As well as horses granting increased move if they're higher quality.

I actually have a mapping software I was looking for and finally found again, next edition I'll throw it in there. This is actually a mapping program used by GBA Fire Emblem modders, if I remember right, so it's definitely helpful. The square dimensions work seamlessly with Roll20.

I'll include a link to it within the PDF next update I do. I'm also working on adding Supports, downtime activities (tea time, training, etc.), and alt rules to accommodate infinite durability (ala Fates / Engage) and rules similar to those from even TearRing Saga and Berwick Saga.

https://feuniverse.us/t/fe-map-creator-also-generates-random-maps/563

Low effort shitpost.

Terrible sound at the start assaults you, then you get a ball that just falls on the floor. Can't really do anything.

I refreshed it to see if there's something I missed, but it just shows the melted controller with no sound.

0/10, not even trying.