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A member registered Sep 04, 2020 · View creator page →

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Feel free to create anything, friend! Have fun, don't ask.

Yes, on a following update I'll make another format.

Hi, Wolfgrin, don't worry. I appreaciate your translation. How may I contact you? You may send an e-mail to bareyna@outlook.com or sarutama2@gmail.com.

Hi, friend.

I really appreaciate your translation, you have my permission, and if you need any help, you can ask.

I have no problem in any way you want to share it, as long as the game can (also) be obtained for free.

:)

Hi, friend. No, it's  an original system custom made for this game.

Thanks!

Superb! I happened to find this game by serendipity. I'm glad of my luck!

Sí hacés una traducción al portugués, puedo darle el formato del diseño gráfico y subirlo.

Thanks! I'll make an update.

Hi, Mr. Park! How you been? I was never contacted again by you, and I got worried that I may have not seen a message from you.

Great! Can I see it?

Hi, Questll. Thank you for your kind words. 

As I normally use each system once, I don't have any SRDs for my games. But if you want a SRD for this particular game, I could make one in the future.

Hi, Lilami! Please!

Great playthough! I'm going to makesome updates based on your experience! Thanks, Jake

Los Delirios se activan en consecuencia del efecto "Quiebre Mental" producto del uso de una FIcha de Supervivencia. Lo cuál significa que cada vez que sobrevivís, hay un 16,6% de probabilidad de adquirir un Delirio.

¡Hola, Galthor!

· Los Delirios son inmediatos. El Destino los resuelve.
· No hay tabla de Epílogos, es solo la instancia final tras el Sexto Evento. Es una Escena de Cierre donde se puede determinar si se activa otro REINICIO.
· Las Revelaciones Terribles pueden situarse en cualquier momento que la ficción amerite, pero si estás jugando con El Destino, este/a mismo/a sabe lo que está pasando desde un principio y le puede permitir modelar la historia con esa información. Las Revelaciones Terribles son herramientas para sugerir situaciones, no es una regla mandataria con mucha estructura, así como también lo son los Personajes extra o los Objetos Interesantes.

¡Espero que mis notas te sirvan!

Hi, Andrea. Thank you for your suggestions, I’ll try to address at least some of your notes:

• I’ll try to make some form of easier character creation through prompts.

• For each Level, there are randomized Threats you can find on the Abyss section. “Threats” are threats, not necessarily a “set challenge”. 

• The main resolution rolls are made when characters are challenged, so the question that prompts who and when the Watchers roll is “this character is being challenged right now?”. If you consider that the actions of only one character are enough to define the challenge, you may opt to let only one roll. If that character is being aided in cooperation, you may consider it an “substantial advantage”.

•Yes, you can spend Horde to add problems or even negate the result of rolls. And yes, the Watchers can act however they want within confines of coherence and tone.

• The Horde as a mechanic, represents the forces of the lost civilization and exists to make standout that part of the narrative. If you want to swap it for a “generic trouble points” that allows you to set any type of obstacle, I encourage you to swap it in consensus with your gaming group, if that helps you construct your adapted narrative.

• You can present, foreshadow or hide the Idol at any time and any place you want. This is not a “procedural” style game, but rather more of a “stage-set” style game. It’s not like you have to put a predefined amount of rolls in a predefined order. Do what you feel natural and coherent: “This single hit is enough to kill this enemy?”, “What did the efforts of this task accomplished?”, “The Horde may act to protect their Idol?”

• At the arrival of Dusk, the night will fall and The Hordes will emerge to attack the Radiant Fields. I just ask you: this is the end of the adventure?

Thank you for playing! I appreciate your comment!

¡Saludos desde Argentina!

¡Saludos! ¿De donde es usted colega?

Yes, of course!

Hi, Mr Park!  Thanks you so much!

I made something for you, aqueleK. Thanks!

I've made a little something for you!

Thank you friend, I''l update it soon! ¡Gracias!

I linked it, friend!

En una forma muy sintética: cumplís tanto la labor de master como de jugador. Estableces los escenarios , personajes y eventos a través del uso de las tablas aleatorias. Tu personaje va a actuando en respuesta a los planteos. Y vas desarrollando la historia. Cuando tengas dudas de algo, consultás al juego, a través de sus tablas, como si tratases con un director de juego: "¿Donde estoy?", "¿Qué hay a mi alrededor?", "¿Me encuentro en peligro?". Si las situaciones te resultan obvias, no lo determines al azar.


No sé si tengas preguntas más específicas, pero podrías ver cualquier video de rol en solitario como para entender los aspectos generales.

Hola, Acidryan. No entiendo tu pregunta. El juego es simultaneamente la hoja de personaje. Podés imprimir una copia de la versión printer friendly para cada participante.

I added some Community Copies, but I also encourage you to take a look at Bloodsprint X.

That's really great. Anything you want to share I can post the links here.

Hi, Andrea. I hope these clarifications help you play the game:

· There's no pre-established amount of scenes or rolls that any mission should have. As the complexity of the missions, spontaneous situations, drawbacks and player's agency choices is a factor that is impossible to foresee. The only thing I can say, withouth knowing your group is that a "capturing a vehicle" is a single roll mission, considering that it may require things like "locating a vehicle", "positioning", "reduce armed threats", "taking command of the vehicle", "managing into a safe zone", etc. As for the players, as with any special forces mission, tasks are distribuyed among members as they require different actions (one of the Agents may force a door open while other watches over for impending threats). I recommend playing/watching the works of Reference and Inspiration that appear in the game.

· "Severely compromised" is not the same as "mission failed",  but can lead to it. If your rescued prisioner is severely wounded, if your blueprints are stolen, if one of your teammates is captured...

· Missions are not failed after a set number of "compromises". Forget numbers, there's no HP, no Suceess meters, no Failure Bars, no % of degreee of sucess. A damaged escape vehicle is a damaged escape vehicle, a wounded soldier is a wounded soldier, may or may not be a condition to fail the mission.

· Problems created by Pressure may or may not require a roll depending on the Player's actions to solve the drawback. But normally the answer is closer to MAY than MAY NOT. Also, not necesarily ALL players have to roll on EVERY task considering that some may requiere a single person to act. Although, obviously, if you do nothing while being shot at, it's not recommended.

· Abou player's health. There's no Hit point system, no health bar. If you get shot in the right shoulder, you get shot in the right shoulder: you will have trouble moving your arm, pain will distract you, you'll have to stop the bleeding, you'll have to treat the wound to avoid infection, you may have to spend some weeks in a medical facility taking meds and receiving physical reahabilitation. In rules and mechanics, this may imply a Disadvantage when rolling, may imply a new "Problem" that need solving, be a condition for the "success" of a mission or, maybe even, be grounds for changing a character's trait.

Overall, I hope these may Edge Zero Force clearer. I recommend not to think the game in hard numbers, but rather think of it as framework of a movie.


Friend, just mention the inspiration and we are good! Thanks for asking! Let me know if you have something, so I can share a link yo your project.

¡Hola, Phavrichulyz!


Para tener éxito en ciertas acciones, necesitas Dados de Hielo y en otros Dados de Fuego. "invertir" se refiere a cuantos dados del tipo requerido podés "gastar" / "consumir" / "usar" para la acción.

Si lográs "invertir" (o sea obtener y gastar) 3 Dados, vas a tener mejor resultado que obteniendo y gastando 1. Por ejemplo, en un asalto frente a frente en el clamor de la batalla, muy probablemente necesites Dados de Fuego. Si al tirar los dados obtenés 3 Dados de Fuego, lo lográs, pero si no obtenés ninguno en la tirada, fracasas.

Me alegra mucho que quieran hacer contenido inspirado en Imperio del Invierno Eterno. Tienen todo mi apoyo. Haganme saber cuando lo publiquen para promocionarlo.

Thanks for letting me know

Hi! It's recommended from 2 to 5.

Hi! Requires at least 2, but can reach to 5.

Hi! It's recomended for 3-5 players.