Earth Delta PF2
I try to update this at least once a month, in order to present the illusion I’m doing stuff. The problem is, I am doing stuff, but it’s mostly not stuff for this. Lately, I’ve been doing random worldbuilding for a GURPS game I’ll never run, and also, writing up Earth Delta PF2, which after many long delays and fits and starts is coming together.
However, it’s still a good ways from even an Alpha Test. Getting better, but not there yet.
But I feel I should post something here, so, in a fit of extreme laziness, I exported the current unfit-for-public-consumption draft to PDF, and then screencapped a couple of pages to give a feel for what’s going on. Please note there’s typos, game balance/design issues, contradictions, confusions, more typos, poor editing, and so on. This is all first-draft stuff, most of which has barely been skimmed since being typed initially.
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A few backgrounds. A lot of the standard PF ones work, too.
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A small section of the mutations. Still doing a lot of balancing and second guessing.
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It’s not a shameless Gamma World clone without defects!
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The fact this is the class I’ve put the most work into, and it’s this incomplete, is telling. It’s still too close to Wizard, but getting better. A little.
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Some of the feats for the Scholar class, which is sort of like if the 4e Warlord class fell in love with the PF2 Alchemist class and had a very weird baby.
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A very, very weird baby. This is the primary in-combat mass-heal mechanic so far.
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This is the only Archetype so far, and it’s a little unfinished and unbalanced, but I love the concept.
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One thing that will never change is my preference for pun-based monster names.
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The fluff text of monsters from the 4e version of Earth Delta carries over easily; the stats need a lot of change.
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“Devices” are, basically, Scavenger “spells”. I am trying to make them more mechanically distinct and reflect that they may be sufficiently advanced, but they aren’t actually magic.
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Basic armor. This doesn’t include truly high-tech stuff that’s essentially “magic items”.
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Womp womp! You might note that when I have multi-action versions of abilities, I try to give each level a unique name. I spend way more time on this than I should.
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