Heroes of Song Art Reveal 2: Meet Knott
The second Exemplar Hero I have for you is the Forj’d Steward Knott!
Art is by Warren Kennedy. You should find and follow him on Tumblr, Instagram, and Twitter.
Knott was found rusted and broken down in the woods. Since his restoration, he has been devoted to helping his community. He will go to great lengths to keep others happy and safe, and others fully embrace him in turn. He is peaceful by nature, but does not take kindly to his loved ones being threatened.
Check out Knott’s playtest character sheet here and in a different form below.
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being pinned down to the mattress by someone bigger than you, pounding into your cute cunt while they tell you how good of a fucktoy you are. them taking out their frustrations of the day on you and using you however they like and breeding you, filling up your holes with their cum and making sure there’s nothing else but them on your mind. they have you drooling and your eyes rolling to the back of your head, feeling every drag of their cock against your walls <33
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pov it’s nico’s 17th birthday
nico: piper i swear to hades if you sing that song one more time
will: let’s all calm down here
leo: i think you should sing it one more time
frank: it is a great song
hazel: can we all just take a sec-
piper: You are the dancing Queen, young and sweet, only seventeeeeeen! Dancing Queen, feel the beat from the tamb-
nico: *takes out sword*
piper: *stops singing*
nico: thank you
🔊”Dancing Queen” starts playing from speaker in corner🔊
nico: WHO THE HE-
nico: *looks towards speaker*
percy and annabeth next to the speaker: ⬇️
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Heroes of Song Devlog Part 13: Refining
Now that all the Exemplar Hero art has been revealed, I can get back to my main devlog series!
Here’s a picture with all the heroes. The alt text is a little brief on this one because I was worried about it being more exhaustive than the casual scroller was looking for, but reach out or look at my previous posts if you’re interested in more descriptive alt text. Art is by Warren Kennedy. Follow him on Tumblr, Instagram, and Twitter.
My design principles:
The heroes are cute.
Kindness matters.
The world is weird.
Sometimes you don’t fight. Sometimes you do.
Health is hearts.
I’ve made quite a few small changes and additions since the last devlog that I’m going to run through quickly. I’ll probably miss something, since I don’t really want to go back and comb through my edit history, but I should be able to hit the main points.
Exhausted
I’ve added a condition called exhausted which makes it so a character can’t add any of their positive Aspects to their rolls. Exhausted is most commonly a consequence for running out of Effort. If felt like there needed to be more of a cost to using all of your Effort to balance it with using Spirit and to make it feel like it matters when an ability is used to damage Effort. It also just gives me more conditions to work with for special abilities, both for the heroes and enemies. It hasn’t come up in play yet, but I think it could be pretty impactful.
Slippery Scamp
I changed the Scamp’s Life of the Party move to the Slippery move. I think the new move is going to be more useful to Scamp players and is going to make the Calling play more like people will be expecting it to when they choose it. In my most recent playtest (which I will give its own post later), it seemed to be a good fit. It basically means you can crawl, climb, and squeeze in and out of pretty much any situation.
In the Works
I have some dual wielding rules drafted up. I think these are going to mostly revolve around decisions about what to hold in your hands. The main downside for holding a sword and a dagger, for example, is that you wouldn’t be able to also hold a shield and neither has the damage output of a two-handed ax doing a power strike. What I initially drafted out is a little on the complicated side, so I’m thinking about slimming the system down a bit.
I also wrote up a couple more runes. One is a Deflect rune, which I think fits the Zelda-like genre well. The idea is that you could knock ranged attacks back at the attacker. The other rune I wrote before but didn’t include initially was the Hood rune which would block senses like hearing and seeing. Both of these are a little wordy as currently written, but I think have potential.
I also have a couple more enemies written out that I’ll probably drop into the doc soon. One is a flying enemy. Another is a lizard-person enemy called a scalikin (which will probably eventually be a player option too).
Why’d You Have to Go and Make Things So Complicated
Some of the new additions, plus mechanics already present like the dodge/perfect dodge and weapon moves, make me worry a little bit about a pitfall I often associate with OG Pathfinder. In Pathfinder, there is a system for everything and I love it. But, I also come by memorizing a bunch of numbers and being able to quickly reference things pretty easily. That’s not necessarily the play experience I want associated with Heroes of Song and it just isn’t accessible for everyone.
So, I could strip things way back and cut a bunch of features—many of which make the game feel more like its inspirations. What I think I want to do instead, while also being mindful of bloat, is find a way to encourage tables to start simpler and add mechanics to their repertoire as they go. This is how it is handled in video games where new systems are doled out over time with a tutorial to go along with each new mechanic. I’m not sure exactly how to work this into a game book, but I think some direction about how to start with less experienced tables would be helpful. I might note this in enemy descriptions (e.g. the hobkin is an “easy” enemy, both to run and fight, while a sawshell is “moderate” because heroes will need to know how to use the stun mechanics to take it on). I might also include some tutorial encounters to go along with different mechanics.
Anyway, I definitely have a lot of work left to do! Don’t expect a full release of this game any time super soon! But I feel like I got some momentum last month and am excited about how things are going.
I also have some other projects in the works, so there will probably be other game releases in the coming months.
The world is weird; kindness matters.
--Daily
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