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SKALD: Against the Black Priory

SKALD: Against the Black Priory is an upcoming classic turn-based RPG. It’s set in a dark and gritty fantasy universe, full of tragic heroes, violent deaths and eldritch horror. 

The game is now FULL FUNDED (on the first day) on Kickstarter!

For press kit, click here!

It’s currently under development by Scape-IT and is coming to Kickstarter June 3rd 2019.

The game will release for Windows and Mac first with handheld devices down the line.

To support the game, subscribe to this devlog and follow the project on Twitter!

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Classes and Stats

In SKALD: Against the Black Priory you create a single character and then recruit the rest of the party as you go. The game uses classes, numerical stats and feats combined with level based advancement to flesh out its characters. Creating a robust and balanced system for character development is challenging (and immensely rewarding) and I’m going to take my time getting it right.

In other words, this blog-post is a rough draft where we exploring how the character system might look for SKALD: Against the Black Priory.

Nothing wrong with some good old fashion D&D-style classes!

Design Goals and Pillars

As with any design task, it’s always a good idea to set down a few basic pillars and goals to guide the work ahead.

The primary goal for the character system might be something like:

“Character creation and development allows players to express themselves creatively whilst making interesting mechanical choices concerning their character.”

In other words: A player should be able to envision a character (within the games setting) and then create and play that character in-game.

Pillars of Eternity made a lot of interesting design-choices for character development. Some less successful in my opinion.

For design-pillars I’ve chosen these for now:

Balance: Each class should be equally playable. There should be no “dump-stats” or skills. The game should accommodate a wide range of builds and each ability should have something to offer each class.

Transparency: The player should have access (preferably in-game) to all the information required to make meaningful decisions when making, and developing, a character.

Narrative Impact: The choices the players make in character creation should matter in-game. There must be plenty of opportunities to use skills and abilities, and your class should matter in the narrative.

Scalability: The level system should have no “hard” upper level cap. That is, no upper level limit beyond which the system breaks. That’s not to say that the system won’t have a “sweet spot” level-range, within which play is particularly enjoyable. It just means that the system is not mechanically upward limited.

I would also like to refer all my readers to Josh Sawyer’s (Obsidian Entertainment) excellent video on attribute tuning in Pillars of Eternity.

Ability Scores

At the moment I’m working with five ability scores:

Strength: Physical strength and brawn. Affects your ability to do melee damage and your skill in athletics (jumping, climbing, swimming etc.).

Agility: Speed, reflexes and finesse is determined by agility. Affects dodging, initiative, hit-chance and fine-motor skills like thievery.

Fortitude: Physical and mental toughness. Affects willpower, hit points and resistances.

Intellect: Mental faculties. Affects several skills as well as spell-casting. Might also affect how many skill-points you get and perhaps an XP-bonus.

Presence: A measure of your attention to your surroundings and your place within them. Affects your ability to interact with people and animals as well as your perception and attention to detail. Also affects leadership.

Bard’s Tale 3

There is a tendency for “physical” abilities to become overly powerful (especially at lower levels) in RPGs due to combat being prevalent, with the mental abilities becoming dump-stats for many character builds.

As a result I chose to go with five abilities as opposed to the more typical six. I find that three physical and two “mental” abilities seem more balanced whilst still allowing for a range of expression. Furthermore it’s a easier to make each ability relevant to every class with fewer abilities.

Post character creation, ability scores advance very slowly.

Classes

I want SKALD: Against the Black Priory to feature basic classes that are recognizable enough to provide a foundation upon which to build the character you want.

Beyond that I want a lot of flexibility as the game progresses with few (if any) class-exclusive skills or feats. Classes should encourage certain builds, but I like the idea of not imposing too many limitations.

Did someone say min-max? Good thing that Charisma is set to 19!

The six classes in “Against the Black Priory” are as follows:

Warrior: Soldiers, sell-swords and mercenaries. They excel at combat, dealing large amounts of damage (often to multiple targets).

Rogue: Thieves, assassins and swashbucklers. Rogues are stealthy and excel at using skills to perform tasks. In combat, rogues are more based on maneuvers than soldiers are: backstabbing, flanking, ham-stringing, disarming and all round fighting dirty.

Cleric: The holy men and women of the Empire draw upon their devotion to channel the divine power of their deity. From ascetic monks to armored battle-priests, clerics play different roles on the battlefield: Healers, support-casters or front line fighters.

Wizard: Chartered Imperial Wizards or rogue hedge-mages. Wizards harness the corrupting arcane energies of magic. A wizards magic is powerful and devastating (sometimes to friend and foe alike).

Skald: Part of an ancient, dying tradition, skalds are the wandering bards and storytellers that preserve the lore of the myriad cultures assimilated by the Empire. A life spent roaming the breath of the Empire and beyond, makes the skalds jacks of all trades. They excel at inspiring their allies in combat and bolster their party with both magic and a strong sword arm.

Captain: In “Against the Black Priory”, captains are the smugglers, pirates, merchants and officers of the Northern Isles. As expert sailors, leaders and skilled fighters, they make an invaluable addition to any group adventuring in the north!

Skills

Skills are learned and improve over time (whereas abilities are more innate).

The trick with skills is including many enough to provide granularity and range of expression whilst still having few enough that each skill gets screen time!

So many skills – some more useful than others!

I’m currently considering the following six skills:

  • Athletics
  • Diplomacy
  • Lore
  • Stealth
  • Survival
  • Thievery

The total score of a skill is calculated by adding up ranks in the skill with the score of one or two ability scores. Ranks are purchased as you gain levels.

Note that the game also contains secondary abilities as well. These include stats like “Base Attack”, “Dodge” and initiative. They may look a bit like skills but they cannot be improved by spending skill points. In stead, they must be improved by using feats.

Feats

Feats are selected at certain intervals as you gain levels and allow you to customize you character by adding special talents. Think perks in Fallout. Whilst skills and abilities add numerical values to you character, feats allow you to break rules (in a sense).

Many feats are combat related but there are also other types like adventuring feats (consume less food, ability to swim, more carry capacity) or narrative feats (guild memberships, special allies, access to more equipment etc).

Races and Backgrounds

Character creation in Ultima 4

At this point in development, the SKALD universe is human-centric. Demi-human do exist, but they are few and far between. As such humans will likely be the only race available in “Against the Black Priory”.

As a way of adding more definition to your character however, I intend to offer a selection of backgrounds. The backgrounds offer a small mechanical bonus and will, hopefully, tie in to the narrative as well.

More on that down the line.

That’s it for now!

It’s worth repeating that this is a work in progress and it might look very different a year from now.

As always, I would love to hear from you if you have questions or comments. Feel free to reach out on twitter or get in touch at (contact at skaldrpg dot com)! Most importantly: SKALD is on Kickstarter till July 3rd and we would love to have your support!

Have a great day!

Stretch Goal Announced: Adler’s Helm

Fantastic! The SKALD Kickstarter just reached its second stretch goal (105.000 NOK / 12.000 USD) and we’re now adding a sixth class to the game: the captain!

Even better: That means I now get to announce the third stretch goal for when we reach 120.000 NOK / 13.800 USD!

The Port of Adler’s Helm

Adler’s Helm is the northern-most Imperial provincial capital and the seat of Imperial power in the north. It’s also the jumping off point for the expedition to Idra and the Black Priory!

By adding Adler’s Helm to the game, I now get to make the game a three act piece: from the bleak isle of Idra, to the streets of Adler’s Helm and the frozen hellscape of the high North!

So if you want to see SKALD: Against the Black Priory become the game it’s meant to be, now is the time to back the game and spread the word!

See you all in Alder’s Helm!

AL

Freebie: The SKALD Demo Soundtrack

Who loves freebies? Everybody!

As the SKALD Kickstarter finishes in July, backers get access to the alpha-demo. This demo comes complete with it’s own awesome chiptune soundtrack by the amazing Surt Romanus!

As a courtesy to all SKALD fans, backers and supporters we’re now releasing the soundtrack for free!

Get the demo soundtrack for free on Bandcamp!


Check it out on Bandcamp today!

SKALD: Against the Black priory is a retro-style, 8-bit RPG currently on Kickstarter!

Stretch Goal Announced: The “Captain” Class

The SKALD Kickstarter just blew through stretch goal number 1 in no time!

This means we get to explore what Lovecraftian horrors lie hidden beneath the eternal ice of the high north: “Mountains of Madness” style!

It also means that it’s time for another stretch goal!

105.000 NOK: The “Captain” Class

SKALD: Against the Black Priory is intended to ship with five “canonical” classes (more on that soon – I promise). If we reach 105.000 NOK I will design a sixth class: “The Captain”. The Captain is a combat based class with strong leadership skills and expert maritime and navigational skills.

This should make for some interesting combat gameplay as the Captain combines his excellent swordsmanship with his keen tactical sense, allowing him to inspire and coordinate the rest of the party.

As a game with a strong maritime component, the Captain should also add plenty of opportunity for adventuring as you explore the game world by sea: Trading, smugling and daring the dangers that inhabit the black depths of the ocean. The game will also include a recruitable NPC with the Captain class. Have an amazing weekend!

AL

SKALD Coming to Mac

SKALD: Against the Black Priory is coming to Mac! Spread the word to the Mac-based CRPG community and have them check out the Kickstarter!

Due to the game engine SKALD is built in I always intended for this, BUT I simply didn’t have time to do my technical due diligence before launching. Now I have, and SKALD is going to be coming to Mac!

This means that all backers will get a choice in the backer survey, choosing between a Windows and a Mac build. 

There is one caveat: The ALPHA demo and BETA version will only be available on Windows for now. 

Also, we now number over 200 backers! 

That is all.

Carry on. 

Stretch Goal: Mountains of Madness

SKALD: Against the Black Priory is now 120% funded on Kickstarter! This is amazing! It’s therefore time to announce the first stretch goal:

90.000 NOK: Mountains of Madness

The adventure extends beyond the isle of Idra, into the icy hellscape that is the northern polar regions. Its hostile climate, cyclopean ruins and eldritch horrors will test your mettle as you sail into the eternal night of the high north! 

Wouldn’t this be cool to explore? Illustration art by Ivan Laliashvili

The high north will significantly extend the game’s overworld size and will add hours of gameplay intended for higher level characters. I love to dip into source-material like HP Lovecraft’s “At the Mountains of Madness”, John Carpenter’s “The Thing”, or the brilliant TV-drama “The Terror“. The motif of polar expeditions finding impossibly old things in the ice and going mad has always appealed to me (must be a Norwegian thing).I really want to make this so let’s make sure we reach that 90.000 NOK stretch-goal!


Cheers!


AL

FULLY FUNDED!

Hi everyone! What a great first day! SKALD: Against the Black Priory is now fully funded on Kickstarter within the first 24 hours!

This means that this game is getting made! Thank you so much to all the backer, supporters and fans who have help make this happen!

But I want to make this game all it can be! This means that there is still plenty of room for backers as we move into stretch-goal territory!

If you haven’t already backed, do so now! If you have backed, be sure to tell all your friends!

Have a great day!

AL

The Kickstarter is live!

The day is here! SKALD: Against the Black Priory is now live on Kickstarter!

Help make the game a success by backing it today!

I would love to make this project all it can be with as much awesome content and sweet pixel art possible! Your support will make that happen!

So let the adventure begin and head on over to the Kickstarter now!

Preparing for a Kickstarter is a bit like fighting giant spiders: Exhausting but ultimately very rewarding.

You Must Gather Your Party Before Venturing Forth

Even with SKALD launching on Kickstarter June 3rd, the game is far from finished. However, it has always been important to me that I have a playable ALPHA build to serve as a demo by the time the Kickstarter finishes.

This is both to serve as a proof-of-concept and also to dip my toes into getting tester feedback.

Even though crunching to finish the demo is a lot of work it’s still a ton of fun. One of the main reasons is my amazing group of freelancers!

Marco’s speed paint for the SKALD splash screen.

These guys have truly gone above and beyond for the SKALD project and it’s time to give them a shout-out!


MementoMoree has been creating art since his late teenage years. Proficient in most types of art, from pencil & paper to highly detailed 4k textures, he’s found solace and pleasure in the retro pixel art! 

Twitter: @MementoMoree


Marco Pedrana is a digital and traditional artist (illustration, storyboards, comic art, paintings, installations, pixel art), focusing on narrative art, regardless the media or the scope. He works in advertising and game design (Aeon of Sands: story, texts, graphics, audio, VCS testing). He loves D&D, his cat Agony, Spring, and the sounds coming from the meadow outside his window. 

Illustration: www.behance.net/marcopedrana  

Fine art: marcopedrana.blogspot.com/


Romanus Surt is a Jack of all trades at Graverobber Foundation and the developer behind Das Geisterschiff. He did the music for the SKALD demo. 

Twitter:  @surt_r | Web:  Das Geistschiff on Steam


Edwin Montgomery is a composer and sound designer for games, films and performance. A long-time RPG obsessive, he wrote the soundtrack for inXile’s remastered release of “Wasteland” and is currently working on the 30th Anniversary version. He has created music and sounds for a variety of fantasy game worlds, including Warhammer 40,000, Game of Thrones and Neverwinter. Edwin did the sound design for the SKALD demo.

Twitter: @edwinmmusic | Web:  www.edwinmontgomeryaudio.com 


MementoMoree’s “Rat Queen”. Hope to animate certain central characters in the final game (think Wasteland 1 or Bard’s Tale)

Please take the time to follow these guys on Twitter and be sure to check out their other projects and portfolios! Also be sure to support SKALD on Kickstarter so I can keep paying them to do awesome work!

See you Monday 3rd!