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Project Update: Sneak Peek: Daemons
Well, I've got to admit, I really thought daemons would take the majority of votes in our poll to decide which creature we'd be previewing first! They did come first, but with only 48% of the vote! It was a photo finish with Dragons, who finished at 44%, and undead showing up in third with a respectable 8% competing with those powerhouses!
The complete draft manuscript for Chapter 8 will be available for all backers on Tuesday, so anyone who's joined in to support this project will have access to the entire book before any pledges are processed or payments collected!
Even with that, who wants to wait to see some goodies, so let's get a sneak peek at Daemons...
Daemons
- Outside of Rifts or Void-corrupted areas, daemon can only exist on Gaia when summoned (p. XX) and return to the Void when slain or when the summoning ends.
- When daemons use magic, they replicate the effects of a spell, but draw power from the Void and corrupt Gaia while doing so.
- A summoned daemon gives access to their summoner and their allies to daemon magic befitting their nature, special Tricks that can be purchased for any action as long as the summoning lasts. The effects of the Tricks on characters, antagonists, objects, and environment end along with the summoning unless specified otherwise.
- Some Tricks grant access to antagonists’ Qualities and Arts to characters. Activating any Art costs 1 Energy and is still subjected to cooldowns. The Trick specifies which dice pools the characters should use to employ the Art.
- The cooldowns on a daemon’s Art start the moment they are summoned, meaning they need time before they can activate any.
- Any player character or the antagonist who summoned a daemon can renounce their actions for a round to have the daemon gain the spotlight instead, using the creature — along with their dice pools and traits — to act.
Adept Tier
Flagros
Even more than other daemons, the flagros interact with us with eagerness: Our emotions and desires feed them, conflict helps them grow. They start as living flames, with clever eyes and fanged mouths, only to turn into furious bonfires and raging stars. Be careful with them, though: Those taking their first step into the art of summoning love flagros for how happy to fight they are, not to mention they infuse their energy into items of any sort — even buildings! — and turn them into marvelous means of transportation, but the daemons yearn to find their purest expression of self in a devasting explosion.
Template: Adept
Drive: Feed on strong passions and explode once sated
Primary Pool: 8 (Intimidate, animate objects, cause fires)
Secondary Pool: 6 (Feed, grow, perceive powerful emotions)
Desperation Pool: 4
Defense: 1
Integrity: 1
Injury: 4
Armor: 2
Initiative: 4
Qualities: Baleful Touch, Deadly Aura, Elemental Focus 1 (Fire), Immunity (Fire), Weakness (Water)
Arts: Alter Environment (Elite and above; On Fire, Minor) 1, Elemental Teleportation (Fire) 4, Explosive Demise 1
Magic: Fire, Fury
Soul: 1 (4)
Special:
- Feed The Flames: One use. When a flagros is at 1 Injury, it can activate this art as a simple action by rolling its secondary dice pool. On a success, at the beginning of the next round it heals any damage and grows by one template, up to Elite.
- Rebirth: If slain by their own Explosive Demise, flagros don’t die but rather reform as Adepts on the following scene. Their demise still ends their summoning.
- Blazing Strikes (1 hit): All the character’s attacks gain the Flaming tag.
- Blazing Shield (2 hits): The character becomes immune to fire and explosions.
- Incinerate (2 hits): Inflict the On Fire area effect (Minor) on the Area or increase its Complication rating by one step.
- Immolation (3 hits): The flagros gains the spotlight as soon as the character passes it, detonating with the Explosive Demise Art.
- Fuel (3 hits): The flagros reflexively activates the Feed the Flames Art, regardless of their current Injury.
Kronalli
Foolish summoners think the only daemons worth calling from the Void are those who can lay a battlefield to waste with fire storms or pestilential winds. Nonsense. Each daemon is creature made of pure power; it only takes for an enlightened mind to know how to employ it. Take the kronalli, for example. Alien, like few other daemons, these golden wheels covered in eyes rotate around a glowing core made of pure temporal energy, the very essence of their being and the source of their powers. Kronalli manipulate time, accelerating and slowing creatures with the same ease I can move my hand, all while showing a terrifying mastery of the forces of entropy as well and the kind of stimulating perspective I appreciate in any intelligent conversation.
Template: Adept
Drive: Steal time from other creatures
Primary Pool: 8 (Calculation, Defense, Manipulate speed)
Secondary Pool: 6 (Rush, Travel Unseen)
Desperation Pool: 4
Enhancements: +1 Manipulate Speed
Defense: 1
Integrity: 1
Injury: 4
Armor: 1
Initiative: 4
Qualities: Connected Mind, Connected Coordination, Extraordinary Speed 1, Heightened Reflexes 2, Magic Focus 3 (Time magic)
Arts: Drain 3, Invisibility 2
Magic: Reinforce, Time
Soul: 2 (8)
- Entropic Strikes (1 hit): All the character’s attacks gain the Piercing tag.
-
Slow Down (1 hit): All the character’s attacks gain access to the following Trick:
- Decelerate (1+ hit): Inflict the Slowed status effect on your target. This status effect lasts for a number of rounds equal to 1 plus any additional hits garnered on the action roll spent to inflict it.
- Haste (2 hits): The character can move between Close and Medium range as a reflexive action and doesn’t need to use a mixed action when rising from prone or performing a Rush action.
- Deteriorate (3 hits): The character renders the mundane gear of a target within Short range useless for the remainder of the scene. Magical gear isn’t affected by this Trick.
- Time Warp (4 hits): Next round, the character can reroll one of their actions and choose which result to use to determine the outcome.
Elite Tier
Aglomps
Defining our first encounters with aglomps as disasters wouldn’t be an exaggeration. If anything, they provided a useful reminder that looks can be deceiving: Aglomps resemble strange hybrids of frogs and fish, no taller than the average person’s knees. Round, soft, and without any defining feature other than their big eyes and the luminescent lantern-like filament dangling over their heads, the aglomps don’t look like much. They’re almost cute, in an ugly sort of way. Even the few pointy crooked teeth showing out of their mouth act more as decorations than actual fangs. Things change when an aglomp opens said mouth wide to its fully uncanny extent and swallows an entire person, a chariot, a daemon ten times their size, absorbing their features to fight against whoever dares to underestimate them or hurt other daemons.
Template: Elite
Drive: Eat. Snooze. Protect other daemons from bigger creatures.
Primary Pool: 10 (Eat, Adaptability, Deceptive cuteness)
Secondary Pool: 8 (Combat, Protect others)
Desperation Pool: 5
Enhancement: +1 Eat, +1 Protect Others
Defense: 2
Integrity: 1
Injury: 8
Initiative: 5
Soul: 3 (12)
Qualities: Malleable, Natural Weapons 1 (Unexpected Strength; Brutal), Regeneration, Reset, Slippery, Willful, Unusual Anatomy
Arts: Defensive Aura 2, Devour 3, Drain 2, Emerge 2, Explosive Demise 1, Leap 4, Pull (Tongue) 4
Magic: Valor
Soul: 3 (12)
Extra: +2 Durability Advantage
- Gluttonous Abyss: Aglomps can use Devour on creatures of bigger size.
- Absorb Power Art: 3 uses; The Aglomp copies one of the powers, Qualities, Arts, or Advantages of any creature currently subjected to their Devour Art, losing access to it at the end of the scene.
Aglomps’s Magic
- Little Terror Armor (1 hit): The character gains an armor with the Elemental (One element), Padded, and Resistant tags.
- Bounce (1 hit): The character gains the Leap Art and can move again after using it.
- Adaptability (2 hits): End any amount of status effects the character suffers from.
- Eat Whole (3 hits): The character gains the Devour Art. They can eat creatures of any size with it and the Difficulty to break out for ingested creatures amounts to 3.
- Absorb (3 hits): The character gains one of the Qualities or Arts of any creature currently subjected to an instance of the Devour Art by them or their allies.
- All-Devouring Hunger (3 hits): Lower the aglomp’s Devour Art current cooldown by 1. If the Art’s cooldown is at 0, the aglomp activates it right after you pass the spotlight.
Nightmare Lanterns
Summoning a nightmare lantern equals confronting your worst fears. Even when properly enticed and bound, the daemons elicit a primal response in whoever looks at them, tapping into the deepest recesses of their mind. Resembling a floating cluster of giant disembodied eyes, nightmare lanterns already look horrifying before you notice the translucid mass surrounding the eye core. The actual “body” of the daemon, an ephemeral structure made of dream matter with vague resemblance to a cephalopod or jellyfish, tentacles, and all. Whether they devastate your mind with their psychic powers or crush your bones through a combination of ectoplasmic limbs and telekinesis, nightmare lanterns are behind a good amount of the cautionary tales about botched evocations that circulate nowadays.
Template: Elite
Drive: Cause nightmares and feed on fears
Primary Pool: 10 (Terrorize, Analyze, Power of The Mind)
Secondary Pool: 8 (Physical Combat, Intellectual Dialogue, Stealth)
Desperation Pool: 5
Enhancement: +1 Terrorize, +1 Power of The Mind
Defense: 2
Integrity: 2
Injury: 9
Initiative: 5
Source: 5
Qualities: Clingy 1 (Aggressive), Frightening Presence, Malleable, Natural Weapons 3 (Ectoplasmic Tentacles; Piercing, Reach, Stun), Reset, Willful, Unusual Anatomy
Arts: Alter Bonds 1, Bend Minds 3, Dreadful Gaze (Stunned) 2, Drain 2, Elusive Shape 1, Hypnotize 3, Mental Disruption 3, Read Minds 2, Telekinesis 4
Magic: Fear, Illusory Image
Soul: 3 (12)
Extra: +2 Intellect Advantage, +1 Social Advantage
- Telepathic Omniglot: Nightmare lanterns understand all languages and can communicate with any creature in the Area they can perceive.
- Oneiric Horror Strikes (1 hit): All the character’s attacks gain the Stun tag.
- Partially Corporeal (2 hit): The character gains a +1 Enhancement on Defense rolls. Can be purchased multiple times, up to +3.
- Power of The Mind (2 hits): The character gains the Telekinesis (Short Range) Art and can use it to hold grapples.
- Superior Intellect (3 hits): The character gains 1 Intellect Advantage. Can be purchased multiple times, but can’t take their Intellect Advantage total above 2.
- Nightmarish Flesh (3 hits): The character gains the Unusual Anatomy Quality.
- Horrors Unleashed (3 hits): Lower the nightmare lantern’s Mental Disruption Art current cooldown by 1. If the Art’s cooldown is 0, the nightmare lantern activates it right after you pass the spotlight.
Archon Tier
Crystal Seraphim
Other daemons we questioned about the creatures of the Void consistently mentioned the might of crystal seraphim, but we didn’t get a true sense of it until our first successful summoning of one. Kelabaxis, that was their name. I was there on the field when my lab partner managed to call the creature to Gaia. The seraphim made their triumphant appearance in a halo of iridescent light: This vaguely anthropomorphic being made of azure crystal, wreathed in golden veins. On their back, a host of floating crystals arranged like wings. I since discovered no crystal seraphim look exactly like another, but I’ll never forget Kelabaxis. Within a few seconds since their arrival, they summoned a crystalline sword in each of their four hands. A minute later, our enemies were no more.
Template: Archon
Drive: Unleash its furious might against anyone who provokes them or violates their righteous mandate.
Primary Pool: 12 (Attacking, Dreadful Shows of Power, Defile an Area)
Secondary Pool: 10 (Scout the Lair, Sense Where Gaia’s energies converge)
Desperation Pool: 6
Enhancement: +1 Close Combat, +2 Scare
Defense: 3
Integrity: 3
Injury: 10
Armor: 3
Initiative: 6
Qualities: Attentive, Magical Weapons 3 (Crystal Arsenal; Animated, Ranged: Short, Wounding), Extraordinary Speed, Frightening Presence, Immunity (Light), Reset, Willful
Arts: Defensive Aura 1, Dreadful Gaze (Senses Occluded) 3, Elemental Teleportation (Light) 2, Explosive Demise 1, Hypnotize 3, Trample 2, Usurp Flesh (Petrification) 2, Wave of Destruction (Rain of crystals) 3
Magic: Magic Resistance, Judgment
Soul: 5 (20)
Extra: +1 Durability Advantage, +1 Power Advantage, +1 Social Advantage, +1 Speed Advantage
- Luminous Champion: When activating Alter Environment, Crystal seraphim causes the Blinding Light (Major) area effect. The area effect works like Darkness (p. XX), except for its different nature and Complication rating.
-
Shining Avenger Strikes (1 hit): All the character’s attacks gain the Crystal tag.
-
Crystal: The gem-like weapon turns enemies into crystal. Gain access to the following Trick when making attacks with this weapon:
- Crystallize (2 hits): Inflict the Petrification status effect (p. XX) on your target.
-
Crystal: The gem-like weapon turns enemies into crystal. Gain access to the following Trick when making attacks with this weapon:
- Crystalline Wings (1 hit): The character grows wings of crystal and light, ignoring any penalty or Complication related to the terrain or weather during their movement.
- Luminous Blessing (2 hits): The character becomes immune to any light-related hazard, Complication, or attack.
- Judgement Light (2 hits): Inflict the Blinding Light area effect on the Area.
- Crystalline Body (2 hit): The character gains the Unusual Anatomy Quality.
- Bright Champion (3 hits): The crystal seraphim gets the spotlight as soon as the character passes it, acting without the need for them to renounce their actions. Can be purchased only once per round.
Sovereigns
- Sovereign daemons cannot be slain.
- Sovereign daemons don’t have traits, but rather impose a wide range of effects on the Area. Negative effects only influence the enemies of the character who summoned the Sovereign, with them and their allies being completely immune.
- Ongoing area effects happen immediately when a Sovereign is summoned as the entity warps reality to make room for their divine presence. Once the summoning ends, said area effects end at Storyguide’s discretion.
- In addition to the effects a Sovereign imposes on the Area, any player character or the antagonist who summoned the daemon can renounce all their actions for a round to activate the Sovereign Outburst Art with a single use.
Sovereign Outburst
The Sovereign rolls an attack dice pool of 13 and +4 Enhancement against the highest Defense among all enemies. On a success, it equally affects all not-allied characters in the Area. The attack benefits from the tags listed in the Sovereign entry and ignores any Advantage both from characters and structures.
Zohaki, the Hell Wyrm
Darkness reminiscent of the nothingness before creation reclaims its domain over the world. Then, in a conflagration of chaos, anger, and hellish fire, the abyss explodes. Something that should not be, a primordial horror emerging outside the crucible of existence with nothing but hatred for a world who refused it greatness, slithers through darkness and smoke. Colossal onyx black coils rush through the darkness, the trace of a crimson underbelly beneath. The monster delights in the terror it causes, before revealing the true extent of its nightmarish majesty: A terrible serpentine cobra-like creature, as tall as the highest mountain, with six bat-like wings and two pairs of blazing eyes, hisses in triumphant delight, fire and magma spewing from its maw as it flies above. The thing laughs, as if that bellow can be called laughter, and descends on the battlefield.
We'll see a LOT more on daemons when we get the full chapter on Tuesday, along with all of the other Antagonist systems and information like templates, qualities, arts, and principles of encounter design. Lots of great stuff coming our way!
On Friday, we'll get a sneak peek at Dragons!
Tomorrow is officially the start of our FINAL WEEK of the campaign! I'll be sending out a schedule of key update posts to look for over the final week, possibly outlining an additional Stretch Goal or two, and generally setting up a reference page for new backers and current backers as we head into the finish!
Let's keep our momentum rolling! Please remember to invite your gaming friends and friendly gamers and share this campaign in your social circles and on your social media!
#AtTheGates
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Project Update: Backers Draft Manuscript Part 4
Are you ready for a little magic? It's Arts & Pillars time as we gain access to the draft version of Chapter 6 of the At The Gates manuscript!
Before we get to the manuscript, just a quick reminder...
WE WANT YOUR FEEDBACK
You can submit your Feedback here: AT THE GATES FEEDBACK FORM <link>
And one more reminder...
International Shipping – Collected in the Pledge Manager
First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they can't really set up international partners to handle portions of the fulfillment. So we are where we are - for now.
The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.
DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY
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Project Update: Sneak Peek: Pillar of Transformation
By popular vote, let's get a sneak peek at the Pillar of Transformation! This is a small section from the next backer manuscript preview, which will be coming your way on Tuesday! As we've mentioned, anyone backing this project will be able to read the entire draft manuscript before any pledges are processed or payments collected, so you'll know exactly what you're getting into with your support!
The Pillars of Magic
Magical Structure
- Dynamic Spells can be used once per round. These Spells tend to be low impact, frequent use magical effects, not requiring the expenditure of Pool to refresh them from one round to the next.
- Elevated Spells can be used once per scene. Once used, the Spell is usable again in the subsequent scene, or before, if the caster expends Pool to refresh it. These Spells are the most likely to see use in strategic ways, such as magical disguises, battlefield Spells, and the manipulation of another’s mind.
- Iconic Spells are usable once per game session. Once used, the Spell isn’t usable again until the next game session, or sooner, if the caster uses Pool to refresh their access to it. Though abstracted as a game session, in Gaia this is a process taking hours, potentially including bed rest, meditation, or a good meal. Iconic Spells are rare abilities or extraordinary displays of power with a broad effect on their targets.
The Pillar of Transformation
The Advantaged
The Pillar of Transformation utilizes Advantage. Advantage is an additive feature. If a character has access to Advantage through multiple sources, those sources all work together to create the most advantageous outcome. All sources of Advantage stack unless otherwise noted, but the highest Advantage rating any one character can have is 5. Remember, if a character has three or more Advantage over another character, she automatically succeeds on actions against the other character.
Perfection
Empower
Jade’s muscles swell as her magic courses through her body, making her ready for her next attack against the void-tainted beast.
Reinforce
Teodoro watched as the dragon’s acidic breath disintegrated Jullian’s shield. “Not you, Isidore,” he whispered to his sword as he poured his Energy into its being.
Metamorphosis
Shapechange
With a small gesture, Terra’s facial features shifted and changed. In moments, she looked like nothing more than a regular bat-person, rather than her normal crystalline form.
- Gain 1 additional armor, on top of any armor they’re already wearing.
- Gain a natural weapon with the Worn and Wounding tags.
- The caster gains +1 Enhancement to Survival and Ranged Combat actions.
- Become small and inconspicuous. Gain +2 Enhancement on actions that require stealth.
- Grow tentacles that give the caster the Reach tag.
- The caster may freely move underwater without worrying about breath at their normal speed.
- Wings sprout from the caster’s back, allowing them to fly at up to Short range from the ground.
- Add the Poisoned tag to attacks made with natural weapons.
- When the caster is in control of a grapple, their grappled opponent must spend an extra hit to Overwhelm or Disengage from the grapple.
- The caster’s wings harden and may appear to thicken or crystallize. The caster and any ally within Close range is protected as if behind Light Cover.
- The caster’s skin hardens to stone. Gain +1 Durability Advantage.
- The caster grows in immense size and strength. Gain +1 Power Advantage.
- The caster’s sense become incredibly enhanced. Gain +1 Intellect Advantage.
- The caster’s natural weapons become jagged and sharp. Gain +2 Enhancement to attacks made with natural weapons.
- The caster’s wings become extremely powerful. The caster can fly up to any range band from the ground and has +1 Speed Advantage while flying.
Transmogrify
Animate
The pool of water swirled and rose into the air before Ophelia. She nodded once in satisfaction as the small water creature took form and opened its eyes to look at her.
Lightspin
Lucien pulled at the air and the light bent to follow his gesture. As he moved, the light wove into patterns until he carried a gleaming hammer, ready for use.
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Project Update: Stretching Goals and Actually Playing
I've got pretty far on a cup of coffee today (so many chores!) but it's really our group who's been kicking butt lately! It's been about 5 days since we last reviewed our current Stretch Goal targets and 3 days since we introduced our parallel minigame of Backer Recruitment to add a few more options. Let's check in and see how we're doing...
ACHIEVED! - At $48,000 in Funding – AT THE GATES VTT TOKEN PACK – Digital assets will be created to support online play for At The Gates, including key character and creature tokens from the book. This online asset pack will be added to the rewards list of all backers.
ACHIEVED! - At 900 Backers - NEW ADD ON: AT THE GATE CHIBI PINS - Five different soft enamel 2" pin designs will be available as an Add On option at $14 each or the set of all 5 for $60. Single pin selection will be confirmed in the Pledge Manager. Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.
ACHIEVED! - At $50,000 in Funding - AT THE GATES Companion - New Advanced Paths - The Companion PDF will be expanded to include a section with new Advanced Profession Paths for characters to take if they want to unlock new Arts specific to their mastery of these professions. Backers receiving the At The Gates PDF as one of their rewards will automatically have the Companion PDF added to their rewards list as a bonus.
That's right! Not only did we add the VTT Token pack as a bonus reward for all backers, we've also expanded our At The Gates Companion reward to include more Advanced Paths! Can't wait to see what the team comes up with!
AND PINS! We unlocked a new Add On for the Chibi pins. These are the concept artwork for the pins, and they look amazing! Kudos to Danielle and the team at NerdyKeppie.com for coming up with this awesome option for At The Gates fans! I'm getting a set.
What's next...
We've got one more target in our Backer Recruitment minigame, another set of pins for the profession sigils and the ATG logo. Once we unlock that, we'll probably have some new content Stretch Goals to set up, so let's keep spreading the word to our friends and friendly gamers and ask them to join in!
ACTUAL PLAY PODCAST
Well, now that the team has characters it's time to play! You can listen to the first two episodes here:
- Onyx Pathcast Episode 311 - At The Gates Actual Play episode 1 <link>
- Onyx Pathcast Episode 312 - At The Gates Actual Play episode 2 <link>
Hearing the game in action is always my favorite way to learn about the setting and system and seeing how it all interacts.
INTERVIEWS
And as a bonus, you can check out Danielle's interview on the Bonus Experience hosted by Monica Speca for even more At The Gates talk!
Check that one out on Youtube here: https://youtu.be/p3LhNcxxYF4
So much At The Gates fun!
I'll be back on Sunday with a sneak peek at one of the Pillars of Magic! Remember to vote to decide what we're looking at!
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Project Update: The Arts of Motion and Control
I've got another sneak peek for you today, touching on some of the cool stuff that's coming our way in the next backer manuscript drop. Again, this is just a glimpse into the full draft of Chapter 6, which all backers will have access to on Tuesday.
You voted and our top two results are the Art of Motion and the Art of Control!
Arts
The Art of Motion (Harrier)
Rogue’s Guile
Brick waits patiently as Cassandra brings the Void tainted creature into position. She strikes it, and Brick jumps in to take advantage of the opening she creates.
Backup Plan
When things started to go south, Caspian spoke up. Their friends eagerly followed the harrier’s clever plan, deftly avoiding the danger ahead.
Clever Rogue’s Rush
Muriel dashed across the battlefield in a blur. No one even saw her knife plunge into the guard before he was down.
Discerning Scoundrel’s Sense
Hoffrun eyed the woman standing before him for no more than a second before concluding that she posed no threat to him or his allies.
- Criminal history or recent criminal activities the target may have done.
- The origin and value of any one item or weapon on their person, including if it is magical or not.
- The number of dice and actions in the target’s Primary pool.
Parabolic Step
Unbound from the tyranny of the earth, Caspian leaps into the air and away from his pursuers leaving them baffled in his dust.
Undeterred by Obstructions
Willow doesn’t allow something as mundane as doors or windows to stop her from getting to her prize.
The Art of Control (Mage)
Arcane Mastery
Lucien set down the tome and heaved a sigh. His head throbbed, but he knew the study had paid off; his spells would be so much stronger now.
- Gain +1 Enhancement that stacks to rolled actions (such as attacks) supplemented by Spells in the character’s Keystone.
- Gain +1 Enhancement that stacks to resistance rolls to avoid or ignore the results of Spells that target your character.
- Spells that target allies may target one additional ally.
- Spells cast in the same scene in which an ally takes a rolled action refresh bond Enhancement with that ally.
Mental Library
Ophelia had spent hours and hours poring over books and scrolls. Her mind was filled to the brim with facts — useful and otherwise.
Alchemic Alteration
Lucien closed his hand around Cassandra’s bleeding wound. He chanted the incantation and the wound closed, transformed from blood and tissue to magical power, leaving his friend with only a sense of euphoria.
Enchant Item
Terra waved their hand over the broken compass and imbued it with just a touch of her magic. The cracked glass mended, and the inert needle spun once again, but rather than point due north, it instead tilted directly toward the enemy stronghold.
Mage Sense
Terra turned the strange orb over and over in their hands. Its smooth surface yielded no further information, but it was nothing they couldn’t discern with enough study.
- What magical property or origin does the character or object possess?
- Any one Block the target has access to.
- Any one magical weakness (such as vulnerability to fire damage) the target has.
Portal
With a flourishing gesture, Ophelia opened a hole in the world limned with pale blue light. Gareth Falconer tumbled through the portal to get closer to his prize.
OK, here are two more quick peeks....
Advanced Arts
The Sagacious Art (Sage)
Unleashed God-Rays
Holding aloft her hand, Aphbet focused the power of her soul and used it to sear straight through the undead warriors in her path.
Weakened
The target has been enervated by holy magic. They lose any Enhancement to attacks made against the Sage who applied this status effect. Additionally, their defense is decreased by 1 against attacks made by the Sage.
The Tactical Art (Tactician)
Inspiring Presence
Nuna walked onto the battlefield and her allies cheered. Her presence was all it took to bend them doubly to their task.
As mentioned, backers will have access to the full draft version of Chapter 6 on Tuesday. In fact, all backers will have access to the complete current draft of the book before the campaign ends - before any pledges are processed or payments collected! So please continue to invite your friends and friendly gamers to join in on our campaign and you could literally start playing by June!
On Tuesday we'll get the full chapter, but who wants to wait until then to learn a bit more about Magic? We'll have another sneak peek on Sunday, this time covering the Pillars of Magic.
The Pillars of Magic
The Pillar of Anima is a measure of a caster’s connection to her own Soul and that of others. From this connection comes the physical manifestation of health, vitality, protection, purification, and conversely, rot, decay, and the entropy that brings all things to ruin.
The Pillar of Cognition concerns itself with the minds of the inhabitants of Gaia. From the smallest animal to the largest dragon, Cognition soothes, provokes, tricks, and empowers others.
The Pillar of Elementalism represents a caster’s connection to the world around her and to Gaia. It is the most external of all magic, allowing the caster to manipulate the things around her.
The Pillar of Transformation and empowers the caster to manipulate magic itself. While other Pillars connect to the mind, body, and Soul of others, or even the elements, Transformationists connect to the underlying magic residing in all things, and enact change at a fundamental level.
So, which Pillar of Magic should we peek at on Sunday? Let's cast our votes! The top answer will be the subject of our next sneak peek!
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Project Update: New Minigame - Backer Recruiting
I've been impressed for a long time with Danielle's creativity! Watching the Storypath system grow from those first Scion Second Edition and Trinity Continuum projects through to the latest Storypath Ultra iteration, which sort of evolved to bring At The Gates to life, to all of the early design diaries and bits and pieces she's shared on the Discord...
Well, it's been amazing to watch At The Gates come to life. But it didn't stop when the draft manuscript was ready for final development or the Crowdfunding campaign was set up. Danielle has kept creating and building new bits for this campaign.
Danielle has also been hard at work organizing and making new Add Ons possible. To celebrate, we have a new Minigame: Backer Recruiting!
(Yeah, that's my way of celebrating the Fishing Minigame from the latest backer Manuscript chapters! Check it out if you haven't already! It's a perfect example of genre emulation in this game).
BACKER RECRUITING
At 900 Backers - NEW ADD ON: AT THE GATE CHIBI PINS - Five different soft enamel 2" pin designs will be available as an Add On option at $14 each or the set of all 5 for $60. Single pin selection will be confirmed in the Pledge Manager. Fulfillment will be handled by NerdyKeppie.com and additional shipping charges will be collected at time of fulfillment.
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Wait, one thing in the new preview I'm confused about: It says you throw a knife with Dexterity + Athletics, but also that you throw a weapon with Might + Ranged Combat.
Previously backed this creator's crowdfunding project
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Previously backed this creator's crowdfunding project
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Project Update: Backer Draft Manuscript Part 3
I know for sure this game is hitting me hard because it's starting to leak into my subconscious. I had a dream last night that I was a chokobo farmer. Very weird. I am not a Final Fantasy person at all, really, and I don't know where it came from, but reading all of the At The Gates stuff in the manuscript and that Danielle shares in interviews and around the web has definitely got some specific neurons firing.
Anyway, on to today's manuscript section!
Before we get to the manuscript, just a quick reminder...
WE WANT YOUR FEEDBACK
You can submit your Feedback here: AT THE GATES FEEDBACK FORM <link>
And one more reminder...
International Shipping – Collected in the Pledge Manager
First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they can't really set up international partners to handle portions of the fulfillment. So we are where we are - for now.
The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.
DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY
So, I'm curious if any of y'all think you might have the idea that The World Below is in the same world as At The Gates in your games. Inquiring minds want to know.