#HeliosailGame
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A pinisi solar sailor. Pinisis are medium sized ships popular with merchants. They are powered only by solar sail. This is an official piece of art for the game done by myself.
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The game will be available from itch.io when it launches, as well as from my patreon page! Also, I give out free download links to anyone who wants to test the pre-release version! Just drop me an ask.
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Galleons (/ˈgæl-jəns/ ) are large ships designed for extended time away from dock. They are popular ships for long voyages and exploring expeditions. Galleons have 3 to 6 masts, and a number of sails that range between 3 and 10.
As with the other ships, this stat block is not entirely finished yet, but I wanted to show the progress that is being made.
I have adjusted some of how ships work, so that larger ships are, on average, slower than smaller ones. Details on how to design and spec ships will be available after the game's release, once those rules are set in stone. Heliosail will be free to play when it releases, but support helps a lot. You can pledge on on patreon to help the game's development. All pledges are currently being invested into artwork.
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The Forced Adaptation Encoder (F.A.E.) is a special device used by Bioscientists to administer medicine or genetic enhancements to allies and to fire capsules into the environment that jumpstart terraforming. Art is official game art done by myself.
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Archetype spotlight: Astromancer
Astromancers are people who had a near death experience with some part of the Nether. They survived and came away with the ability to manipulate physics using dark energy. Astromancy abilities draw heavy inspiration from the Mass Effect franchise.
An astromancer has a pool of dice they roll to draw power in the form of Dark Energy points. Once a die has been rolled, it is "spent" and cannot be used again that day. You can choose how many dice to roll in order to draw power for larger, more dramatic abilities.
There are 4 "schools" of abilities focused on different things. Vibration abilities manipulate temperature and sound, Matter abilities deal with the states of matter and anti-matter, Unreality abilities deal with time and manipulate the "fabric" of space, and Gateway abilities handle portals. Each school has a capstone ability that include things like slowing down time and summoning a huge rift monster.
Unlike your classic D&D wizard, Astromancers are tanks, and have access to a lot of abilities around absorbing blows and being hard to kill. I really wanted to go against the "squishy wizard" trope.
So how about it? Is your next character going to be an Astromancer?
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