#Technophobia
1 messages · Page 2 of 1
So I have got my first session tomorrow also, I'll take into account what you have posted above.
Just wondering about Combat C: Glacial Burial, The enemy deployment zone is quite small the Goliath doesn't fit in it at all, and once the two Support's are there the Witch doesn't fit either?
I think the Pipecleaners deploying from the ingress zones makes sense but there is nothing in the text about the Support's, Goliath or Witch using the ingress zone or not being deployed at the start of combat. I suppose as long as one part of the enemy token is within the enemy deployment zone it still counts.
The map does not look like it’s configured correctly?
Should be hexagonal columns
I might’ve copy pasted the configs wrong?
But basically it looks like your grid size should be half the size it is right now
so with all the IPS-N references, and the cover art. I whipped up something. I don't have time for coloring but behold, my HEKATE.
Nice!
ready to pop out of any ceiling
I also have a headcanon that this was the primary "machine" that HEKATE used to fix the ship until the THINGS™️ happened
one last question friend, why do the pipe cleaners NEVER enter the kitchen? Kind of an out of nowhere detail. At first I thought it was cause of Gemini, but now, I'm not so sure since the word Never is in bold.
The kitchen is safe because that’s where Cori works as the cook, and Cori is Kate’s best friend
So it’s the “eye of the storm” in her nightmare
The one place of safety and comfort
Aight. I didn't expect Kate to have that much influence over the pipecleaners but makes sense
The Pipecleaners have been hijacked too, tbf, Kate just may not realize it
It’s very much “the Katabasis is operating on NHP dream/nightmare logic”
Which I could potentially highlight more in the text
Ok I'll look at that when I get home.
I wonder if that means all the rest of my maps are also configured wrong as they are on the same page as the cryo sleep chamber. All layered together to form a single ship map.
It shouldn't matter if it's columns or rows should it?
Okay this is because the Cryosleep chamber is using a different scale from the rest of the map
Like I mentioned a while back, I’m exploiting Lancer’s flexible Size scale for the Cryosleep map
If you want a more “rigorous” answer than “it’s scaled that way because I felt like it”, then say “it’s bigger on the inside” due to paracausal stuff
But yeah, I didn’t design the maps to combine like you’re doing
Yeah I can totally make that work, it won't be hard to flip the scale on owlbear so I'll be able to manage that no problem
To be fair, only a few mad men like myself would start designing the map in that particular way and then I'd have to think "why am I spending like 50 hours to make one map?
Tbf I did otherwise try to match scale elsewhere in the ship (I think Crew Quarters is the second biggest offender because I think it’s scaled to the same tile size as Cargo Bay, but it’s nominally pilot sized instead?)
I basically handwave the fuck outta scale when it’s inconvenient here
I'm already planning on, unless they bring in the mechs, to just use the main katabasis map with the CRT. because I don't think "pilot can move 4 spaces" matters in narrative
It doesn’t! Hence why I treat it as more qualitative haha
gonna treat like a jrpg. World map is whatever, combat comes with that ksh ksh ksh sound with battle music and zoom in
First session went very well but uh, didn't actually playtest anything, 3 straight hours of roleplaying asteroid miners and slice of life stuff on their ship before the horror happens
got the SOS at the end of the session when I realized what we were supposed to be doing
Haha nice lol
we even came up with logical explanations of how their mechs would work in a mining setting despite being military equipment. The goblin scans and marks asteroids with higher concentrations of rare minerals (like iron). The nelson uses it's speed and manuverability to "anchor" the asteroids with it's war pike. The metalmark uses it's decksweeper as a rock breaker, to seperate chunks of material.
Love the sound of this haha
not like it'll be relevant this week, but i'm going to start looking for/making a NHP vault distorted reality thing. Propbably use the czepeku screen template for some of it and just make it weird
https://imgur.com/gallery/ni82Wxy for some fun overlays
TPK loading...
Rendering the cataclysm...
Cascading NHPs...
Printing frames...
Exploring metavaults...
Don't split the party!
Creating plot hooks...
Ascending the Aun...
Destabilizing planets...
Violating First Contact Accords...
Breaking the Three Pillars...
those are my Alternative Pause Text phrases
Deploying Flash Clone...
Second combat encounter in Technophobia ended with a victory for the players and a meltdown-ed mech 😌
The Goblin made a calculated risk and went into meltdown on an 1d6+4 overcharge in the Extreme Cold (resist heat) Cryosleep room
I informed them of the risk and also that there will still be opportunities to do stuff on foot as a pilot in future combats (beyond basic pilot actions and Jockey)
They have found Cori's cryopod and are preparing to give Ezra a talking-to
qq) where's the EDZ for the opfor in the Escort version of combat E
Middle of the map around the reactor
If they’re within the “inner ring” of catwalks they’re good to go
It’s fine, it was an informed risk and I trust in what I’ve written
Oh no I mean that as a good thing
you fully set the stakes and they accepted them and went with it
They have no one to blame but themselves
Session 1 went well. Players went into the ass end of the Katabasis first... the one room i hadn't finished putting together.
They managed to delete the initial Pyro/Scourer before they even got a turn, and PredLog missed (was gonna use the Monarch to show players how blast templates work)
Managed to at least stress a reactor in round 1
So far that’s 2 tables that went directly to the Engine Room lol
Sometimes I'm thankful that I'm a little neurotic and set everything up two months in advance
I'm usually that neurotic, but I was putting that effort into my main campaign. This one is getting a little fly by night.
Hey, as long as setup wasn’t too bad, I consider that a win for the module lol
Otherwise I’m open to hear ways to streamline it
My feedback from "rapid setup" vs "careful setup" on the module is a little better clarity on EDZ/Objective/PDZ
there's a lot going on in the rooms
I'll have to look at the combat maps again, but yeah, I could see players being a bit stumped by what is/isn't interactable and tracking that through play modes
I missed the extreme heat for round one, but i think it makes it interesting to add it round 2 (you closed the hatch and now things are heating up as nothing can vent out)
I took a pass through on the maps to label the Big Interactable Stuff, and basically everything in Stakes and Details (and its subheadings) should be publically available to the players (like, immediately)
But yeah initial feedback I got on Combat E was that people were highly risk averse to interacting with the environment, so I decided that the best thing to do was to spell out what happens when folks interact with the interactables
My players sent a drone into the bridge then decided to enter through the engine room
Nobody wants to enter through the gaping gash in the ship
but nah lol that’s fine
I think they wanted to enter through the bridge but once the drone had explored the room a little bit, I rolled on the encounter table and 3 Pipecleaners emerged from vents and merked the drone instantly.
Also may have been the way I described the hatch as being harder to spot so they players thought they want me to go through the cargo bay but I'm gonna sneak in the back door.
My players started sniffing at the cargo bay first before getting some cold feet and deciding to commit to their initial choice of Engine Room
just to clarify. pilots get full details of the details or high level details?
(can i be lazy and just copy/past 🙂 )
Full details
I rec giving describing it high-level to avoid overload but let players read the details themselves
Yeah I explained it and then sent a screen cap to our mission handout channel on discord
yeah. I give high level "here are some things you can interact with" with the full details as a text block in discord where possible
With regards to the deployment I didn't realise enemies were suppose to deploy near the central reactor so had them come from the ingress points where the canabalistic replicator thingy ma jigs are.
I also had the encounter start as soon as the first PC mech came through the hatch I described the scene to them and then said combat starts the other players will deploy on their turn.
Yeah honestly that’s fine too imo
for the cargo bay, the EDZ is "wherever the mechs are" right?
It’s gauntlet so the initial deployment is the Objective
Also, what's the CZ? B2?
Yeah I basically have 6 versions of every combat map (combat, narrative GM, and narrative players, each in 2 visibility levels)
I really like the HiVis versions, since i can do lighting effects without making it too dark
Got narrative and battle maps built out for cryo sleep and the cargo bay, since those are the only two options from the engine room
Keep in mind that they could randomly wind up in crew quarters due to Lost in the Labyrinth
I got the map in foundry, trying to decide if I want walls and token vision
And I got all the journals built (only dropped onto cargo bay, so far)
Reminding me of myself hahaha
I think one thing I wanna do is set a concrete number of Pipecleaners maybe
maybe
macro support from journals i jank (i can only call a macro, no args)
but... macro means hitting a rolltable as GM only instead of dropping it into public knowledge immediately
Keeping the roll table private for a quick sec is useful IME
Like sometimes there’s stuff in the random encounter that I don’t want to be immediately obvious
really simple macro with game.tables.get("XYvPlQUAsXBqX5sl").draw({rollMode:"gmroll"})
then drop the macro in the journal
if i could do args, it'd be a single macro and just pass the table ID into it like a pro
similarly, you can do fun stuff in the rolltable itself:
rolltable with inline rolls to make your dynamics even more dynamic
and putting actors in means you can either drag them straight onto the map, or reference their sheet
fvtt's rolltable and document helpers are so powerful and so underutilized by most.
Very true; one pipe dream I have some day is making a module that uses rolltables for structure and stress allowing folks to sub their own tables
the rub there is how other modules injest it
Also, how to apply statuses from a rolltable
(not impossible, mind you, but things to note)
Mmmmmm
Well for statuses, I’d hope that something click and draggable could be figured out
yeah, that'd need to be added into the core system, but totally a thing i've seen done
statuses are items, and sheets house items
Yeah, it’s a feature I’d love to see haha (I should make a feature request 🤔 )
Does the stability clock decrement when they shoot HEKATE in combat?
cause they're about to run out of stability fast.
No, it does not
ok
Sorry about that, need to clarify that
I figured it was HEKATE is really using the subaltern like a RPV, not that it's her, so you're not directly damaging her, but wanted to verify
https://jjbbllkk.itch.io/cosmic-horror-drones-and-melodies and https://jjbbllkk.itch.io/infinity-zero play so well with this module. good music really sets the mood. (also standard shoutout to Tabletop Audio for their stuff, I always have at least one or two in the mix at all times)
Nice! Was the 2nd link supposed to be different? Just don't wanna miss out on good ambience
adding these to my Mothership collection haha
jeremy blake (red means recording) released a huge library of CC BY-SA music
Started reading Another Bug Hunt, looks at formatting. I KNOW WHAT YOU DID VALK
(positive tone)
Pffft, of course, I know what I did too lol. It’s no secret that I took heavy inspiration from the TKG mothership modules when figuring out my layout hahahaha
😄 is good
I support this
I am very curious to hear how seasoned Lancer GMs feel about the different style of layout
I will say, it did lead to initial confusion cause the bullet points feel like a lot, and not having a path towards direct answers on some of the puzzles may throw new GMs off. and I don't have good answers to these issues. I really don't. Like knowing what I know about Mothership, I get it NOW. It feels less overwhelming. But that's one of those zeitgeist things
Well, tbf I’m not pointing Technophobia towards new GMs or players at least. I’ll see if I can’t make the Fiction First section clearer somehow
There's definitely a cultural difference. I feel like a lot of trad modules (Lancer included) present themselves as "this is what you run in order to produce the experience we expect" whereas the Mothership/NSR style is much more "here are ideas and tools you can use to produce whatever experience you want"
It has a different expectation of the GM
So if you're expecting the former, it might be a bit jarring to bump into the latter
@inner lava - do you have any interest in the foundry work i've done (journals/rolltables)? It's a shame i can't export NPC presets or it could be it's own compendium with good links that "work"
I'm good for now, I have a setup already for my own stuff, but thank you!
It took me a little to digest and I had to do some scribbling and node diagram stuff, but I managed to piece together the general flow and progression (I think)
The only way I could think to make it more clear for approaching it sight unseen is giving a tl;dr version or a bare-bones node diagram
Though the ship map overall is basically a node diagram, so 
The map kind of hints at all the paths, but a block diagram would be easier for simple minds like mine
Oh, I guess I do have one question as a result
Assuming players don't enter through the cargo bay, but somehow weave through the map and start combat in the cargo bay, how would deployment on that work since it's a gauntlet
Oh. Southern PDZ. Said in the book text. Nevermind.
I'm waiting for them to finish the combat and find a terminal, and then show them the overall map.
you get information only if you seek it out
you can stumble around this wreck blind, if you want.
my players are doing well
did the engine room extract, used a core battery to stabilize and repower the ship, tried to enter the nhp vault but ended up in life support, bee-lined to the pipecleaner pod and shut it down, IMMEDIATELY fixed life support. Kate's already at stability, just gotta deal with Cori and Gemini
Okay wow
we might finish this module tonight
just taking a dinner break
(also they crit.... like 6 out of 8 dice rolls, with the only "fails" at cut the lights, but ultimately the skill challenge was won)
this is one of those "sometimes dice are funny" sessions
engine is repaired as best they can, life support is back, and with the pipecleaners disabled they used the captain's key to activate the hardlight system
but the important thing they are loving it as a horror mystery
Most important part haha
when the goblin's OSIRIS started cascading, they did figure out it was probably the ships' nhp. They figured KATE was HEKATE just from "common sense", but they also tried and failed to reason with them. They thought the Vent that leads to the NHP vault led to the NHP vault but didn't expect the teleport, and once they DID teleport (after leaving their mechs in the engine room) just crit crit crit
and they won
damn, how much game time did it take? amazing
though uh.... they saved Cori before exploring the galley.... and uh, one player had the bond of the wolf so shoved cori into the locker area and used Tear Throat to end Gemini instantly after shaking "cori's" hand.
we started at 3pm and ended at 8pm with about 45 minutes for dinner
jeeeeeeeeeeeeeeeeeeesus lol
to be fair, CRITS
they only had one combat
though my party, collectively had this statement: If you want pilots to get out of their mechs early; make the engine room hatch to space ONLY pilot sized. Or, alternatively you should remove the outer engine hatch if you want pilots to go through the bridge or mechs through the cargo bay first.
"Why WOULDN'T you go to the engine first? It's the MOST important place on the ship."
so I definitely wanted to let pilots enter the Engine room first if they wanted to, but if everyone always wants to go there with mechs then yeah I may need to change that up lol
if you happen to fill out the packet's included questionnaire, I'd be super appreciative, this very much sounds like an unexpected scenario hahaha
Especially with how Bonds played out here, I've been playtesting with Stress Only but no Bonds after all
yup, absolutely. we filled out the combat one 🙂
I hope our feedback was good. I am not the best writer
I’ve had a busy weekend 😵💫 hoping to get a chance to read it soonish. I appreciate it nonetheless, and I’m sure I’ll find ways to incorporate your feedback!
We ARE still talking about how our one pilot just snapped that guys neck with his tertiary arm. Tear throat is brutal
Session starts in 4 hrs, hopefully after they mop up the Engine Room combat they see the NHP vault and try walking in there and get teleported, so they have to do more things outside of mechs
otherwise, i guess i'll have more mech combat notes.
Oh, by the way feel free to send your players the survey on Combat E, it’ll be good to know what they thought
for sure. they're still early on the combat, but with the way i've been rolling for HEKATE, they might win by "default" instead of objective
here is a list of objectives; nah, don't need to do that if we clear the board.
lol. Well I hope they enjoy the mangler swarms
Balor/Monarch/Everest all laugh at grunts
Balor just eats grunts, as a treat
Asureverest was the running back. Carried it all the way to the OZ. Shook off chain and tear down round after round.
Was the player survey in the zip or was it a Google form (on mobile ATM)
Link to the Google Form was in the README in the zip
sec
Just finished a narrative session tonight, the players got Cori out of the Cryosleep, got them some oxygen, and learned about Kate and what happened to the Katabasis early on
they're currently trying to repair life support, and safely disable the pipecleaner pod with a jury-rigged personal drone/tertiary arm combo
My group finished the engine room combat, looked at a terminal (rolling a 28!), so I gave them a map and a log entry
They immediately bee lined for the NHP vault
And ended up in life support when trying to open the vault
I changed the Life Support Repair into an 8-clock and changed some of the timings on the cryo wakeup sequence to be less weirdly slow (why did I say it takes 3 turns to defrost? I winced when I thought of dragging things out that long)
nice haha
I left the power in a dormant state until they actively turn the reactor on after shutting it down. They were like "excellent, power is off, that means fewer things to attack us!"
oh boy lol, they get to experience Unpowered Doors then lol
my party has had relatively free movement because they turned power back on
I am noticing that my table has a lot of folks doing multiple things at once instead of just all focus firing a single narrative objective, usually
Yeah, my players did the hyperfocus thing, maybe because we're all autistic but they went "okay, so, engines need to stop firing, we need to fix power, we need life support on so we can at least have a base of operations in one room or another, then we need to fix the breaches that can be fixed" ... and again you can't uh, control for 80% critical success rolls.
They went "i guess we need to shut this down" "while power's off i guess nothing else bad can happen" "lets go deal with the NHP, since it seems like HEKATE is the ship's NHP" "why is there a blood trail leading from the console, and what the hell is that tick thing" <session end>
I said there was pressure in life support, but the atmosphere was really inhospitable (low o2), described the tick as having a sticky white nanofoam sealing it to the ship, preventing depressurization.
figure ships would have some method of self-sealing given micrometeorites can knock massive holes in current ships, and that's not even talking relatavistic speeds
Players left life support after being chased by a pipecleaner, back into the vault out into the engine room, where they decided "maybe we should turn on the reactor after all", and then they went straight for Cryo in mechs for combat 2
Chronotorus is gross.
crit to a miss
they scanned 2/4 zones in round 1 of the fight, too
2/4 zones round 1 sounds like my experience 2, albeit with 3 players
my table struggled to get the 3rd (final) zone before needing to hold the true zone
And yeah Chronotorus is like that 😅
I was going to wait until round 3 to bring in the pipecleaners from the vents in the corner "from all the noise they were making"
I love how quickly they turned tail and ran from a single pipecleaner in pilot mode.
"nope, this is a murder bot and we're it's favorite snack, I'd rather deal with the vault where the walls breathe and lights hurt my head"
had a cinematic moment trying to slam the vault door on it, and it getting one of it's claws in the door preventing the door from sealing, only to get it's appendage blown off by a crack shot and the door kicked closed
One of the players is hopped up on stims to reduce his stress
I'm sure he won't start hallucinating soon
Thread searchability bad so I apologize if this has been asked before, but what are some things I can give out for public/private info on scans? I think some of the clues you'd get from exploring the rooms on foot could work, but I'm worried there'll be so much scanning that I run out of stuff that makes sense.
It has yet to be asked! Gut reaction is “reveal something about the current room”, or if they Scan HEKATE, reveal a random ship log (preferably the one in the current room)
Could indicate clearly that HEKATE’s signature matches the signature of what locked down the PCs’ ship
The hekates are exotic, so I figured scans wouldn't get anything from them at all
Exotic only prevents revealing Exotic features and traits
Aaaah.
So you don’t get “Chronotorus” but you get everything else
I'll have to keep that in mind and scribble them out from the screenshots something
They'll be doing it at LL2, so I don't think I'll be dealing with the hidden info stress test that is a 2xLungma party comp, but it felt like a good idea to ask
Can always give them something from a dream, or a sense from the Reality Break table
Or maybe make it a coin flip between information about the zone and a reality break 
That works too! Better if you have a lot of Scans getting thrown about
You want hidden information? Let me see... Ah! Yes. The Walls Are Breathing
I can hear my players saying "Thanks. I hate it." already
Had to skip this week’s playtest of Technophobia since someone was gonna miss and it was shaping up to be the final session
I should probably get a head start on editing in earnest if I want to release mid-October
Kinda dreading edits but I’ve been taking good notes at least, I have ideas on how to refine stuff
So far everyone has entered through the Engine Room lol, so I’m considering making it harder to enter
How many sessions did your test end up being?
Next session will be Session 5 (not including Session 0)
Given that you mentioned this in particular, I've been trying to think of ways to get people to try other entries.
You'd think "Here's a hole you can just walk into" would be more appealing than "secret hatch"
I think for Engine Room it’s gonna be a matter of “this door is very heavy” or “crew access only
Everyone loves secrets!
It lets them feel clever
I have noticed though that pipecleaner encounters have scared the shit outta folks lol
Maybe make it something the party also has to search for? The hole gets mentioned as the obvious point, and you leave the rest unsaid.
“Let’s go anywhere else”
Yeah exactly my thoughts too
Maybe to make it less "the obvious entry point" the presence of an ambiguous something moving about could be mentioned.
Then more skittish parties may be encouraged to look elsewhere, but yeehaw guns blazing parties will see fresh meat and investigate the hole
Sample size 0 here. I'm spitballing.
All good
They're litterally for cleaning ships of organics. No wonder players are terrified (my players also play Mothership, so there's some bleedover of "running is smarter than fighting")
Finally getting caught up on entering stuff into the bug tracker. Got a lot of edits to make, woof
Okay I believe I’m caught up on entering stuff into the bug tracker. Staring down 41 entries
Goal is to knuckle down on them this week, if not a few today
In the meantime, gonna take a Noita break for a little bit
this fight is going swingy
lots of max rolls
and the monarch just went full missile spam and wiped out half the opfor on round 5, with 3/4 zones scanned and aplayer standing in the one that hasn't been scanned, and players standing in a total of 3/4 zones.
i think they're gonna pull it off (and hekate is a smear after the monarch)
pipecleaner Amongus was a fun trick, they just didn't stand near any of the open hatches after seeing it happen once
the asuraverest was stunned and/or immobilized for 3 rounds so far (sap, petrify, structure), which really hurt it's speed thankfully.
I considered replacing Sap with Drain Systems (Specter) due to a lot of recent discussion about Sap in #gm-corner , but glad it’s working out balance wise
Running with modified stun (brace rules) to not be a monster
because stun RAW is feelsbadman.bmp
Okay thank you for that info, it changes my calibrations
also had a cascade on the monarch, so the player had to shut down, which also ate a lot of action econ
the empty segments +1 = cascade is rough
(i love it)
Yeah tbh I forgot about it in my playtest. Only would’ve affected the technophile Goblin, so maybe a missed opportunity, but the player isn’t a fan of stuns/jams anyway so maybe it’s for the best
They lost their Goblin in a reactor Meltdown so it evens out
Okay the animation has now made me realize just how big the Claw actually is
Before it kinda melted into the leg, now I see the horror
https://www.patreon.com/posts/new-ambience-113226223
man, i wish this released last week
Dang, well, at least it’s there for future stuff (like maybe… Mothership’s Cryoambulism pamphlet? 🤔 )
Considering a variant for the "cascade rules", wondering if it's too mean:
Lastly, HEKATE infects mechs and NHPs with her cascade. Whenever a PC mech makes a Structure damage or overheating check, the pilot must make a SYSTEMS or ENGINEERING check. On a failure, the mech enters cascade as if it had the AI tag, using full actions for HULL checks to claw the pilot out. Each AI system installed in the mech allows the pilot to reroll the check once, but if the reroll fails, the AI system also cascades (if able).
Also codifying the use of Corrective and Patches:
Some consumable pilot gear may assist with STRESS and burdens. Applying a CORRECTIVE to a broken pilot allows them to immediately return to the current scene instead of the next scene. Additionally, 1/mission, a PATCH applied to a pilot allows them to clear 2 STRESS.
my players shut down immediately on cascade. didn't even let me roll my cascade table (from dustgrave)
Yeah I figure that’s the default response tbh
So a common thing I heard was that enemy spawns were too far away on the Engine Room, and I realized that on a Square grid, the manglers can move+boost to threaten a 2-space wide "center lane" down the center of the map. But due to Hexagonal Columns, the width was artificially extended because they need to move diagonally
so... I think that my solution is going to be literally changing from Hexagonal columns to Hexagonal rows
Paired with shortening the player distance just a touch, I think it'll actually help with flow to the sides of the map too
Also: dialing back the red light and lightning fx to be less obtrusive/more distinct
I think, this is one of those "for a more lethal game, try this optional rule" situations, where in the inherent meanness is up to the local gm.
I like this
CASCADE BLEED
HEKATE infects mechs with her cascade. When a PC mech would be destroyed or suffer a meltdown due to a structure damage or overheating check (not from reaching 0 STRUCTURE or 0 STRESS), the mech instead enters cascade as if it had the AI tag. While cascading, the mech uses full actions for HULL skill checks to claw the pilot out before trying to tear itself apart (treat as IMPROVISED ATTACK against itself).
Happier with this version, will stick with it
Feeling good about some map progress made today; fixed up the crew quarter map so that it’s more useful as a Universal Battlemap export
Need to do some lighting adjustments to the Cargo bay and probably revisit Cryo and Engine lighting for extra colorblind accessibility
Did my players ever submit feedback
They did! I appreciated it
maybe not the place for this, but was just watching an anime anthology called Memories, the first short is called Magnetic Rose; seems pretty good as reference for scifi horror story; not necessarily lancer specifically, but space scifi horror
Noted! I'll look it up. Love, Death, and Robots has some good scifi horror in it too
Yeah Memories was made by someone behind the akira film
So, after a few rounds of feedback on Combat E, I'm considering replacing the Priests with Snipers
half the time, Priest seems like more of a liability than an asset due to spreading Jammed, and the fight could benefit from enemies that
- wait in the wings
- can also get on the catwalks
plus, I find there's not a lot of "structure pressure" in the fight, just mostly Reactor Stress pressure
thoughts/feelings?
I'm going to lean into the Sniper, I think
update: after adding a few more bugs to the tracker but knocking out many more, I'm now at 20 bugs instead of 45+!!
This was a relevant bit of exploration rules to add:
REST AND RECOVERY
In this module, pilots may repair their mech for 1 action choosing one of the following:
• Clear all heat and any statuses or conditions.
• Spend REPAIRS on one of the options listed under REPAIRS AND REST (Lancer p. 82).
Repairing three times counts as taking a "rest" for the purposes of pilot and mech abilities.
Characters broken by STRESS may only spend their actions to crawl away or roll a GRIT skill check to recover, a 3-clock task. Other PCs may use an action push themselves to help with this check, as normal.
Knocked it down to 14 13 12 bugs remaining
What does resting do in this context? Have the pilots restore some of their own HP?
There’s no Pilot HP! It’s all stress after all
The goal here is to replace “rest” with something more granular since what I found was folks were trying to get minute changes before going into the next room
Tbh I might go back on it? And force players to commit to the full time
My table was more hesitant to rest when they faced Stress every turn, which I’ve since backed away from
The “recovery” rules are necessary though, imo, since this is a continuous exploration instead of a collection of “scenes”
So is resting at this point more focused on cooling the mech and clearing conditions, or does it have other gameplay mechanics?
It’s intended for the Repair action to replace Resting for this mission
Before, I had resting be “3 actions to complete” but had players trying to “offbrand stabilize” to restore HP before a new fight
In my current playtest, I ruled that Heat and Conditions immediately fell off after combat and I’m currently reevaluating that choice
I suppose I could instead adjust to “it’s 1 action to stabilize outside of combat, and resting instead takes 3 actions”
Playtest complete! The players saved HEKATE, Cori, and Ezra. HEKATE and Cori joined the crew, Ezra got apprehended for being a shitty pirate, and the Albatross sent the PCs off for the next mission
On top of this, the players completely avoided the Cargo Bay lol, so I'm gonna have to run that fight on my own time to get a gauge for it lol
my table had like, very little attrition lol
lotta overcharging, 0 structure lost, and the only stress lost was 2 on one of the Gilgs and all 4 lost on the Goblin that melted down
that said, the Gilgs both used a good chunk of limited charges, so they put their equipment to use. One of the Gilgs used CP to shed Witch Petrify, which was an effective use of a CP
I had Ezra try to escape using the tick (they found him after thawing cori so I had a bit of imposter voting happen), players pulled him out of it before it had pulled out of the ship, only to get sucked into the opening it left. Players managed to grab him before he was spaced and his suit acted like a makeshift patch in the hole.
They then found the captain who has been in the showers the whole time ||(human soup, great smell cue for players)||. Freshly "rescued" Ezra had to drag the corpse out.
Laid the gruesome horror of that on thick. Ezra filled his fresh new suit from the lockers with his last meal. Players seemed to lap it up.
They're one tuck from full stability, with cori in the kitchen making food.
They have the captains keycard, power, and life support. It's unlikely they'll even go into the cargo bay at this point
This is basically the exact flow my table had lol
They went with the Albatross plot hook to start and are convincing Ezra to join (two of the players backgrounds are Outlaw, so it gives great "Redemption Arc" vibes).
is there an LCP involved with this brew or is it just a module
There’s a GM-facing LCP with exotic gear and maybe eventually some pilot gear. No deliberate player facing options
Cover Art
Original image by GrandeDuc on Shutterstock
Art by
Page 7: Boris Jardines from Pixabay
Page 10: GrandeDuc on Shutterstock
Page 16: Christof Grobelski from Stars Without Number: Revised Edition Art Pack
Page 28: Original image by GrandeDuc on Shutterstock
“Made By Humans” assets from the Made By Humans Asset Pack by Lone Archivist and used under CC BY 4.0.
For maps:
Since I couldn't find the name of the Captain... He's Capt. Arthur Dallas in my game.
I have been playing a lot of the Alien documentary soundtrack, so the vibe is very cliche.
Would you be interested in playtest feedback from someone who potentially pillaged this module for ideas rather than using it as a cohesive whole?
Sure, that’s fine
sorry, where's the actual download? should i just await the email?
Did I PM you?
Yeah I sent the link via PMs, is it working for you?
Should be a GDrive folder with a Zip file among other things
I’m gonna be heading to bed now, but please hit me up if something isn’t working
there she is, thanks!
Just collected the next batch of feedback bugs, and my brain is fried lol
well you got time to actually do that
This is pretty neat
Finished the module tonight, everyone seemed to enjoy it
is there a general playtesting feedback form?
Yes! There’s the playtesting fillable PDF included in the packet, and there’s this Google Form, pick your favorite: EDIT: Updated link since the first one was for my players only, this one is coordinators only: https://forms.gle/gGFsABw45QGFNSXY8
You might want to add that to the Readme in the playtest doc.
Indeed, I made the form just recently
Weighing the utility of making a 3rd packet at this point though
Finally found a way to make catwalks stand out more and it’s simply by adding darker shadows underneath them lol
Took too damn long to figure that out
Also found out that GIMP supports layer grouping so that’s saving me time with toggling text visibility on and off for all the text/textless map versions I have
least favorite part of the mapmaking process is exporting 6 different variants of each map 😵
If you export the catwalks as a separate file, they can be used as a separate level in foundry 😉
@reef panther I linked the wrong form earlier; this one is the correct one, for playtest coordinators only: https://forms.gle/gGFsABw45QGFNSXY8
HOW TO READ THIS MODULE
Entries in Technophobia begin with surface-level information. These details are immediately visible.
▶ Reveal this level as it comes up in conversation.
⮡ As players investigate, openly provide them with the next level of nested information.
⮞ Some information is secret, only revealed by specific actions listed in Bold Underline.
Adding this, moving the "HEKATE is Watching" detail to "The Katabasis" section
Feeling like a fuckin puzzle master as I squeeze all these jigsaw bits and bobs into the module, woof
we are densely packing this thing 
Found some space to squeeze in Scan tips and tricks:
USING SCANS
Players may attempt to SCAN (Lancer, p. 70) HEKATE during combat. If they choose to retrieve a piece of hidden information, provide them with a Ship Log from the current AREA. If the players choose to acquire generic or public information, tell them that HEKATE’s paracode signature matches the malware currently locking down their ship. If the players exhaust all available information, provide a result from the Reality Break table on subsequent SCANS (with no loss of Stability).
@runic condor @reef panther paging you both since your players managed to get Cori out of Cryosleep:
Right now, the whole rigamarole of getting Cori out seems overwhelming to me. Gotta:
- Find Cori
- Keep eyes on Cori or return to Step 1
- Wake Cori from the pod
- Free Cori from the pod
- Get Cori Oxygen
- Protect Cori from the cold
Do you have ideas on how this might be consolidated? I want to make this more of a difficult choice than a difficult problem
They did the combat which negates 1/2
That's what my players did too haha
3/4 are basically the same
I think that giving Cori a Hardsuit and ditching the Quantum Shenanigans would simplify things... but idk
maybe the difficult choice then becomes "okay but now you have to share your oxygen"
"-2 oxygen on each Oxygen result of Hazard Table"
SO, considering how important Cori is, my own table didn't mind the rigamarole and legitimately beleived that turning the ships' oxygen back on was intended as a multi-step "dungeon goal".
but thinking about it, we wouldn't want to introduce new npcs. or rely on something like the pirate saying "I'm cori, I trapped the pirate in cryo."
I don't even know if simplifying is even fun... though I do have one argument for simplifying it I just realized as I typed this.
This adventure wears it's mothership inspiration on it's sleeve, and I think pointing at a specific square and saying "Cori is there" is a bit weird and clunky. (I actually ran alot of the rooms theater of the mind)
only thing I can vaguely think of is some kind of choice A choice B dilemma where she gets extreme frostbite (loses a limb or is put in grave peril) and [Other Choice I can't think of].
I figured if you're in cryo, you've got a limited supply of O2 in case of power loss so you don't suffocate in the tube.
Like a small emergency tank
what if, despite being the cook, Cori somehow has the keycard of the captain, and you can just "take it" but it would threaten cori's life?
And my players then got the life support online the next beat, so it was no longer an issue
I think having life support go offline randomly would add to the stress
yeah more I think about it, I think I like the party having to deal with a multi-stage medical issue than the teleporting thing.
but this is a biased thought cause I always have that one player who picks medic style triggers
C1. CRYOPODS
Rows of expired cryopods with static red status lights.
▶ Encrusted with ice; 1 action to de-ice one pod.
▶ 1 action to search for survivors: Roll 1d20. On 17–20, find occupied cryopod: “Coriander Truman”.
⮡ Gently pulsing green status light: Alive.
⮡ The real Cori is unconscious inside.
⮞ No hardsuit for oxygen or cold safety.
⮡ If all PCs leave the area, the cryopod changes location and must be found again.
⮡ If Cori saved: Skip COMBAT C as PC VICTORY.
⮡ If Cori dies: Skip COMBAT C as PC DEFEAT.
keeping a little bit of that quantum weirdness but making it less taxing
also considering putting them in a hardsuit by default but taxing PC oxygen clock instead
down to 10 issues left in the tracker:
the pink ones are "pondering" and I may not commit to them
nods
Down to 7. Marked some as "wontfix" but I did add some extra sidebars for describing the mechs in Combat E and C
Down to 5 4*!! EDIT: Addressed the Ezra issue in the conclusion
I think I've made the Stakes of Combat C clearer now:
STAKES
HEKATE attempts to encase the PCs in ice while blindly searching for Cori’s cryopod. Her presence destabilizes time and space within the area, causing the cryopods to traumatically shuffle their positions. If the PCs cannot find and secure Cori’s cryopod in time, Cori will die. Such an event may serve to only worsen HEKATE’s cascade and the Stability of the Katabasis.
finally hit the "okay clean up the mess of Area V" part of all this lol
Picked up some stock art this morning to fill some whitespace
Once I revise the NHP vault, it’ll be time to do a full proper editing pass, followed by final layout
If I keep up this pace, it should be ready by Halloween (generously)
Ah screw it. Been just lurking and waiting to finish my current game before looking into this but I'm too curious. Where do I apply for the testing stuff?
Should have a link to the form on the pinned post: #1057797886156476489 message
Form submitted 
PM’d the link! 😄
Here's the brief sidebar for an optional Eidolon fight I have:
||```
OPTIONAL: BAD TO WORSE
If you have access to the Eidolon rules from No Room for a Wallflower: Act 1, you can run an optional Eidolon encounter if players opt to destroy HEKATE. When the Stability clock reaches zero, HEKATE completely unshackles, warping the NHP Vault into a 15-space diameter room with no exits. HEKATE manifests the PCs’ mechs around them, now only recognizing them as hostile invaders. She becomes a Class 3 Eidolon with the following layers:
• Layer 5: Gaze
• Layer 4: Sacrificial
• Layer 3: Enceladian
• Layer 2: Tempest
• Layer 1: Labyrinthine
Upon HEKATE’s destruction, the Katabasis collapses as normal.
Is the eidolon approach an "alternate wincon" for the mission or is it how it ends?
Ah
It's the "bad ending" but with more to it
15 diameter seems a bit squeezy
IIRC, Kate's vault has some "bigger on the inside" going on with it, right?
yeah, at the moment, though 15 diameter is still "bigger on the inside" for that purpose
I'd say bump it to a diameter of ~20 so the range 8 abilities can fully stretch across the room and provide some margin around walls
Layer choices are probably best left for #gm-corner but I'm not seeing any especially deadly synergies or combos.
Is the intended progression L5 to L1?
I'd maybe switch Sacrificial and Tempest? That way you're not going from something where you're spending a lot of time by the shards for safety to one where, very suddenly, the shards can start to dive on someone and beat them up
That person would probably learn the mechanic for the layer pretty quick though
swapped, makes sense
Maybe find a way to slip Lab before Enceladian too? Lab heats people up, so someone may be in the DZ when the swap happens, and that could give them a hint about how the layer works
I like the idea of putting lab at the top or near the middle as an "intermission"/breather because it's so weird, but the progression from Tempest to Enceladian or vice-versa feels cool thematically
I'm okay with shuffling them a bit
Solid, flavorful picks overall imo 
thank you!
I appreciate the feedback too; I've never fucked with Eidolons before so this is mostly seat of the pants
plus "okay you're committing to the bad end, so you're in for it now"
I've never ran them, but I've designed several encounters that I've had to scrap.
(Unrelated: Found some good art for the Crew Quarters)
People don't seem to run them very often
Impeccable vibes match tbh
still need to do those edits/etc but the basic layout has shaped up
The worst of the whitespace is now filled 😌
(also unrelated: The Hacknet OST is carrying me through this whole process lol)
Revamping the NHP vault section, what do we think of this? (Paging @distant delta )
V3. NHP CASKET
HEKATE’s casket. Cascade alerts. 100 HP.
▶ Embedded, coffee-stained mug holder.
▶ Locked cycling (i.e., reboot) controls.
⮡ Unlocked if the following requirements are met:
⮞ Cori is nearby (alive or dead).
⮞ Mathur Mug is placed in the mug holder.
⮞ All Condor personnel (alive or dead) removed from the Katabasis. Pipecleaners disabled.
V4. CONDOR’S REMAINS
Corpse slumped adjacent to V3. Melding with pillar.
▶ Nameplate: Captain Aydan Condor.
▶ HEKATE murmurs through her, feverishly hinting at the cycling requirements.
⮡ “Cori… where are you… I need you here…”
⮡ “My mug… they took my mug…”
⮡ “Vultures… inside me… get OUT.”
▶ HEROIC, DIFFICULT check to remove. Repeatable.
⮡ Failure: –1 Stability.
⮡ Success: +3 Stability.
▶ If Gemini present: Reaches towards Gemini, rasping “Ezra… help… me…”
⮡ Gemini immediately panics.
ENDING THE NIGHTMARE
If HEKATE’s cascade ends (from cycling, destruction, or otherwise):
▶ PCs’ ship regains power and the lockdown lifts.
▶ HEKATE’s eye and Stability clock disappear from all HUDs.
▶ HEKATE’s control of time, space, and machinery subsides.
⮡ Katabasis becomes a “normal” derelict.
▶ If casket intact: 1 action to extract from pillar.
▶ If casket destroyed: Katabasis collapses.
⮡ Skill challenge to escape being crushed for 8 STRESS.
made a couple more edit tweaks to the above, and I'm feeling good about the NHP Vault now
All reported bugs are now squashed
You've gotta get all 3 instead of 2/3 now?
yes, but I'm letting the corpse be the mouthpiece for hints
I figured that's what the goal was
trying to get the last part to feel like less of a "gimme"
Curious about "100 HP". Is that for if the players attempt to attack the casket?
"Pipecleaners disabled." is that an unlock requirement? the way its formatted here is somewhat vestigial
Based on our playtesting experience ||when we arrived in the vault, we had Cori and the Mathur Mug. These immediately unlocked the cycle controls without issue, and we were able to stabilize Hekate. My opinion was mainly that, even with those tools, the players should be given some obstacles to overcome at the climax of their adventure - the corpse of Condor puppetted to lash out at the players, space warping and twisting around the casket, Hekate struggling with the depersonalization of cascade and her memories of Cori - nothing too overwhelming, but something to keep the tension up until Hekate is actually cycled. Some added stress for the road||
||Something I really appreciated about your design of the mission was that the Mug and recovering Cori were things we "achieved" largely of our own accord, and those "things" were given greater importance later in the vault. It felt natural and rewarding, and made our specific decisions exploring the ship feel more purposeful. Making Aydan Condor a more active problem would also make "remove condor personnel from the vault" a more organic goal, one the players would want to do for their own sake, which would make it less likely for them to get stonewalled if they can't figure out the cycle control requirements||
yes, 100HP is if players try to destroy the casket. Pipecleaners disabled was written as an unlock requirement here yes
I like the "just get them out of the vault" take though
Considering rewriting the "condor personnel removed" to just be "removed from the NHP Vault" and adding this instead for removing the corpse
▶ HEROIC, DIFFICULT check to remove. Repeatable.
⮡ Failure: –1 Stability. Catwalk convulses; all present fall off the catwalk or take 2 STRESS.
⮡ Success: +3 Stability.
gonna reduce the HP to 30 HP instead, as well, was initially planning on having the HP loss tied to the Stability Clock and consequences for it, but now I've changed things to just be "if the casket is destroyed" which is cleaner
okay now I'm feeling real damn good about this
I clocked that the HP was there for if PCs wanted to solve the issue through explosions. How would that get carried out?
Damage would need to be abstracted for narrative play, while combat would have them punching a thing that I don't think has mechanics atm
Well, Thermal Charges and Pilot Weapons exist
so basically those items would determine the "damage per action"
Madrigal stuff excluded, that's quite some time to pummel the casket
Medium weapons are 2 damage each, and there's 3-5 PCs
it'll take some commitment to the bit yeah
Fair. I'm still thinking of it as 100hp too
yeah I'm dropping it to 30 HP because 100 is. a lot lol
Maybe the casket's HP could be done as a clock that's based on player count instead?
tbh I pegged 100HP because I was thinking of Gradient Descent's AI core which SPOILERS: ||has 20,000 HP. Meaning you need something more than just conventional weaponry to destroy it||
I could make it a clock sure, but I feel more comfortable using HP here
it does the job
HP is just another kind of clock
There's something where I'm doing clock-as-HP so it's on the mind rn.
Putting this in here first in case there's some interested folks down for an impromptu playtest today. I'll open up to #lancer-game-recruiting if I can't fill out a table:
Title: Technophobia - Dead Spacers
Sign-up Form: https://forms.gle/F4vnbqEDWAiRABZE9
Game System: LANCER RPG
Platform: FoundryVTT
Chat: Voice through Discord, text through Foundry
Availability: 4 seats
Time: <t:1729378800:F>
Tone: Horror-adjacent fight in a derelict freighter
Hook: Your ship has broken down and this derelict's materials are your best bet of repairing it.
Level: LL2
Applications close: <t:1729371600:F>
Details: This is a playtest for a combat encounter in a module I'm working on. Treat it as if this is only the first fight in a mission with potentially more fights to come.The combat is occurring in zero-g, and you all have the ability to prepare for this. As this is a derelict, there may also be opportunities for on-foot exploration and interaction (which can be enabled with Manipulators and Comp/Cons or AI systems).
Other: I’m Valk! I’ve previously published a third-party module for Lancer. I like to include plenty of narrative in my games and keep my combats running quickly. This is a playtest for a WIP adventure.
Content Warning: This module deals with themes of horror, hallucination, and kidnapping, as well as mental and physical health. It includes depictions of blood and corpses. It also includes scenes dealing with asphyxiation, claustrophobia, burning and/or freezing to death, and being stalked by murderous robots. Lastly, the module heavily focuses upon the loss of control over one’s own tools and technology.
Other than possible edits in the Cargo Bay, I'm about halfway through EDIT: done with* my editing comments; after I'm done leaving comments I'll go back through and address them.
Layout is basically set at this point, not much to do but make sure the edits still fit on the page
Once all edits are done, I can convert a screenreader-accessible version of the doc. Then it's all storepage setup until release
Okay so finally playtested Combat B in the Cargo Bay. I successfully got a Prying Claws, and a player used a Gravity Crane once! however, the players just kinda bowled over my opfor (didn't help that I forgot the Bastion had Deathcounter vs a TCB)
Since there were only 3 players, I withheld an extra Bastion and a Rainmaker, but it's apparent that they would've been helpful
The exotic's Living Weaponry also did bupkis, so I'm scrapping that one
ah okay I see why I picked Living Weaponry now: immunity to Jammed
Trying to re-word the deactivated mechs detail in Combat B so that it's clearer how to destroy them ahead of time:
DEACTIVATED MECHS
Several SHUT DOWN CONDOR SKINNERS (marked with Ms on the combat map; see Reinforcements) begin to stir. While SHUT DOWN, treat these mechs as objects that are destroyed upon taking any damage. Instead of deploying Reinforcements normally, BOOT UP a number of still-intact mechs up to the maximum number of Reinforcements (no action required).
Not sure if this is clear enough
In this 11th hour of preparation I’m realizing that I don’t think I’ve taken more than a point of structure damage off of the PCs over three of the combats I ran in the “modern” version of the mission
I’ve already changed the Combat E Priest for a Sniper, so that may help
Combat B, I’m adding the Rainmaker in for 3 players and increasing the number of Berserkers for 4 and 5
Combat C, I think I’m gonna add 1 more Pipecleaner to the mix at baseline
The screenreader simplified version of Technophobia v1.0.0 is now ready
We're in the real final stretch now, gonna be looking to release either tomorrow or Tuesday
Keep an eye out here around <t:1729526400:F>
Unlimited pipecleaners, as a treat.
Honestly having them crawl away to a vent, rebuild, and come back out could be neat, if slow
I'll consider ratcheting things up more in a future update if post-release feedback slants that direction lol
i have players that hyper optimize, so i tend to just have an unlimited reserve tap unless it doesn't make sense from the narrative
otherwise they just kill everything instead of doing objectives
totally valid; if I was feeling more daring I would've leaned into more of a custom sitrep style too, but at this point it's never done, only due
woe, 4 grunt witches be upon ye.
congratz on the release my friend! picking this up the second my paycheck is in my hand
I pinged a couple mods about an announcement, but it seems they’re both currently busy 😅 I’ve hit a threshold where I’m not sure I should ping a third haha
I've got the perfect hook to introduce this into my current sci-fantasy campaign
oh HELL YEAH just in time for running a halloween oneshot!!
Oh, @modest flint , pay up /joking
(I’ve already said I’m not holding you to this, it’s just too funny to not share again, also figured you’d be interested lol)
WELP
LMAO
Also CONGRATS DUDE
Oh nice! Didn't realize it was so close to release! Sorry I didn't join the pre release earlier to help
Already snagged one. Can't wait to try it out
Hey no problem, I’ll happily accept post-release feedback too! Just wanted to get it out in time for Spooky Month and just enjoy the rest of the month writing-free haha
Oh yeah, understandable. Still cool to see it out. Once my group is done with Solstice Rain/Winter Scar I'll definitely be pushing for this. That or do a second game of this on the side (tho that would mean id be a part of 5 weekly sessions of various TTRPGS)
you should definitely do this, and dustgrave if you haven't
i want to do dustgrave so bad, im a huge horror fan so these sorts of stories are what i really wanna do
Dustgrave has great existential threat vibes.
Technophobia is more "direct" threat vibes
I think the first commenter on the itch page thought I used Generative AI to make this module 😅
So lemme make it clear here, too, that no GenAI was used in the process of making this module (art, writing, or whatever). I did my due diligence to make sure art and assets used for this project were not made with GenAI (one perk of collecting art for this project before the GenAI craze picked up, lol).
Furthermore, if it turns out that I did accidentally use a piece of art or asset that used GenAI, I would immediately remove the offending piece(s) from this project. NHPs good, GenAI not lol
i mean you also put the "made by humans" seal on it too
just read the comment and maybe they meant the threat AI?
im not sure tbh
I did, but it can’t hurt to be redundant with these things
I checked their profile and they seemed to be defensive about using GenAI for their own work, so I wanted to be sure
oooh gotcha. then there is precedent to think one over the other
still need to try out Pierce the Heavens as well
so many games i wanna play but only so much allotted time
Big mood
I think for now, my gaming focus is gonna be on Mothership and maybe testing some of my NPCs in #1254229800952922193. I have many other ideas for Lancer content, but I don’t know what form they’ll take haha (blog, pdf, etc)
What's Mothership? I haven't caught mention of that yet? (Or I have and forgot)
Also been meaning to check out the prototype pattern groups cuz I see it almost every time I open Itch in my recommended
Looking to buy awesome tabletop board games like Two Rooms and a Boom, That's Not Lemonade!, World Championship Russian Roulette? Or maybe you're looking for our sci-fi horror RPG (roleplaying game) Mothership and modules like Dead Planet, A Pound of Flesh, Gradient Descent? Then you're in the right place!
Legit one of the major influences for this module was Mothership modules (and now that I mention it I feel dumb for not including it in the special thanks)
Dead Planet’s ship generation tool helped me build the Katabasis, while Gradient Descent and Another Bug Hunt helped inform the bullet point layout
must resist the urge to learn yet another new TTRPG system
PPG is PWYW so feel free to try before you buy, too
Listen Mothership is so fast to pick up though
The Player’s Survival Guide is PWYW in PDF on DriveThruRPG Iirc
The Warden’s Operation Manual is paid but one of the best pieces of GM advice in book form you’ll ever find, for running any system
Oh cool. I'll add it to the list then. Wanna learn Icon, Grimm, Pathfinder 2e and still wrapping my head around Cyberpunk Red of which I'm already in a game for
Shit right I also wanna learn Cain at some point
I'll move it to the top then (outside CPR since I'm actively in a game for that one)
And the zines are the best in the business imo
Don’t do what I did and scope creep the hell out of the module lol
(Technophobia was HELLA scope creeped)
I started with a “this’ll be a little 5 room dungeon with a couple fights :D” and ended with a monster lol
Yeeaahh... I have a few ideas in mind but 2 that actually hold water as interesting works. A Monster Hunter style module and a module that brings up nature-esque sci-fi horrors brought up on by overindustrialization
I can rec the RPG Writing Workshop by Storytellers Collective, at least, that’s how I wrote Pierce the Heavens back in Summer 2022. They’re starting up their November 2024 cohort soon, too
Oh sick I will definitely need to look into those then, thanks! I did see a lot of you're references within SR Remixed for how you structured things and it definitely helped me get an understanding of the basics of whats going on
That remix is great btw. That's my current lancer game I'm running and the players just got the the open point and crawl when we ended the session so can't wait to see where it goes
Thank you!
Just in time for SPOOKY TIME
Immediately bought! I've been following this for a while and I'm excited to finally read through it!
I hope it satisfies!!
One more on the mothership hype gang
The wardens manual is so good as a resource
Even if you don't play mothership, use it to be a better GM
I really want to play the next time you have a playtest, if I’m free
Well, it’s fully released now, I’m not planning on any future playtests unfortunately
LETS GOOOO
Hey congrats on the release Valk!
Know you've been in the mines with this one for a bit
Thank you! It’s been a long time coming
Congratulations on the release!
I've been following this project for a long time, so I got a copy right away.
congrats valk
Thanks all! 😄 hope it serves GMs well haha
congrats, just picked it up
Solution: make the extended deployment mission between OSR and OWS Technophobia
something I am highly considering
Ooo that could be cool, tho not really sure how to spin that considering certain things don't allow the players leave the planet
Put the derelict at the bottom of the ocean
Instant zero g and hull concern issues
“Katabasis” even be more appropriately named at that point
oh shit you released it!!! just in time for halloween too! Congrats!
How many sessions is the module for?
My playtest took Session 0 + 4.5 4-hour sessions to complete
Others playtests finished more quickly
Of those 4.5 sessions, 2 were combat and 2.5 were narrative
(And thank you!)
There’s 3 potential combat encounters in the module, but all of them are skippable in some way
Sadly I am too booked to run it then... that does not sound like one-shot material x)
It is not lol
Buuuuut you could potentially rip it up into pieces and run them individually
will def pick it up in the future tho, Pierce The Heavens was great and I can't wait to see what you cooked up
Haven't played Lancer in months and I am craving my dose of robot punching action
ooohhh this is smart
i just might
Yeah, if you're doing it at THAT point, that would make it tricky
Oh wait right, I'm sorry I switched up the timeline. Directly between SR and WS that hasn't happened yet
Were I to give it a nautical reflavor (and the idea wasn't too offensive), would the entire ship be filled with water or just the cargo bay area?
Just cargo bay
And anywhere that has a hull breach
So Q1. Command would be flooded
Q10 could flood if Q11 is not safely disabled
The other part I considered was the hatch by E4, but that could just be a nautical equivalent of an airlock
Yeah I’d treat it as an airlock
Anything interfacing with outside would have an airlock to buffer
psst! CONGRATZ VALK ON TECHNOPHOBIA!
Thanks Shaka!! 😄
Something that just crossed my mind was how satisfying it was to convert the module to its screen reader friendly version
Most of the stuff fit cleanly page to page; iirc Pierce the Heavens had a lot more dead space in its accessible version
Screen reader version is also great for copy/pasting into foundry
I'm reading through Technophobia ATM and I'm already tossing a group together, can't wait to sink my teeth into it!
Quick question about the Oyxgen clock, though: Does it only ever tick down when you roll a 3-4 on the Hazard table, or as part of 'events'? Or does it also tick down after a certain number of turns? Apologies if this has been asked or is answered somewhere in the book.
As written, only on oxygen clock, or if they spend it on something. But if you think they should lose some oxygen as a consequence, be my guest
The hazard table replaces “ticking down over time”
Understood! I'm going to cleave as closely to rules-as-written for my first time though, but I can already see myself running this a bunch of times for my friends.
Thank you, and congrats on the release! You've done some really excellent work. 🙏
Thank you! And feel free to change things as you see fit, the module isn’t sacred or anything haha
I'm currently working on getting the maps for this module set up; would there happen to be any map versions with grids to help facilitate this? I can't seem to get things to line-up nicely even with the note
On foundry? Make sure to change the map dimensions first and Then save before changing the grid size
Foundry tries to be helpful by resizing the grid when the scene dimensions change, and it’s actually very unhelpful
I tried that and it's a bit better, yeah! Is this how things are supposed to be looking?
That looks correct yeah
If the hexes are as wide as the squares you’re in good shape
Use your best judgment
Hello I would like to ask
if anyone has tried play in person, how long does Technophobia take?
I have a gaming party in two weeks that is about 7 hours long and am looking for an adventure that fits the length Technophobia is a bit of a possible timeout in my gut, but I'd love to try this adventure
So my personal playtest lasted Session 0 + 4.5 4-hour sessions. Others had playtests of varying lengths
of those sessions, 2 were combat and 2.5 were narrative-only
Thank you for your answer!
Is this the time spent playing online?
yes it's all online, sorry for not making that clearer
so your in-person mileage may vary
Looks like I'm gonna be doing technophobia: aquatic edition
Can't wait to really inflict some stress on this party
Hell yeah, keep me posted on how it goes!
What is Mathur Mug? Is it just a mug?
It’s a mug yeah
Named it after Mathur Stop, my headcanon was that it keeps fluids inside it warmer for longer
Was also inspired by the Hutton Mug from Elite Dangerous
Thanks! I thought I missed something xD
I haven't finished reading yet but I love it already!
I hope the module continues to satisfy! 😄
The more I ruminate on it, the more aquatic technophobia fits into how I'm handling Cressidium.
✅ Greek names involved
✅ Has an NHP involved to introduce players to the concept of NHPs on Cressidium
✅ The Aeneid involves katabasis and I reference The Aeneid in OWS
✅ Only needs slight reflavoring
✅ Guy on the cover looks like they're standing in water
Pirates are just old fashioned sea pirates instead of space pirates
I've suddenly realized there's a nonzero chance of them firing the LinAc off in a not-flooded part of the ship.
I could do something incredibly wicked
Sounds like an excellent way to lose a lot of stability lol
Flooding is also a fun effect haha
It might actually cool down the reactor room 🤔
Would have to worry about the electricity though haha
Interestingly, my players entered through the command deck. Maybe it's how I described the cargo bay and the engineering.
finally
last party to start looking at Command sent in a drone, had it get ganked by a pipecleaner, and then they promptly went to the Engines instead lol
They sent a drone into the engine room and the manglers scared them the hell off
Basically they did a sweep around the ship. I mentioned that they could see movement in the shadows of the cargo bay as they approached in their chassis, they checked the reactor with the drone and got spooked by the manglers, and got curious enough about the tick that they went in through the deck and got reasonably far in before a (single) pipecleaner emerged and they beat it to death with a series of good rolls.
The one in the galley has not been left unattended, but soon 
Another fun note was "we should be careful and stick together. I bet one of these doors is gonna teleport us halfway across the ship"
"We should stick together! Let's all go through this door!"
The door leads to the metafold maze
scatters them throughout the katabasis
plays end of session music
Oh no lol
I’ll say that the intent was that groups of folks would all stay together when they go through the maze, but this sounds entertaining nonetheless
Especially since the “undo button” is just “go back in but pick any place that isn’t the NHP vault”
I'm gonna allow them to re-unite as a free action at the start of next session
Sure, go for it, or lean in, that also sounds fun
It felt like too good of an opportunity for an end-of-session mic drop
I’m here for it either way haha
I will say, one of my favorite things when running a horror module is watching the players, in full earnest, discuss splitting up
Sometimes the situation necessitates it, which is the fun part yeah! Do you be in 2 places at once but risk danger, or stick together but risk not accomplishing your goals in time?
Plus Help, while useful, may be less action efficient than making ones’ own check
Help is better for avoiding consequences than “filling clocks” so to speak
I had to pull punches because they loved rolling 3s and 4s so they would have either been broken or ran out of oxygen
Damn noted
I think the "main" issue is that there's five players in this group, so there's more opportunities for the end-of-turn roll to be Oxygen/AoE stress paired with them failing the "cut the lights" challenge and going in at 6/8
Lit a fire under their butts to fix life support though
Wait, when are you rolling for hazard
After each players’ turn?
Like player 1 > roll > player 2 > roll?
Because it’s supposed to be player 1 > player 2 > roll
Everyone takes an action and then the “turn” ends and the hazard die rolls
If anything, 5 players should be having an easier time due to having more actions per exploration turn
(“Exploration turn” is more like a “round” of combat)
Why did I think it was a good idea to call them exploration turns 😩
Gonna put that in the post v1 bug tracker
I read "every turn" like "each player turn" and given that turns (plural) is used to discuss player action econ with no definition for what a round is, yes.
It made the "one player rolls" but I figured that was for situations where players are cooperating to complete an action
Yeah no, this was me using poor terminology
Well ultimately it had the same effect as I limited oxygen/stability loss to 1/rd because they were Having A Bad Time
All good, please read it like:
During a
TurnRound, each PC may take an action of of their choice.
And then presumably "for every round that passes, one player rolls on the hazard table"
Yes, that exactly. And any time “turn” is mentioned in a non-combat context, read it as “round” instead
The GM can also roll on the Hazard table, if desired (I configured some linked tables so it made sense for me to roll)
I did consider that as a once per round thing, but the tension players had in co-op turns of "...so who's gonna roll it?" and tailoring the outcome to the character felt pretty cool
I take it that there being no "pity"/clock system for rolling to try and find Cori's location in cryosleep is because it could change if all players leave the room?
I'm not completely sure what my reason for it was? If you want, treat it like actual Recon per quadrant of the room
that might've been a bit more elegant
I basically made a pity system out of it. 17 or greater is a 20% chance, so it they failed 4 times, they'd find it on the fifth
that sounds reasonable
Unfortunately they got 4 attempts in when another party member hijacked mech and things got complicated
Heads up: My stuff’s on sale! https://itch.io/s/138026/valks-autumn-sale-2024
my players are having interesting plans
Hellllll yes
Overall runtime was 4 sessions with 1 combat.
Seems like the engine room spooked them back onto their feet
Okay! Nice!
So they wound up fighting in the Engine Room?
(I’m interested overall in which fight they took on and how it went, and also which NPCs made it out alive)
As a consequence of trying to get into the cryo room, yes.
But they went back to the cleared, stabilizes, pipecleaner-less crew area to regroup. Someone decided to stick their head into cryo on foot and noticed Hekate was gone, so he just went back to searching for Cori
It was a mistake on my part somewhat. I left the NPCs they'd fight if they entered the areas in mechs powered down to give them an idea of what would be in there.
And team hijack-every-unattended-mech did the thing implied by their team name, which I heavily suggested would draw Hekate's ire
So they got into their mechs, expecting to have to fight their way into cryo, did the engine room fight through the rear hatch, then went back to the crew quarters and more or less solved the mystery from there.
Everyone survived, though Ezra only barely escaped getting executed by the team bad boy when cornered.
Ezra may have stolen someone's rifle and shot a member of the team in a last-ditch attempt to escape once his cover was blown
In general, they liked it a lot. The only complaint was that searching for Cori in cryo felt a little bad since they could theoretically just whiff on the search roll indefinitely
Noted, I’ll consider that in a potential revision
I was wondering: did anyone create a token pack for this module?
If not, what tokens did you use for your Technophobia? 'Cause I'm pretty sure that the enemies encountered there are hardly looking like the base Retrograde tokens.
There are tokens in here if you scroll up
They were posted by@/tradiuz if you search that name in this channel without the /
huh, backslash escaping links a code
Search digital dread in the retrograde chop shop factions
Thanks!
What music/sounds did you use for your Technophobia?
I used some state azure ambient synth stuff specifically this that is inspired by the Alien movies.
https://stateazure.bandcamp.com/track/hadleys-hope-lv-426
And also the Signalis soundtrack
I just used the same soundtrack as the campaign I inserted it into, which was a sampling of gundam stuff
Also, I didn't quite understand one thing: where are the enemies supposed to deploy in Combat B?
Another question:
How does Technophile III interact with Cascade Bleed? Do mechs with Technophile III become immune to it?
Follow the same rules for Cascade otherwise
Just act like the mech itself has an innate AI tag
Like, it still enters cascade? Even if the pilot doesn't allow it (as per Technophile III)?
No, just treat it as if it were another AI system, so Technophile 3 could stop it yes
Thus, the player has a choice whether to let the mech cascade or to fall apart?
Yes
Thanks for clarification!
Another question about the maps, specifically map B (Cargo Bay): what are those size 5 barrels? Also, what is this size 2 square/circular object?
The square thing must be the fusion reactor, right?
The s5 barrels are intended to be remnants of the Condor ship
The S2 object is the reactor yes
Thanks!
Just finished running my first session of Technophobia! My players are in pain and love it.
Firstly, they loved the chaotic start with Hecate's intrusion. Really sets the mood.
Secondly, they were absolutely obliterated in the Cargo Bay (battle B). The Elite Witch is a menace against mechs with average heat caps. Also, an (almost) unreachable Rainmaker in a Gauntlet sitrep is a horror in itself.
For information, my players are a party of 3 (LL 3, Zheng, Gorgon and Calendula). They only destroyed the 2 SKINNER mechs that basically threw themselves at them.
Gorgon pilot got ripped out of his mech mid-fight and never returned. Although he was a Technoclast, his mech never got much to do thanks to the sheer amounts of damage poured into it by literally all of the opfor.
Calendula only survived thanks to Grammaton Mantle.
Zheng entered Cascade Bleed after taking 2 structures from a SKINNER while exposed. Tore its' pilot out. He managed to shut the mech down, but never restarted it, seeing the futility of their actions.
Overall, they only won thanks to creative use of the generator & cranes.
The fights are horrifying, thank you!
I feel that if they entered through the Engines, they would have been obliterated even harder.
Because the Witch's Dark Cloud would mean an insta-Stress to anyone on the team. And they have no means of dealing with the Hecate.
And before you ask — yup, Gorgon had no SCORPION.
Okay I’m actually super glad that the cranes carried the fight; part of the design goal was that pilots could be impactful without mechs, so fantastic to hear how effective they were
Also glad to hear they loved the opening!
I hope you all continue to enjoy the module and I look forward to your feedback!
Actually, I've made a certain concession: I've allowed my player to IMMOBILIZE 1/2 mechs on 10+/20+ via the crane (like pinning a mech). I thought it would make sense for a gravitic crane to be capable of something like that.
And, well, the generator played a big role in kicking the Condor gang out of the CZ.
In the end it was like one half-dead Calendula catching all the blows and keeping the enemies at bay.
That being said, my players appreciated the interactive objects. I think it is a really good idea.
Had a second (purely narrative) session today. Players love the implementation of "dungeon-crawling" mechanics in this module.
They have already found and rescued Cory. I ended the session in a cliffhanger as Cory led them to the kitchen only to bump into "Cory" there.
Thus, I have a question: how would Cory and Gemini react to each other. Would Gemini try to prove he's the real one? Would he surrender, confessing that he's a liar in hope for forgiveness? Would Cory be furious if they see the Mathur Mug in Gemini's hands?
Generally, I feel that such a sidebar would be appropriate in the book itself. However, I might have missed something in the book. If so, I'd be glad to have it pointed out.
I played it like Cori was outraged at seeing the mug in Ezra’s hands
P.s. the players said that the random peril mechanic really makes it feel like something is constantly happening. Hammers in the horror, y'know.
Gemini would do anything to make sure he doesn’t fucking die
So I was right to assume they would really want to choke Ezra, I guess.
Probably yeah! My players intervened before it escalated
They sussed out that Ezra was a liar early on though
Mine didn't even get into the kitchen. They got to the galley, saw the pipecleaner on the table and noped out immediately.
Barricading the doors behind themselves.
Both.
But yeah I leave the interpretation of each NPC up to the GM and do my best to seed their motivations and relationships
Only Cory was capable to convince them to return (in order to cook food for Kate).
Cori and Kate are best friends, so for me it was logical they would be outraged when the mug situation came up
It also didn't help that they entered through the showers and saw the mutilated captain there.
Really doesn't make you excited at the sight of a big spindly and sharp thing.
Also, not entirely related, but the calling sleep pod encounter in Cryosleep is fucking amazing. I played it like Junji Ito's "it's my hole" meme. Good stuff.
That was my inspiration haha, perfect
Btw, I used singing tracks in Cryosleep. Lullabies from Dead Space, to be precise. Played it as Kate singing the goodnight song for the crew.
Think it kinda fits the vibe.
Oh hell yeah, that’s perf
Also, players were really scared when I told them that the Cryosleep room is mech sized. Guess they halfway expected the battle.
(they don't know they skipped it)
Good for them, though.
Finished Technophobia yesterday! The players had a good ending with Cory and Kate joining their crew. Ezra tried to steal the ship, but failed and was humiliated by the PCs until he vanished one day.
The players really enjoyed how deeply the ship is written through with all kinds of activities to do. The detailed maps also received lots of praise. I enjoyed running this module too. Thank you for your work!
On the other hand, one of the problematic points of this module is that it might feel like it explicitly doesn't want to be Lancer. The battles are very harsh and do a good job at forcing the pilots off their mechs. And Lancer is, y'know, a game about mechs.
My party might have gotten really unlucky in the first combat, but the problem is that it ended up being the only combat they've had because they were rightfully afraid to go anywhere else.
However, it might wary a lot with different players and party compositions.
I’m glad that you all enjoyed this module! I know it chafes against the typical expectations for the Lancer system, but I wanted to design it so that combat was a meaningful choice of risk vs reward. I’m ultimately glad that the “pilot tools” like the gravity cranes helped clinch a win in dire straits, and that players felt empowered to explore even without their mechs!
Thank you overall for your feedback, and I wish you and your table the best on your future adventures!
@inner lava , I have a question that I have forgotten to ask. Which doors are to be considered unpowered by default? When I've run the module I ruled that only the airlock doors and doors between zones C and Q needed to be opened with application of force, but now I am doubting my decision.
Are all the doors in the module supposed to be unpowered by default or only certain ones?
All doors are unpowered by default
I don’t know where else to mention this, it just seemed weird: Technophobia’s recently been high up on itch’s Newest and New and Popular Lists despite
- releasing waaaaay earlier than most other list entries (Oct 2024 compared to a day or even hours ago)
- not getting any updates since release
- not getting an anomalous amount of activity otherwise
Just a little odd? I haven’t done anything for this project lately so I was surprised to see it when there’s plenty of other recent stuff coming out haha
Has me wondering if there’s some sort of algorithm change on itch’s end
You did post a new thing, so maybe it's people seeing Kill the Noise and seeing other stuff you've made?
I guess??? Or PPG
It seems to just do that sometimes. I had the same thing happen to Iridia once out of the blue, and I hadn't done anything different around that time. Certainly couldn't tell you why.
Wacky. Found it off putting because I want to make sure actual new releases have their time in the sun!
did you see where the hits are coming from in the statistics?
Itch physical games, “newest” and “new and popular”
It might just be because people have been excited about Lancer stuff in general with SotW releasing and technophobia is (to my knowledge) one of your bigger adventures?
I don’t know, I didn’t get much technophobia traffic spikes from SOTW
I’m not sure how the itch algorithm works tbf
I'd find where most designers would be and chat to them
if it's a shared spike, it might suggest a groundswell from elsewhere
... i wonder if it was CSB
Thing is that this is one of the only Lancer things to show up in the past few days on those lists; sotw didn’t even show up iirc
But yeah I don’t know, the data I’m privy to doesn’t really support a “natural” explanation haha
I don’t know what CSB is?
ATC showed up on new and popular briefly.
See that makes sense
Probably on account if it being new
I think it's just the itch algo being weird
Did the CTR/downloads increase?
CTR I don’t know , downloads no, purchases no (only had 1 purchase over the past 2-3 days and it matched to 4 downloads, but that’s it)
So yeah, it’s fine, I’m just confused, it’ll remain a mystery for now
The data just isn’t telling a story to me right now (as someone who works with data for a living)
Def seems like a weird algo moment then, yeah
oh a podcast mentioned lancer recently
literally the only thing i can think of that might be tangentially related
i mean you could email itch?
they do respond.
I’m not gonna wring my hands over it, it’s fine
what does CSB stand for?
@hearty phoenix I would probably strip HEKATE of Exotic and just give her one or both Tech abilities of Brigand from #1254229800952922193
Exotic just didn’t deliver enough in my games
But triggering a mech to cascade on command? Stealing drones? Thats perf
forced cascade would be ideal if the party had more nhps, but as of now we've got one enlightenment and unstable, but no licensed ones
Mechs can cascade in the module
oh shit right
that's PPG though, I was more curious about using kai's rebake for npcs in future combats during techno
Ah, I say go for it
Having read the rebakes, I like them all a lot more than the baseline NPCs
hell yeah, I'll give it a shot and use brigand for hekate while I'm at it, put some fear in 'em
Beginning another run of Technophobia soon and I have 2 questions:
- What exactly went wrong in PCs cockpits? Are they not airtight or what?
- What changes would you make to the module's enemies if you were to use the PPG supplement?
I think about changing some Pirates for Brigands in Combat B and swapping HEKATE's Exotic template for Anomaly.
- The mechs clawed up their own cockpits
- That’s a heckin doozy
Also, it seems like a terrible (terribly evil, that is) idea to swap either Aegis or Bastion for PPG Anchor in Combat B.
Anchor could be neat since it wouldn’t stop the gravity cranes
Mhm! That's a nice remark.
As for templates, I’d replace Pirate with Brigand in all cases
Though tbf that means Dirty fighting does nothing in zero g
I feel like CONDOR SKINNERs are meant to hurt very much.
Valid
Does it? Do characters in zero-g have immunity to Prone?
They’re flying so they get prone immunity
Unless you houserule it otherwise (I won’t blame you if you do)
I think Surgekiller and Vandalize could be interesting traits to lift for Combat B
A lot of the tech stuff would feel appropriate for HEKATE
I’m torn between giving HEKATE Anomaly or Brigand but I think I’d lean more towards Brigand… in most cases
Vulture would be a good support sub in Combat C, I think
HEKATE could also be an Occultist in some cases
Why not E, though?
I think that Manglers could be Vultures.
Oh wrong one
I meant Vulture in E makes best sense
Manglers should not be Vultures though
They are meant as a sort of cannon fodder, right?
If anything I’d use the zombie-like Squad Kit of Reconus’s as a substitute for the manglers
Vultures are not good cannon fodder IMO
I meant the Manglers, sorry.
Squad Kit?
Manglers are intended to be a controller/defender/tarpit that swarm folks and hold them down
#1355768878046777635
So IMO Vultures would cruelly pair with Manglers (in a good way) since they leave a billion wrecks
Who would you swap the Vultures with?
Pyros probably
Or the sniper
I originally had priests in Combat E before I decided that I needed damage instead and put in Snipers
Pyros should get Brisk if they stay
Yup, thought about the Sniper too. Don't feel like they fit. Too easy to hide from them.
That’s the part I’m fine with tbh
I would NOT put Napalms in, IMO, because that room has enough heat and burn as-is
Capacitors are a maybe, but Vultures sound like a slam dunk
A Dark Cloud ELITE WITCH is painful already.
Considering the Extreme Heat.
Moreover, 3 of my PCs are either SSC or HORUS. They'll burn.
Speed is of the essence to reach the control consoles so they may make it out alive
Worst case, GMs are allowed to be cruel in this adventure because it’s designed to be doable without mech combat
Making Hekate in Combat E a Commander Occultist paired with Vultures made me cackle like an evil witch.
We will make Grunts into Wrecks and then use those Wrecks to Hurt You.
Once again I ask for advice.
My players repaired the reactor (restoring the electricity), turned off the Tick capsule (disabling the pipecleaners) and turned off the fabricators. Nevertheless, they are stuck at 3 stability and have no wish to go and do repairs. They want to get into the NHP vault and destroy HEKATE's casket.
How should I resolve this situation?
To add, they did not repair the life support system, didn't find Cori and didn't go into Area B at all.
Technically, they can raise the stability to 12 and enter. But they, as an MSMC squad, have no desire nor motivation to.
I’m kinda inclined to say “thems the breaks”? I get that their motivation is just “get out” but right now the cost of getting out is raising the stability of the ship
I’ll say that an alternative could be “find something that resonates with HEKATE and use that to make a stressful trip to the vault”
The mug, her favorite cooked meal, Cori, etc
Are they stuck at low stability because of unlucky rolls on the Hazard table?
Regardless, I highly recommend not pulling punches when the ship collapses. Let them know that it could be catastrophic and then deliver on the threat if they ignore the warning
The more “memorabilia” the safer the trip will be
They have the meal and the mug
That plus they destroyed the jammed doors in their path and lost Combat E.
I did highlight that damaging the ship is a bad idea several times, they pushed on regardless.
I'm considering running a skill check of sorts as they push through the vault and then give them the Eidolon fight.
Then yeah let em nav the labyrinth, IMO tie it to a roll that inflicts stress when they fail. Need to get successes = empty segments on the stability clock. Each “memorabilia” confers 1 success per successful check
So since they have 2, they can forge through with 5 successful checks (assuming stability doesn’t drop)
Mm
I'd think that it would be a series of Risky rolls. But I'm kinda stumped on how to present it.
What would warrant checks in such a situation?
Convey the labyrinth as alive with twists and turns and drops and sharp edges and hazards and u turns
Risky rolls sounds good as a baseline for sure
Maybe another pirate’s remains are in there too?
Maybe it’s the pirate captain even
What if the labyrinth would be a reflection of all the traumas Kate has?
Sure that works too
Like, have them literally wade through a series of flashbacks.
I’d probably draw up a new random encounter table of those sort of events and roll with that
Ah, and some acquaintances of mine think that Technophobia was inspired by Signalis. Is it true?
What inspirations did you use when creating it?
(didn't play signalis btw)
I did not play Signalis so no
It’s inspired by a combination of the mothership modules Dead Planet, Gradient Descent, and Another Bug Hunt, as well as the track “Cursed” by GOST
It very much started as a “mummy’s curse” module before I decided to make the NHP Villain sympathetic
The Mug was the “mummy’s treasure” (I took inspiration from the Hutton Mug from Elite Dangerous), and there was probably a decent degree of Prey 2017 subconsciously used
Another question: how did you choose the Eidolon layers (and their order) for HEKATE alternative battle?
I picked the ones that sounds most appropriate for her circumstances. I have NOT tested them at all, so your mileage may vary
Based on my flashback theory I have outlined those five:
- Either RANCOROUS or GAZE - representing the traumatic memory of the nearlight ejection and its damage to the ship
- ENCELADIAN - representing the crew going to cryosleep
- CANOPY - pipecleaners sabotaging the ship and murdering the crew + the theft of the Mathur Mug triggering the cascade
- LABYRINTHINE - the beginning of the meta-labyrinth
- PURITY - representing the destruction that the PCs wrought upon the ship and HEKATE herself.
okay lemme break it down
- Gaze: She's been watching this whole time
- Tempest: Electrical power issues in Engineering
- Labyrinthine: The Metafold Labyrinth (plus good for pacing, put an actual puzzle after a couple positioning puzzles)
- Sacrificial: Channeling her torment
- Enceladian: Cryosleep issues
Original discussion on it
Rancorous was on my radar but I didn't keep it for some reason
Rancorous isn't an especially interactive layer
Finished another run of Techophobia. Collected some feedback from my players.
- Doors slow down the tempo
- Too many checks in some places (e.g.restroring the ship systems) that bog down the game. I guess that it is more of my own issue, but I just can't make up enough reasons for PCs to make the checks when repairing something
- Combat E is (as-written) overloaded with grunts
- Generally, the adventure feels like it would work better in Mothership
Thanks for the feedback! I hope you all enjoyed it regardless
Well, it was still fun somewhat. Thanks to you.
Btw, the players didn't explode HEKATE
Surprised to hear that after all was said and done; how did the labyrinth go?
I'll describe it a bit later.
Another point: it would be better if Technophobia wasn't a horror adventure but more of a thriller.
Like, less about oppressive atmosphere and more about action.
Overall the players got mixed impressions. It's not bad, but it doesn't work with Lancer in some places.
Noted then, thank you
Lancer is not a horror system.
Forcing the PCs to exit mechs is kind of weird as a decision. LANCER is a game about mechs.
I do somewhat agree with it ending up more like a thriller than horror, but it can still get players fucked up and spooked
Another offer: make combats the main pattern (the main way of regaining Stability).
Technophobia should be more like thriller and less like horror.
Not to dismiss your feedback, but I do think the tastes of the table play a role in how they'll prefer to progress through it. My players did it almost entirely dismounted and had a great time.
Make the Hazard Table rolls less frequent but more impcatful.
I am pasting the feedback of my table.
Another thing from my player: play Technophobia without using Bonds. They make the PCs too durable.
Sooo, about what happened on my last session of Technophobia.
My PCs ventured into the Meta-Labyrinth of HEKATE's making, attemtping to pierce through the inscrutable wards she placed.
- For start they had to extablish contact with her in order to pass. One of the PCs (an NHP technician / Think Tank renegade scientist) decided to attempt talking with her, succeded but got some negative feedback from Kate. Throughout the adventure he already established some sort of a bond / link with the ship, feeling her pain. This bond only strengtened as they pressed on through the labyrinth.
- As they attempted to pass through the Labyrinth, they were confronted by a hallucination of a cryopod. HEKATE attempted to shame them for not rescuing Cori while they had all the capabilities to do so. They withstand the manipulative hallucination and the NHP technician attempts to blame Kate for what happened with Cori. This was effective as it pressed on her shame, but also triggered another wave of negative feedback from Kate, breaking the technician. As a result, he basically melded with the ship and her crew, taking a fiercely protective mentality towards Kate.
- Another challenge on their way was a flashback from the times when Kate and the crew first met. The characters (who were still thought to be part of the crew) had to break out of this charade and the process broke another PC (a hyperprotective supersoldier)
- As they went on, their oxygen ran out and another PC snapped from asphyxia as their space-time perception warped.
- The last remaining PC got down and attempted to negotiate with Kate. The still-cascading part of HEKATE broke him, making him perceive all the moments of the ship's life at once.
- The NHP technician finally got himself together and made a solemn promise to help Kate, giving her a new hope but also taking an obligation.
When they finally reached the casket, after some deliberation the technician decided to plug himself into the casket, effectively frying himself to stabilize Kate and take control of the ship for a few moments.
In the process Cori awoke and I decided that they stumbled into him as they got out of the labyrinth. Thankfully, one of the PCs picked him up.
Also, Ezra attempted to hijack their ship but failed as one of the PCs managed to get on board inside his Iskander and released a bunch of mines (his Core power), killing Ezra (who was oblivious to the mines) on the spot.
They left Kate behind but after the Shining Atoll gave them an offer to buy her some of the group considered returning. That's where the story ended
One PC is still extremely hostile to her, one (a childhood friend of the technician) is friendly and one is indifferent. Also, there is Cori, but his opinion is not the one they'd listen to.
Thank you for the play report. I appreciate your table’s perspective on the module, as it’s one I haven’t seen yet
Thanks so much for this module, its been very inspiring for my own attempt at horror in Lancer. I'm also a newbie GM and all the details described in exploration, combat, and mood are fantastic!
Glad it’s been helpful for you!! I wish you the best with your own adventure writing efforts! 😄
Been in the process of revising and cleaning up the adventure for the upcoming October. I had ideas for making the fights feel more rooted in the fiction, but I'm not sure I'm gonna follow through with them at this point
Oh! I‘ll be starting my run of Techophobia this Sunday, both me and my players are looking forward to exploring the Katabasis!
Any specific things you were looking at revising? Or that you deem important to change?
at this point I'm changing how the fabricators work; instead of 2 4-clocks, it's 1 USB stick that needs removed, but it's in a swirling river of scrap metal and Manglers
I'm also adding a direct spot to retrieve the "UNCLE" compcon, in the Maintenance Closet
and I'm making the part of "finding Cori in the Cryosleep" easier/deterministic if you have enough PCs in the cryosleep room

basically if you Search the Cryosleep for survivors, you have 25% chance of finding Cori for each PC in the room with you (no need for extra actions)
if you're alone you're gonna be there for a while
Technophobia is on sale for October!
If you want to pick it up or rec it to a friend, feel free to share or forward the links below!
- Itch.io
- DriveThruRPG (affiliate link)
Technophobia is a third party horror-themed module for the Lancer RPG system, intended for a party of three to five LL1–4 characters. Characters who complete this module earn one license level. In this module, the player characters (PCs) find themselves trapped by a rogue AI with the ability to manipulate electronics and machinery. Only by exp...
(For whatever reason, Itch isn’t showing the project itself as on sale on my mobile device. I changed the link above to direct to the sale proper on itch) EDIT: update: I updated the sale and it updated properly, all fixed
Bought it for the full price, hope that means more money for the creator : )
Can I just confirm a few things? (Apologies if the book makes it obvious at some point, I haven't had the chance to fully read through the entirety of it yet, mostly scanned.)
- The NHP Vault is not intended as map/handout, correct? I also need to re-read that section, because I'm not sure I understood how to present it to the players.
- There's mention of machines prowling for survivors, but I also recall reading that Hekate treats Pilots as allies, while Mechs as enemies. Do the machines not follow the same mind?
- Hekate is Watching: in "enter a new room", I assume 'new' means previously unexplored, but what is a 'room'?
- A room within an area
- An area
- A room within areas B, C and E specifically
Thank you, the tips are appreciated! Gimme some time to work down the list here
- The vault is an unmappable space. It’s like Zelda’s lost woods only more claustrophobic.
- It’s following some dream logic. HEKATE directly doesn’t view pilots as threats, but the threats she imagines do (like Pipecleaners) because that’s how they were “in real life”
- Areas B, C, and E specifically, apologies
I specifically call it out in each section that features a combat encounter, if it helps
Basically, bringing a mech into one of those rooms means you wanna scrap
Thank you for your exaplanation, I appreciate that. Everything makes perfect sense now. Can't wait to implement it later in the campaign.
Personal GM tip for unmappable spaces that I use on VTT (like in a certain Wallflower battle) is to use geometric desktop backgrounds, then just set the dimensions for the map and say everything beyond is just infinite space.
Something like this (which I actually made in Inkarnate and GIMP, feel free to use). The battle in the ship I'd probably just use like a whole background of twisting pipes or something.
Here's a less trippy on you might use. I made it in Inkarnate, feel free to use it for this adventure, I know I will! 😉
Ohhh, I see what you mean. That's pretty neat, indeed. Thank you for the inspiration!
similar vein, here's the background I'm using for if my players trigger the Eidolon fight. Gonna replace most of that terrain stuff with whatever is appropriate for the layer of the Eidolon
I'm two sessions into running Technophobia as part of my extended OSR/OWS campaign, the moment my players figured out the Kate/HEKATE thing gave me literal chills
it's a lot of fun to see them piece together all the breadcrumbs I left for them in real time
Hell yeah!!
Hey Valk. I'm gonna be running Technophobia as a really short intro to TTRPGs for a couple of my friends who have never played any before and I'm trying to streamline it into something more linear and rigidly structured. Is there an "intended" ship crawl path I can sort of guide them along that you'd recommend?
As well as understand the opfor a little better -- what is going on in the engine room and cryochambers narratively? I know the opfor is just reanimated pirate mechs in the cargo bay, but i'm not sure what tokens to use for the other combats
Hello! So, here's what I'd say about all this:
- Technophobia is definitely not designed as an intro to TTRPGs. It may be rough going. I'd sooner recommend Pierce the Heavens or Dodgepong's Demon of Dogwater Gulch.
- I Honestly think that making Technophobia a linear structure will take away from a lot of what the module has going for it. That said, if you're looking to funnel them through the adventure, I'd say to present the rooms in the order they appear in the PDF (Cargo -> Engines -> Crew -> Cryosleep -> NHP Vault).
- Note that I designed the combats in Technophobia assuming that players have the choice to engage with the rooms on-foot and thus disable a few threats ahead of time (if not solve the problem without a fight, outright). So basically, the fights are intended to skew difficult if you're just fighting everything
Narratively:
- Engine room is representative of how HEKATE is constantly trying to fix the ship by "robbing Peter to pay Paul" and how anxious that makes her. The combat in the Engine Room is her reliving the Nearlight Bolt she used to escape the Condors
- In cryosleep, HEKATE is trying to make sure that everyone in the crew is safe, but especially Cori, her best friend
in both cases, she's animate the existing equipment and technology into makeshift mechs
Except for the Pipecleaners, those are outright pipecleaners from the Condors

in all cases, she's basically reenacting a nightmarish version of events she endured leading up to this
I see your point about not running it linearly, but I'm just worried they'll become aimless and lost, but I guess that's what the segment about Power at a Cost is lol
Remind them of their hook, in that case
if they're albatross, they're doing search-and-rescue
if they're MSMC, they're trying to turn off the distress signal
if they're scavengers, they're trying to survive but also potentially look for goodies
Oxygen is a natural pressure tool in this case
getting life support back online = oxygen back in order at least
do you have a token you'd recommend using for HEKATE?
I used a variety of Witch tokens:
- Cargo bay: "The Machine" Witch from Retrograde
- Engines: Cult of the One (iirc?) from Vex's IGF tokens in #909574961931362365 iirc
- Cryosleep: Impact Dynamics from Vex's IGF tokens
if you have better ones, use those lol
Im just commenting to say Technophobia is a great module and appease the SEO gods for Valk. Gotta love a good crawl
Happy you like it!! Thanks for the kind words 😄
Hmmm, hey Valk and sorry - was this ever sold anywhere other than DriveThrough and Itch? I remember buying it and I have the file on my PC, but currently trying to get access to it on mobile and I can't see it in either of my libraries Oo



