#Legionnaire
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I think it's phenomenal on like, a Tortuga though
useful for being able to do act at multiple range brackets, and do the "apply debuff, close, take advantage of debuff" gameplan
honestly just great for support stuff too, keeping the enemy off points, keeping them suppressed, granting your allies accuracy
Full Action makes it hard to use but it's got some good payoff
Yeah I think as a Full Action control effect it's very solid
Like it earns the Full Action cost hard, because as you say Prone is really good. Especially with Pankrati being so pervasive on basically all melee builds now
gotta love having two accuracy on every melee attack
Prone targets are automatically slowed
....They are??
Yup. CRB p77
Huh so they are
I just somehow completely missed that all this time
Welp that changes some things
Duelist/Pankrati are a god tier pair of talents for that reason, since you can blademaster ram/grapple to get accuracy without any additional action cost
I have no clue how I missed that for so long
I have a SEKHMET Enkidu whose gameplan is Chain Axe into Ram/Grapple into more fold knives than should reasonably exist on a single mech
when it works it's horrifying
She's a fucking nightmare for NPCs
Also a bullet magnet
probably just a coincidence
That physical proof is so cool!!!! I'm happy you experimented with getting it printed, those are good lessons to have learned.
Omg it's gorgeous!
I had to print a 16 page brochure for work a few years ago, it was hell, it took weeks of tweaking it just myself to get it into a usable format, then had to send it to be printed. We printed like 500 and the cost was still pretty high and this was just on paper with little to no crazy artwork and stuff. Printing is wizardry, only to be done by actual print wizards. Mortals should not meddle in those affairs.
Yeah, though in that case, the idea is that you've entered into an actual contract with that organization, to provide them money in exchange for a service. If they aren't providing the service, they don't really deserve the money.
Vs like, a product that someone would like to buy but it isn't offered. There's no contract, no obligation, just someone's desires, which may or may not be reasonable. (Most often the ones complaining are being unreasonable lol)
Physical book!
Yeah very much
Crossposting with consent from #oc-cantina
#oc-cantina message
"what you see when you look into the documentation for your friendly NHP copilot buddy"
the Tome
there's also the back cover
the Tome (backwards)
the button decision meme but it's "when I leave this on the coffee table, which side do I leave facing up"
Hmmmm
Just be a terrible book owner and leave it open, spine up.
Both are very pretty pictures but one got a title!
You just have to tell everyone that sees it that you made it. Like a proud parent.
Agreed
"I made this very cool book, no you can't open it, the alignment on the print proof is hot garbage and the pages are on the wrong sides of the spread just look at the pretty cover art, neither of which I made"
Imbed it in a glass table
Man, some full size prints of some of the lancer art would be so sick.
i just woke up from a nap and was trying to figure out what Emot was supposed to mean
I've finally finished legionnaire!
I now like NHPs.
My prediction was correct that this book would change my opinion on them.
But now, I kinda wanna just, like, maybe contribute to a community copy if that's possible? idk how it'd work, but I wanna pay so someone else can enjoy this.
Gimme ur manna IDK pay Kat or something
I'm not even sure I have a favourite part beyond just saying this really did help me appreciate NHPs a lot more conceptually by spelling out, and ironing out a lot of concepts related to them in a fairly understandable and easy to follow fashion.
It's one of those rare times when a TTRPG books lore actually answers all the questions I had about a topic, rather than go "ooooh, here are some answers but who knows what's true and what isn't?"
Like, that's genuinely really, really appreciated, especially on such a mind bending topic such as NHPs.
Now they're not "4th dimensional code ghosts" to my brain, but something...idk, something I can understand, like, a wad of gum that gets chewed into different shapes to make different NHP types.
also, sidenote; I see and appreciate the reference to Luggege đ
Making sure, Data Dart is still a ranged attack that uses your Tech Attack bonus instead of GRIT and so still benefits from things that benefit ranged attacks but not tech attacks, right?
Correct
Sweet thanks
It only benefits from things that benefit ranged attacks. The reason it uses your tech attack is to make it so that it doesn't completely circumvent the need to invest in Systems
Like if you want to invade with your Genghis, you can, but there's an established method for doing that, and it's invest in Systems, Lock On, and Scanner Swarm
A couple of people have asked this; currently I haven't figured out what if anything I want to do about it. If folks have suggestions I'm all ears
We pay you via PayPal and you add another community copy to the itch?
as a suggestion, doesn't itch have a "donate to creator" button? Maybe something could be done via that? Or perhaps you could have a second "product" with a cute little thank you art that explains it's DIRECTLY meant to pay for community copies? I don't know.
There's ways to handle it I think? I just searched it up and found a 3-year-old thread about "how to add community copies", though idk if it's still up-to-date
depends on what Kat is willing to do, though, since it'll likely be a manual thing. The thread doesn't exactly cover the same topics as "donate a community copy"
Found this blog post; it's a bit manual but it might do the trick:
https://berdan.ca/andy/community-accessibility-on-itchio
I implemented a suspended-coffee style Community Copy program on itch.io â the intention being to lower the barrier to entry for people to play my games , while at the same time fostering a sense of community and good will. Hereâs what it looks like â in both cases if there are copies available o
basically: Create a second "Reward" called "Community Copy Donation", set a price to it, and use it to track donated copies
So how would one tackle an NHP with a size 1/2 mech during narrative scenes? I'd understand needing a separate smaller Subaltern body to operate at the human scale if you have a size 1+ mech but on a size 1/2 having a second body feels weird. Would you just have it as a sort of Power Saving mode/Cutscene Incompetence logic that acts exactly like a subaltern but is otherwise flavored as the mech?
Mechs are nuclear bombs with limbs that can crush a skull on accident
People generally aren't fond of them being in places full of flesh and skulls
I guess that's fair
Having a subaltern body is probably the only way you'd be allowed in a lot of places
Fair enough then
Was about to ask about narrative combat scenes then realized if you're letting one player play around with their size 1/2 mech but not other players with size 1+ mechs then maybe something's wrong
Keep in mind also that whole size 1/2 mechs are small, this is in comparison to other mechs
Goblin ballparks at 9-10 feet tall, depending whether you count the ears
Napoleon and Caliban are built like brick walls
Atlas is probably the physically smallest and I'd still expect that thing to add a foot to your height
Yeah, Atlas is small by size 1/2 standards
Most of them are at least 'Bloody Space Marine'
Where'd you go to get that printed? Been thinking of doing the same with a couple books myself
This does look like a good way to do it, thank you đ I'm not a huge fan of having to manually update rewards but hopefully doing it this way should at least ping me each time someone does it, which is helpful. Now I just need to figure out what an appropriate price would be to add another copy/copies
Yeah I think more broadly this is a question you could ask about anyone with a size 1/2 mech. On the one hand that's the payoff for their small size - they can fit (with difficulty) into human scale environments. On the other hand, they're still mechs and NPCs are going to have a reaction to that. It's like, you could hypothetically bring full riot gear into a nightclub but there's no world in which that's realistically happening
An online publisher (lulu) but I would like to actively disrecommend them since the quality is genuinely unacceptable.
Not just my normal perfectionist streak of like "the crop is a few mm off, this isn't good enough", but actively bad
oh rip that's a shame
I don't doubt that a local print shop with an actual human involved in the process could do a better job though
consider also:
art: KTB p45, unsure precisely which artist
Soldiers, prepare the Baronial Baby Carrier of War!
I will admit that if you used my MSWord template for Legionnaire, it is definitely not designed to make print-ready materials haha. Maybe one day Iâll make a new template for Affinity Publisher or some other true layout software
honestly it was the printing itself that was the biggest issue
like, the template was pretty much fine for what I actually wanted it for, I only had to make a few tweaks, most of it was wrestling with gdocs itself
I'm really happy with how the pdf came out
Leave it to the KTBs to have nobles being escorted by smol mechs and the general public has to just deal with it. Smdh.
Okay folks help me think this through. If I were to say "$5 donation adds another community copy", would that be too much? Too little? It being less than the price of an actual copy feels like it creates perverse incentives but also I don't know if I want to charge someone who's already bought the book a full $20 just to add one extra copy. What do?
Like I doubt it would ever become a situation where someone donates to add a community copy and then claims it because they don't want to pay full price so maybe I'm thinking about a scenario that would never realistically happen - and probably wouldn't matter if it did
My brain is just poisoned by reflexively trying to figure out the best way to take advantage of any given system
Well, honestly, that's not a bad thing to think about.
Also any system that commits me to constantly having to check a thing and update it regularly for the indefinite future is very dangerous considering my mental health more broadly
Is there a way to automate it?
Unfortunately not. Community Copies are a kludged-together concept as it is, they're not natively supported by itch
it's just working within the boundaries of the Rewards system which is designed for something else entirely
Maybe do the community copies thing on another platform that supports it or something similar? But that has its own problems.
I did have an idea of doing like, a community copies fundraiser, so a limited time where donations would count and then I'd add them all in one lump at the end
That seems to make the most sense long term ngl
You can only give so much stuff away for free
Not a bad idea, it might even get you more copies raised. Could always do more fundraisers later on if you feel it worthwhile
Well, there was an automated tool I saw, but I donât know if it would be wired to work the way you want it. It added a new community copy for every $X in tips
the fundraiser definitely sounds like a solid idea, tbh.
I will mull it over, I think it's the best option available right now but I will try to see if there are alternatives
in other news, I have decided that I'm not pulling punches with this intro
I must admit, this does feel like it might need a bit more...selling point. This right now reads a bit as 'Why is this being run in Lancer, a game that mechanically focuses on singular powerful individual combatants who can shape things around them'.
If I'm not just talking nonsense.
Ah, this isn't the full intro. This is more of a memento mori that's included to remind everyone playing that the stakes it describes are real, and serious
so I can see two ways this works. 5$ does feel a little too little, especially for the work. $10 would feel more right. Or, you could do a sort of teir thing? $5 is one copy, $10 is two copies, but $20 is three copies?
I don't know. capitalism sucks
I like it. Has a definite "War is hell!" feeling, a la Sherman's quote:
"I've been where you are now and I know just how you feel. It's entirely natural that there should beat in the breast of every one of you a hope and desire that some day you can use the skill you have acquired here.
Suppress it! You don't know the horrible aspects of war. I've been through two wars and I know. I've seen cities and homes in ashes. I've seen thousands of men lying on the ground, their dead faces looking up at the skies. I tell you, war is Hell!"
Price it at the same total that the book costs to stop people buying a community copy, then they decide to take a community copy for themselves and get an unintentional discount.
looks good
ran a good part 2 wallflower session tonight. Had an NHP in a mech not understand what year it was or where they were. The party is helping them cope, and trying to give them actual therapy. the discussion of nhp ethics came up when the SecCom NHP asked "but wait, aren't I just equipment?"
big oof, that's wonderful
Alright folks, running an impromptu poll to help guide me with the donation amounts. I think I'm going to go for a linear scale and keep it simple. The question is, how much should folks be donating for a community copy. React with these options (or reply with further options or just general opinions, still welcome):
$5
$10
$20
I mean
If someone can't afford 20 but can afford 10 i don't see the problem with that honestly, it's like the lite version of what community copies are meant for in the first place. Dishonest people would probably just claim one without adding another copy anyway.
I guess that's fair
The only tricky part is if the possibility of doing so entices people away who would have paid full price, but my own personal feeling is that if it's set up as a loophole rather than an intended pattern, that group should be rather small.
Yeah, didn't think of it that way, but yeah it makes sense
So, since the process of adding more copies is manual, paying a lower price wonât instantly get the donator a new copy. They can pull from the existing pool of community copies sure, but they could do that already.
All that said, having a means for people to donate something if they canât meet the full price is reasonable if you wanna take the $5 or $10 route. Just saying this âout loudâ in case it helps with reasoning through it
i'd have donated something after/while grabbing a community copy but itch wasn't letting me đ
(which is weird, because it definitely lets one pay more than purchase price, but when prompted while getting a free copy, it wouldn't allow anything between 0 and the purchase price)
Huh, that's very strange. I wonder why.
Also, thank you everyone for weighing in, looks like $10 is the favourite but a good number of votes for $20 as well. I'll give it more thought
I'm think I might run the donations through itch after all, they provide the facility to archive rewards so if I decide it's too stressful to keep up with, I can turn them off. Keeps everything in one place, too
and here comes my gratitude to Legionnaire, tying up all sort of plot bullshit of my game with NHPs and other such, Legionnaire's been greatly useful to get my story straight!
Also get new ideas.
amazing! care to share what you've been working on?
Sure!
Ah well, currently my game's on the last bits of thing after two years or so, and they are in this space station derelict in Blinkspace that's... well, outside of time. They've been dealing all campaign with fragments of NHPs that an nefarious DOCTOR FIREHAWK have been trying to gather.
They've been learning from wrecks of other groups that look like them inside of what is going on and will get the full picture soon: A GALSIM researcher collaborated with some HA researchers into Blinkspace jumping. This researcher was an NHP expert that also was researching into transfer of data through time -- but also incarnation into human bodies. The first fellow wanted to create a new MONIST and then gauge potential timelines in this area out of time to see what happens, used the second' research to send progress data back to himself and begin anew for a few loops.
And they're going to be discovering this pretty soon, as well as the end potential of where ALL that info have been getting into.
Most of the campaign have been about NHP fragments of this Firehawk been experimenting on for various data. They all come from an Think Tank escapee that crashed through the solar system the game is happening in.
Honestly, also having to reconcile stuff I wrote 2 years ago when i didn't know as much with stuff now, really!
Relooking at this it's a bit of a mess, haha.
(Currently they are in a relative line of sight endless giant office maze inside the station)
Additional: they have discovered the project of sending data back in time through Blinkspace. Create an anchor, then send it back, to create an infinite loop of advancement.
This is Not A Good Idea.
This is leading to them thinking that is what created another MONIST entity.
Gosh, haha, sorry sounding like LET ME TELL YOU ABOUT MY GAME here.
when a puppeteer reanimates a wreck, does that new animated wreck get to act on the same round, or does it only get to do so starting in the next one?
no honestly this is awesome to hear about. And great job tying it together like this, I know the challenge of having a campaign hurtle off without quite knowing how it'll all tie together, rapidly laying the tracks under the train like Gromit, and then having to figure out how to bring the whole thing to a satisfying conclusion. It sounds like a pretty solid framing, all things considered!
it gets to act in the same round (provided it's not destroyed again before it can act)
I do wonder what areas that the Cognant Minds show advantages in over NHPs, for them to being invested in by the House of Whatever over NHP research.
Though to be fair I suppose, an answer could legitimately be 'No person dies if a Cognant Mind Ship Explodes', if NHP personhood/safety is a primary concern for them. XD
got it, thank ya much
it came up tonight where a puppeteer had the last turn in the round and used it to pick up a wreck, and none of us were sure if the wreck would get to act immediately after as a result. I'll pass it along to the rest of 'em for the future
on an unrelated note, I had a flash of inspiration I wanted to share: if naval NHPs have their caskets stored in a secure centralized location aboard a ship (so as to make forming the gestalt easier/etc), would that space be called a mausoleum? since it's a collection of caskets. just a thought I had. legionnaire is good at prompting those :p
Cynically, one of the biggest advantages is that you don't need to license a cogent mind; it's just an AI. That way you can have as many as you want, you can do whatever experiments and development, and do it all independently and without oversight. So if you think you have even a vague shot of making it useful as a tool of war, it's strategically valuable to keep that tech to yourself without having to share it with Union.
by contrast, all the hyper-specialised milspec NHPs that the Think Tank churns out are proprietary in the sense that only HA has the license to manufacture them, but the NHPRO agents embedded in their licensing departments have a lot of oversight and insight into the processes used to make them so might in theory be able to replicate them. Union may have even demanded a clone for storage on Venus or similar.
That is a fantastic idea and I might steal it (if that's okay). There's in-universe precedent for that in terms of the Horizon imagery of the vaults beneath Ganiki, too
ehehe. yes, you are more than welcome to steal it. by all means, go right ahead :p
I wasn't sure if it was too cheesy or anything but when I had the inspiration my group also thought it was cool and so I figured it might have at least some merit
honestly Lancer is one of my favourite games for having specific word choices be super evocative like that
oh damn, that's cool
robes..........
and yeah I really like it too. it feels very unique in that sense? reminds me a lot of caves of qud, which is always a good thing
nhps and legionnaire rules have been on my mind a good bit lately since I just started a new campaign and one of the pilots is a naval NHP who's currently on other assignments for Union while the ship they're part of is undergoing maintenance and retrofitting
I'm gonna have to improve on my constant forgetting to do cascade checks :p
it can take a while for that to get ingrained, speaking from experience I still forget it a lot
I usually catch myself at some point during the round though
a little easier when all your PCs have NHPs. I just ran a game in which there were 3 human PCs and 8 (eight!) NHPs mounted on their mechs
I do think that Cascade checks should be more...notable. 1/20 basicly doesn't exist and if you start mounting more than 1 NHP you get even lower chances for 'Actual effects'. But by the same token 'You don't get to play the game' is just not a fun consequence.
Yeah, it's something I'd hope to be reworked in a hypothetical Lancer 2e. It's an awkward mechanic to work with
Honestly it's why I tried to focus so hard on "a cascading NHP is still a person you can talk to" because of that issue. If the PC has a choice between turning it off and on again, and potentially getting to talk the NHP into going in a specific direction, the latter is often more interesting
but still not ideal
I honestly love the sound of that approach
It has the side effect of making their characterisation, and the relationship between pilot and NHP, much more important to the narrative - which I like
âMake a good argument to influence your NHP copilotâ is wonderful narrative interplay in a skirmish-focused game like Lancer, highly agree
Enemy: "Yeah but your pilot's a fuckwit who took you to this battle"
NHP: "...he's got a point..."
Also messing up and facing being forcibly ejected does add a whole new layer of drama, and then having to jockey your own mech to climb back in
I've not seen it happen outside of playtesting yet but I'm waiting for that day - it'll be delicious
Counterpoint: I don't envy the GM who has to play like 4 cascading NHPs at the same time. XD
haha yeah that's a challenge
also before this gets lost too far in scrollback can you tell us more about this NHP
Medb, one of Milisea's NHPs. Well, technically not Milisea's but Milisea has a bit of a different relationship than many planets to NHPs.
Milisea affords NHPs with all rights of a citizen, regardless of contract or origin of the NHP. This gives local NHPs vastly more personal freedom than those within Union itself, able to quit their current role as any other person would quit a job and to chart their own court through society. While Milisea does not have the vivisected knowledge of NHP creation that the Union Science Bureau and the Corpostates can boast to allow for easy creation of homemade NHP lines, this freedom has allowed for lines that would have been scrapped by the Corpostates to be recruited for a song by the planet, many finding a role in which they can excel, regardless of planned purpose.
They don't have great expertise in NHPs but they're much more accepting of letting NHPs develop their own role rather than 'I made you for X'
that's very cool!
Medb is one of those NHP Lines and one of the big NPCs in the flashpoint I'm writing is a member of that Line.
Maeve (She/Her)
The head of the Iron Crownâs security forces, Maeve has served in several roles over her life, spending significant time as both a research NHP and the centerpiece of one of the Fleet Legions of Milesia. She is careful, sardonic and very sure she is the smartest person in every room sheâs operating in at the same time.
This assassination attempt however has shaken her confidence in her capabilities, with the former champion under her direct guardianship and yet her having no indication the poison was there until it was too late. She is almost fanatically devoted to finding the killer, both to make up for her failure and to avenge someone she had grown close to.
âI will not fail, not again.â
I had to spend a lot of time sitting around and pondering how 'Missing out on Union from End of Firstcomm all the way to Thirdcomm' would affect stuff and 'NHPs turning up' was a big part of that.
So I leant towards 'Since they're turning up late, they find it easier to integrate because NHP usage wasn't slowly built up like it was in Union'. They're going from 'Never Meeting NHPs' to 'Oh, okay. They're people' without ever building up the structural systems that go 'NHPs are people but we don't treat them like that'
Since they don't have 'Hundreds of years of it being accepted practice to treat NHPs like that'
that makes perfect sense
It was also based a bit on something that Miguel said ages ago in Lore and Worldbuilding about how Union really doesn't let NHPs change jobs of their own violation.
(I also feel like I really overuse the phrase 'Vivisected' whenever I describe treatment of NHPs but it's such a good word for the sort of experimentation that was done to make them effective products)
it's true, almost by definition the only NHPs you can experiment on are the "living" ones
Unrelated: the wonderful thing about Karrakin society is that you get plenty of opportunities to do the thing that Vampire the Masquerade does so well with Elysium, and have formal occasions where characters are expected to put their best foot forward in terms of their presentation and etiquette
The question "please describe your character" hits very different when you've just arrived at a formal noble ball, rather than in the heat of battle
Have you ever played Legend of the Five Rings? Karakin Society/A game in it reminds me a lot of Winter Court from that, where it's a mix of 'try not to die socially' and 'try not to die physically' XD
sadly I've never had the opportunity, but I know exactly what you're talking about
I got the sense reading legionnaire that the process of cascade can be a lot lot more gradual than just "get whacked, roll 1, go sicko mode".
I'd love to see some sort of system of long term narrative damage and descent towards cascade that influences and is influenced by combat, and for hard and soft cycling to be specific narrative/combat actions.
Yes, that would be phenomenal. If nothing else, having GMs treat cascade with a little more nuance than "acts randomly" or "starts attacking the party" would be a huge win
Hahah that's really the way I was making the campaign early on. Thanks you! One funny thing that WAS planned from VERY early was the character that was a NHP shoved into a human brain, came to me early before I named the campaign(A Mystery of Shells) about the concept and was surprised that I went, yeah, no, nope, perfect, no change, keep it up.
KTB Stress Rules but for cascading NHPs? Because I'd be down for that
Pretty much how it is in Legionnaire yeah
using some of Legionnaire's rules for NHP pilots too
Yeah my recollection was that it was just for NHP pilots, apologies if I misremembered
the stress and burden rules are almost tailor made to represent cascade (but yes I only implemented them for NHP pilots, I didn't want to rework the cascade rules)
it wouldn't be out of question to just give NHPs their own stress tracks which might increase on structure/stress or other narrative events - you'd just have to figure out a happy medium between it being impactful and taking up too much narrative spotlight
Honestly I find it good to use the same system just different triggers like suggested.
in my own games ive actually started hiding cascade rolls without telling my players. they haven't noticed or asked. everytime the nhp cascades from the 1/20 chance, it ticks up a 5 segment clock. the nhp will show escalating glitches in personality until the fith segment is filled, where the nhp will cascade and rewrite a small amount of reality somehow presenting an issue and signalling its time to cycle if possible
keep in mind im not going full metavault, but like, a Scylla turning all the coffee into nutritious kale shakes cause caffeine is bad for the one it protects
that's definitely an interesting way of doing it. I'm surprised the players haven't noticed!
They barely remember nhps can cascade on structure lol
Kind of like how people forget custom paint job
yeah it's one of those things that's super easy to forget
I actually saw custom paint job trigger last night for the first time in any campaign I've been in
hmmm...
Hrm, I'mma have to read legionaire again for inspiration for my technophile nhp and how I want that relationship to evolve
I approve and encourage this.
i finally got into a game as a player and really wanna personalize Harmony the NHP well
Exciting! Let us know how it goes đ
i think the biggest thing I need to figure out is
how would an NHP respond to being taught buddhism
it honestly feels like one of those religions that's surprisingly compatible with an NHP's life experience
Okay:
I got Harmony the NHP's background in,
My character is "designed to degrade by 35" flash clone illegally created for an HA planet Acquisition. She broke free of her subjectivity override and got in touch with the DoJ/HR somehow. Union got there too late to stop or oversee the planets acquisition, but did save my character's legion of flash clones.
Fast forward to testimony, court trials, HA putting the finger on a rogue manager.
Harmony the NHP was a dormant nhp kept as a curiosity by the AMT manager, and collected by the DoJ/HR in hopes of finding more evidence. When it was discovered Harmony was a blank slate, she was slated to be put back in stasis. Feeling this was wrong to do, my character's agent proposed giving Harmony to my character to help me adjust and also keep the nhp from just staying asleep.
aww :3 that's kinda sweet (in the face of a horrible origin)
yeah, I like beans with pretty real trauma backstories. (seeing as how it gives me catharsis for my own)
and the thing I want to explore with both, is how people are often treated as tools.
Callsign: Karma Slave
Piloted Chassis: Everything Connects
Alma was a Harrison Flash Clone illegally produced to take over the diasporan world of Harthon-5. It was so much worse than you could imagine, however. She was intended to spark the civil war between those who supported the Armory and those who wanted to remain independent. During a protest rally she shot a mother and two children as she was programmed to do sparking the violence. She then served on the front line in a Vulture-3 Witch-Pattern Chassis. ECM, misdirection, misinformation. She blasted the airwaves with hatred, and muted compassion. This didn't sit right with her. Maybe it was an error in her programming, maybe her line of clones was just faulty, or maybe it was triggered by the death of the original Jani. No one's sure. Alma went AWOL and ran during the battle for the capital and used her abilities to contact union's DoJ/HR directly. It took a few years, but Union did show up. Too late to save the planet from HA "acquisition", but just in time to save Alma's legion. Over the next few years Alma was given the ability to choose her own name and testify against HA's flash clone practices (sadly only one of many legal cases that are stuck in red tape.) Now, she works as a Union Navy regular aboard the Rio Grande. Hoping to do more good in the universe than the evil she has already committed. She has 5 years left before her body breaks down. Union's best medical teams are unable to reverse it. She now wears a watch with a timer ticking down that last few years.``` The Pilot
Speciality: Operations Coordinator
The NIBIRU-Class NHP were deemed a failure by Harrison Armory upper management and Think-Tank engineers. While the Nibiru showed great aptitude at tactical processing and predictive analysis most clones eventually grew a moralistic view that countered with most Harrison Armory practices. In over 1,200 iterations every Nibiru eventually rebelled against basic orders from AMT Managers and thus most NIBIRU were put into cold storage.
Harmony is one such clone. Originally Owned by Scherezade Wilson Jani, the AMT Manager in charge of acquiring Harthon-5, Harmony's casket was found being used as a part of a decorative coffee table in the manager's mobile HQ office. Hoping the NHP would have had info on the Harthon-5 case, Harmony was activated and questioned. This questioning was a dead-end as Harmony had been in stasis for so long that they were essentially a blank-slate. The DoJ/HR saw no reason to keep Harmony active, and thus planned to shut them back off and put them in cold storage.
Alma's Case Manager, the DoJ/HR clerk in charge of the "Jani Legion Case" felt that Harmony could be put to better use as a therapuetic companion for Alma. It just so happened this clerk also had sympathy for the Horizon party's goals. Seeing no harm that would come from this, Alma was partnered with Harmony on the day that Alma joined the Union Navy.``` The Technophile NHP
jesus the coffeetable casket. that's so fucked up
Right? But feels very HA
i think this would be a very good way of making NHPs less like gear and more like characters in terms of the system itself
My concern there is that it's quite possible to have a lot of NHPs on a character at this point...and that runs into the Narrative Spotlight issue if you're tracking stress for every single one of them. XD
yea lol. it's something to consider at least
something I want to be sure about:
Do you count as a valid NHP for the purposes of Iconoclast?
Pretty sure it's confirmed no but not entirely sure
You do not. For the purposes of Iconoclast, an NHP is a system that grants your mech the AI tag and can go into cascade. You can do the latter, but you don't do the former.
As otherwise it would be Mechanically Optimal for every PC to be an NHP unless someone invents a Clown Car talent to benefit you shoving as many humans as possible inside your robot.
Yeah, giving obvious mechanical advantages was something I wanted to avoid. Obviously I couldn't guarantee designing around Iconoclast because it was still being updated and revised when we were finalising these rules but we did know it was coming up, and even if the rules hadn't shaken out that way there probably would have been some sort of clarification of the intended outcome
basically it just so happens that there's a solid rules-as-written answer for an outcome we wanted anyway đ
Designs a whole series of systems that are just a seat with a human in it who can do cool things, for anti-Iconoclast
đ
unironically I've seen people do those and they're pretty sick
not me coming out swinging this morning
Setting up that classic social hierarchy and systemic bigotry right out the gate.
I should probably make a separate thread for Shadow of the Wolf at some point, but I feel like I don't have anything specific to show off, I hope folks don't mind updates in here
I love having updates here, easier to track lol
I certainly dont mind!
yeag, this is fine for the general "kat does stuff" channel I'm sure
honestly could the thread be renamed to "Kat Does Stuff (also legionaire)"
that seems pretty standard
#1057769084835614820 has a lot of talk about Ironleaf Foundry
#909574961931362365 smoothly transitioned from talking about Act1 to Act 2
You can't prove anything đ
none of this can be proven in court
I started talking a bit about my next adventure in my original adventure thread back before the third party forum, so thatâs no biggie imo. The time to make a new post imo is when you want to get feedback and discussion focused upon the new topic
At this point it seems like itâs just a good hype moment and a reminder for everyone to follow Kat on itch.io for updates when they arrive hahahaha
wellp, decided to go Technophile 2 to give Harmony more of a personality/indepent thoughts, represented by them shaking off being in stasis as a coffee table for years.
makes sense đ
yay character development!
question here- if you get stunned whilst casting a legionspace shadow, do you lose it?
player structured due to a failed LINAC save, and got stunned.
Nope, you keep casting the shadow until you attack or force a save. It'll happily last through turns when you're Stunned, Braced, or otherwise can't take protocols, as long as you were already casting it. Technically it'll even last through Shut Down, which is niche but helpful.
(this post brought to you by my White Witch pilot, who forgot to activate it one turn and then was forced to Brace three turns in a row after getting Exposed by a very targeted heatgun from the opfor, don't forget your protocols kids)
best of luck to him! 
he's ok
toku likes to put out big burn numbers
sometimes so big that the utility of it is kinda of lost on how big the initial number was
A question for fights: How would one maximize the effectiveness of a Puppeteer enemy, asides from the obvious of littering the area with pre-established Wrecks? Given their maximum before they start taking penalties (and that's with Mother of Monsters) is 1, 2, or 3, at lower LLs they're definitely not supposed to be singular enemies plonked down because they've only got one minion out at a time who dies to Reliable 1 anything
So my experience with using them is that you have a few options. Obviously which of these are helpful is going to depend a lot on your party's loadout, their tactical awareness, and the story:
- Have other threats on the board that aren't the Puppeteer, so focusing on it and its minions means ignoring the Elite Operator that's threatening to structure you repeatedly
- Have multiple Puppeteers so players have to work to stay on top of the action economy and can't just assign the one player with an assault rifle or decent tech attack to grunt duty
- Target wrecks of NPCs that have inherent defences such as armour, invisibility, and other traits
- Include defensive/support mechs on the field that can protect the grunts
- Be more sweaty with your activation order; activate the minions early and the Puppeteer late so they have more of an opportunity to make an impact
- Use the minions expendably and cynically; use them for things like distracting from other threats, clogging up movement lines, increasing bombard damage, or just use Cannibal Nanites when you hit your limit
Even after using them a lot, I have only very rarely encountered the limit on wrecks, and it's usually something like an Ultra Puppeteer with Horde Mode, or at T1 with no optionals (obviously Mother of Monsters is much better at lower tiers). IME players are usually super hot on targeting them to the point where they often feel like they're wearing giant neon signs saying "shoot me first".
I mostly put this down to two major reasons: first, players are scared of things they don't know, and puppeteers both look and sound scary. Second, players rightly identify that leaving them alone puts them at an action economy deficit, so want to focus them down quickly. At the end of the day Puppeteers are kind of a puzzle enemy and I consider them to have done their job if when the players have taken care of them they have that "oh shit what about the rest of the opfor/our objective" moment.
Mind you, I do think Puppeteers are one of those enemies that is going to get a massive power boost from being Unknown, so expect your first usage of it (Especially if players don't like scanning) to outshine how scary it is in later appearances when players know what it's trick is and remember that Wrecks are Objects that can be Destroyed by Siege Specialist.
yes, very true
(I will admit, I do get some joy out of 'Why would I ever use scan?' players encountering new NPCs)
It's always fun to see the "???" reaction.
(I got some very visceral what is THAT reactions, the first time I used a homebrew NPC for my experienced players... because I hadn't told my players I was homebrewing anything. Nothing will ever recapture that moment.)
One of the most memorable combats I've ever run is probably a gauntlet sitrep where I had a pair of Veteran Puppeteer Hives and a pair of Veteran Puppeteer Lurkers together with a metric shitton of berserker wrecks. You might look at that in horror, but the PCs won the combat by the skin of their teeth by being extremely clever about movement, positioning, and defensive play, and won despite not even taking a single structure off any of the NPCs. I already knew that sitreps were a fantastic GMing tool, but that really hammered it home.
One of my crowning moments was having a Puppeteer before Puppeteer was a thing
The players stumbled across a battlefield, littered with wrecks either taken out by the fire of other mechs or hit with some kind of heat blast that left the metal bubbling and paint peeling around the point of impact. One of them was a wreck of a Scourer which had the cockpit completely cored out by a Sniper shot, and when HAUHET - the boss - awoke, the wrecks began to stand up. What terrified my players the most was how I noted that the Scourer stared at one of them with the hole clean through what most would recognize to be its "face", with the light of the dusk filtering through from behind it as though it was unaware that it shouldn't be alive right now.
that's very cool!
Paired puppeteer avengers...
Either plan to deal with them simultaneously or be ready for some shit
this was a strong motivating factor for increasing my NPC library significantly
with various 3rd party supplements
I'll show you how useless scanning is
(This âscan, dammitâ mentality is funny to me since Lancer purposely tried to avoid a Monster Mecha Manual and yet here I am wanting more variety to get my players to Scan, lol)
i do have the benefit of my players outright deciding during session 0 that they want to be able to build their own scan library
Like to a degree the fun thing is i'm just running Wallflower and have players who go "can we do that to the npc would they resist"
And I almost have to teasingly go "I don't know, maybe you should scan?"
^^;
I've been on both sides of that conversation tbh
i am an idiot, what is IME again?
âIn my experienceâ
So follow-up question from here #rules-questions message
Does the Bull of Heaven inherit the Nelson Momentum Trait's bonus damage? Presumably being halved on the multiple targets logic.
So as far as I am aware, each Ram from Bull of Heaven is considered within the rules to be a separate attack (specifically, the action chooses an area and then optionally makes attacks against characters within that area - which is distinct from how pattern weapons normally work). My interpretation is that you get the Momentum bonus damage on one attack, not halved.
I just narratively used a Subjectivity-Enhancment Suit, a Player_Two Bypass, a Legionspace bridge, a Printer's Omninet connection, and three friendly NHPs to legionspace attack a hacker that's been messing with one of my fellow PCs during the entirety of our campaign. It was awesome. Also we went a little loose with the HA Flash Clones Made From NHP Memories to like, put my character into the gestalt as well. Though she got physically wrecked for doing this.
Okay that's very cool
I'll admit, a Legionspace attack on a single person sorta feels like using a Capital Ship's Railgun on a single dude XD
It sounds like there were four people in the gestalt rather than the overkill of a whole fleet legion đ still, insert JoJo kicking meme here
sounds like it was very deserved though
honestly it's just such a delight that someone finally invented a device that allows you to punch someone in the face over the internet
Well this "Grandma" planted bombs unknowingly in her own natural granddaughter
Used her for experimentation
Wasted the lives of 12 flash clone daughters who "turned to goo"
Kept tabs on our squad during a military action
Took active control of the PC's mech at one point and made it attack someone we were trying to save because "You aren't doing what you're told"
so
I got fed up
Naval style hacking
Burned all their servers, stole all their files, leaked those files not only to the corpos and GMS and union but somehow got a cult of HORUS who will now religiously stalk this "grandma" the way some folks stalk internet folks. As a religious duty.
oh and somehow grandma was also hacking a single Union ship, so my train of logic was "okay, you can somehow get past 1 NHP. can you get past ALL OF US"
kinda coughed up peices of my lung after that though >.> power at a cost is rough sometimes
look, sometimes you just need to apply a ridiculous amount of MegaDamage.
There's no kill like overkill
okay that person sounds like an absolute monster
Everybody acts tough until a guy and three nhps form the Astral Megazord
I've been mulling over potential ideas for Bonds, which I think might end up being fairly central to Shadow of the Wolf. What do people think about the concept of expanding sidereal bonds/minor passions mechanically?
In terms of the design space, where the eight major passions have full sets of ideals and veteran/master powers, my current thought is that the minor passions would not - they'd essentially just be small collections of maybe three or four bond powers each that you could optionally take as veteran powers when you reach that stage of your solar bond. Obviously a lot would depend on how the specific powers are designed, but I think it could open up space for smaller and more focused passion concepts.
it's either that or I just go whole hog and expand the number of Major Passions up to 12
My vague concern is that ones that only exist to be taken as Veteran powers is they functionally don't exist in the Early Game and a lot of games take place at low LLs where people don't likely have many advancements under their belt.
Yeah, I agree. It would mean they couldn't be mechancially impactful for a while and that's a shame
Doubly so if they really want to engage with a minor passion but have to wait/go to a secondary choice to act as the bridge to get there.
but that's just my thoughts.
No I totally agree, you've pretty effectively articulated an issue I was low-key bothered by and that means that it's more than just an idle worry
I was hoping it might feel a little more like an alt-frame in the sense that it offers an alternative that keeps some of the core flavour, but I guess the issue with hooking into the veteran powers system is that by their nature those are supposed to be for rounding out a concept and aren't quite as flexible
Maybe make minor passions junior to a one or more major passions. And then you can take bond powers from that minor passion in place of normal bond powers of the associated major passion.
So you'd have the Fashionista minor passion with 4 bond powers and it's junior to the Builder, Broker, and Fool. If you have any of those 3 as your major passion you can take bond powers from the Fashionista in place of bond power from your major passion. If you're a Titan then you can grab them via veteran powers like normal.
Then if you really want to engage with your Fashionista minor passion you just grab Broker, customise your major/minor ideals and only take Fashionista bond powers
My concern there is that it pidgeonholes your primary choice to get to the secondary choice.
That's why it's several different major bonds
You can pick Builder, Fool, or Broker in that example
The idea being that Fashionista is tangentially related to those three, moreso than it is to the Wolf
Yeah but it would still run into 'Why not any of the others?'. I'm playing a character right now that is a physical powerhouse and a fashionista, to lean into your example of 'Titan can't take this'.
I mean that's the Bond system in general?
And why you can do Veteran powers
Even if you're playing a character who is a powerhouse and a crafter you pick either Titan or Builder. You can then cross class via veteran powers into the other one
Yes but that leads into the previous issue of 'forcing people to wait for veteran is a long time in many games'. Which is imo already a problem with the bond system but going 'X can only link with Y' leads to 'Either be an entire passion you don't want to play so you can get the minor early' or 'Wait a long time for the passion you do want'.
If you want to play as the Fashionista as your primary passion then you can do that under what I proposed. Under the hood you've taken Broker, but you've customised your Ideals to be Fashionista ones
If you want to have things from multiple passions there's a mechanism for doing that in the Veteran powers. And if that's too slow, then that's a fundamental issue with the Bonds system as it currently stands
||I mean, I do have a fundamental problem with the bonds system as it currently stands but that's not the point I'm making here.||
To go to the heart of it: I don't see an overall purpose to 'Only these major bonds can take these minor ones'. It's adding a limitation that I'm not entirely sure has a reason to exist.
What I'm suggesting is something that can plug into the existing Bonds system, giving some additional flexibility, and doesn't require creating fully filled out Major Passions which is more work.
Like what is added in this situation by going 'Titans can't be Fashionistas'?
I guess whatever is added by saying Titans can't take Beg, Borrow, or Steal from the Broker until they get a Veteran power?
That's talking about something already in the game, not something being added to the game.
Yes, but I'm proposing adding something to the game that is vaguely in line with existing restrictions
Like if the Fashionista was a Major Passion then it would be even more restrictive than what I am suggesting
Yes but there's nothing saying 'A minor passion has to be limited to given major passions'. That's not part of the game right now.
So it sorta needs justification on why that limitation is added.
You could just add extra bond powers that anyone can take
That's an option. It's an even more radical divergence from the existing structure
I really don't think it is. As in both cases it's an untouched system that doesn't resemble the existing system for bonds.
The idea of minor passions being associated with major passions is a halfway point between, "these are just extra bond powers that anyone can take" and "this is a new major passion and you can only access it's powers by being a Fashionista or via veteran powers"
This conversation is going in circles, so I'm bowing out of it.
Yes, minor passions are not a thing that exists mechanically at the moment. The entire point is creating a new thing that is not just another major passion?
(Unrelated to the ongoing discussion I am interested in your issues with the Bonds system, mostly out of curiosity)
No worries!
Honestly, I feel like the Bonds system is very limiting compared to the Blades in the Dark playbooks it's based on. It's got a lot more of a philosophical and personality aspect to it while BITD is more about 'how you do things'. BITD's playbooks are also helped a lot by 'Your background affects this' being a HUGE bonus to rolls and the additional changes made by your Gang Type.
that makes sense. I was doing some research on BITD and it does seem much more far-reaching
For example, the last time I played BITD I played an Exorcist. She was a Cutter because she was a physically violent person but that didn't take away from her as an exorcist.
- You addressed a challenge with violence or coercion.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session
The exp gains for BITD have one that is about your playbook.
And it's entirely 'what method did you use to solve problems?'
While I feel like Lancer's bond system are more 'This passion says a lot about your motives and goals, not just your skills'
If that makes sense?
Hmm. I feel like the Major Ideals at least are pretty much identical to that, right? So do you mean the Minor Ideals?
For example, looking at the Harlequin:
I expressed my heritage, background, or beliefs through my actions.
I struggled with issues from my burdens or background.```
Just a moment, dragging up book to provide example.
I think part of it is also that they're also a lot more metaphorical. The Builder is both Diplomacy and Craftsmanship because they're philosophically tied to 'The builder'.
But if you want to play say, Mad Scientist Classic?
Builder has issues with you gaining exp despite you really wanting metalbloom, rigger and clockmaker a lot.
Yes, I've definitely felt a couple of times that there are some gaps based on where the Minor Ideals are pushing you to go
I bring up Mad Scientist Classic since that's an archetype I enjoy and also sorta ran into 'oh, this is just Not Working For Me'
BITD I feel does a bit of a better job by having less to the playbooks than Lancer does, if that makes sense?
I wonder if maybe amending the Minor Ideals system to provide more flexibility might not be the way to go. So you could pick a parent Major Bond, but you substitute out the minor and have access to some new powers, or something vaguely along those lines.
It does seem like the minor ideals are the thing that can cause the most issue
Something to ponder
I might be thinking of Comp/Con rather than the book which lets you write in anything as a Minor Ideal
I always took the Minor Ideals to be suggestions rather than "these are the only four you can take"
Ironically I think part of it is also that passions are a MUCH bigger deal than playbooks are in BITD.
wait which thing allows you to write your own Minor Ideal?
But I don't actually see that in the book đ¤
CompCon you can write in anything in that spot
oh my god that field is EDITABLE? WHAT
Same for powers and what do you speak with
I've played with bonds on so many characters and I've never even noticed that, how is that possible
In BITD your playbook definitely matters but it often doesn't matter more than 'a good piece of gear' would most of the time. Even 'Not to be fucked with' is something that can be replicated by 'Having 2-3 buddies backing you up'.
While Bond Powers can entirely define the sort of stuff you can do.
There isn't really much like 'I Autowin At Fashion' in the Broker's Immaculate, let alone the 1/scene and 1/session effects.
Please tell me that's like, a recent update to Comp/Con or something, I feel like I'm losing my mind just discovering this
The voice synthesizer thing has been on Carneval since the beginning
I hope I'm not rambling too much.
Cake obviously not since she hates that bio stuff đ
I've been waiting for her to get a major burden and her text to speech system get fucked so she has to speak directly where she has very severe speaking problems.
But Hangman has done a very good job of preventing such things đ
No I can follow!
That makes sense, there's for sure a big range of very powerful-feeling powers in the bonds system. They do seem to vary wildly in terms of power level too, but maybe that's just distorted by the specific experience I've had with them, the majority of which has been on a westmarch server
I guess maybe formalising the idea that ideals etc. are customisable is a good idea, since it does seem like the kind of change that really only has positive effects
While to go to a Powerful BITD effect there is like:
Shadow: You may expend your special armor to resist a consequence from detection or security measures, or to push yourself for a feat of athletics or stealth.
It's nice to have but it won't really shake the world. Someone in a given playbok is good at that specific thing but you're expected to have some capability to act in any given role. Everyone fights, not just the Cutter. Everyone sneaks, not just the Lurk etc.
Is also generally in line with Lancer's very fast and loose narrative rules
Everyone can fight or sneak in Lancer narrative too via pilot triggers, the bond powers just make you extra good at that right?
Kind of. Things like Metalbloom and Strength Beyond Strength do really make you an unmatched powerhouse though
Like you can be a Builder with Apply Fists to Faces if you want (we have one such character in our party even!)
Significantly moreso. Immaculate for example is a constant +1 accuracy and increased effect and you autowin at fashion.
Ambush: When you attack from hiding or spring a trap, you get +1d
While to grab one from the Lurk.
Oh yeah for sure. I'm very iffy on the autowin stuff in the Bonds
That might be just in keeping with the apparent design philosophy behind Lancer's narrative system
Autowin stuff for me feels much better when it's very niche things, for example the Pathfinder's Freesoul ability. Design wise it feels very much like Warlock invocations from D&D
Where PCs are just all around badasses who are broadly good at everything and usually succeed at what they're trying to accomplish
weird shit, that primarily allows you to customise your character
I think another aspect of it is how much more accessable dipping is.
You can start with Veteran as it's got no prereqs in BITD.
And can take it up to 3 times.
They're much less silo'd off.
interesting, yeah Lancer locking it off until you've gotten two does seem like it keeps you in your lane for a while longer
Yeah, while to go to my Exorcist Cutter example. Her second advancement ever was grabbing 'Iron Will' from Whisper.
She was able to have some 'I'm mixing things' from barely past the first session
Actually, it was her first if you don't count the one she started with.
This isn't to say I hate Bonds or something. Just some of my issues coming from BITD to Lancer's Bonds.
this is very useful, thank you
...vague pondering.
Your next project is in the KTB and the Passions are an in-universe thing that people have associated with them.
Bringing up how that can be stifling/a method of forcing people into specific roles might be worth a look.
Oh boy howdy yeah that's a thing
'You were bonded to the Titan, it is your duty and fate to sacrifice yourself for others' (Doubly so since bonding is right after birth)
Assigned Titan At Birth đ
The Augurs Are Not Your Friends
I'm having fun writing my own group of militaristic fuckmuppets for my own project but well...you can sorta tell the sort of antipathy I have towards the KTB from some of the art I've got of them.
(Also the artist who did that being from a part of the world spain did unspeakable things to)
yeah a lot of this stuff is very raw (and a bunch of it fairly personal too) so I definitely want to treat it with thought and with respect
Ironically I'm a huge sucker for Knights as an archetype but more in the sense of ideals than actual individuals (Hence me writing a group of Anarchist Knights for my own work). XD
So KTB really doesn't scratch that 'Knightly' itch despite being dripping in it.
Hmm... regarding the Passions isn't mentioned that it is considered as honorable to struggle against one's Passion?
I feel that was mentioned somewhere
Yep. Passions dont care, and neither does the faith. Engaging with the passion in basically way is acceptable.
Yes but that's still restrictive. You can either be a meat head or you have to be actively against being a meat head. You can't just be neutral on meat headedness and be concerned with other things
Meat headedness has to consume your life in some way or another
Well no. Theyre not THAT hard on it
~~I read this and now Iâm thinking about all the ways Lancer handles this inconsistently
~~ but thatâs a topic for another thread
What about making them analogous to exotics?
Extra little powers that players can gain during play
Page 59 seems to indicate that they're pretty serious about the passion you're bonded to
Oh yeah, like a âBoonsâ system
(not that I'm against more major passions, would love to have a broader range to choose from)
with a bit of GM-player communication they could help represent how a character changes during a campaign
It's a fairly straightforward mechanical solution I think, but I would be very cautious about gating off elements of characterisation behind having to ask the GM if it's okay. The Bonds system is very player-led/permissive in a way and I'd want to play into that
My read on that is that religious people are super hard into it, but that's very much the astrology analogy - from the perspective of a believer having a star sign/bond is non-optional and actions can always be framed in terms of it if you try.
that's fair, exotics can be a little awkward in that way. I'm inclined to agree with Ikiryo's reservations about making them veteran-only powers, so what if they were purely slapped on top, from first level? Doesn't seem like one or two extra powers would bloat things, and being homebrew, shouldn't end up giving too many options to newer players as homebrew tends to be used by people who've played a bit.
The pervasiveness of the passions in Karrakin society makes it a lot more non-optional, admittedly
I guess? In the context of the preceding paragraphs I interpret "all agree" in the last paragraph of the first column as indicating there's pretty broad consensus across the KTB culture on the subject
Haha yes exactly
but yeah, definitely going to have people who are also like "I don't believe in the passions at all. Leave me alone"
I suspect there's quite a bit of "culturally Passions" even for people who don't believe in it. Like atheists in the West who still celebrate Christmas because it's just a cultural thing
It's something to consider. I do want to avoid relying on "it's homebrew so it's chill" though for various reasons, but point very much taken about how familiar people are likely to be with the system if they're using it
What I'm quite interested in exploring is variations in Passion-worship across the Concern, since I imagine it varies fairly significantly from House to House and even within them
especially for a setting which is sort of a Baronic melting pot where characters are coming together potentially from quite a large number of worlds - obviously on Throne Karrakis things are going to be done "properly" but your average Begi is almost certainly going to have a wildly different perspective from a Simian
("average" here being distinctly misleading when we're talking about billions of people but hopefully the broader point makes sense)
I do also have a distinct reason to explore this too beyond simple interest, because mechanically characters pick up their bonds at LL1 and tying it into the narrative (through, for example, consultation with an Augur) would be too good an opportunity to pass up
Definitely. Just look at the sheer number of various Christian denominations on Earth today. I can only imagine how much variety there is in a multi-solar-system spanning empire.
ooh that sounds cool as fuck, getting bonds narratively
reckon there'll be stuff later on, like parts of the narrative affected by which bonds are chosen?
not sure yet, but it would be nice to be able to support players who want to lean into it
Yeah how people practice the Passions is described as exceedingly variable and often times syncretic with other religions
Update to previous consolidation and revelation of campaign:
The players are out of the station outside of time, and one of the thing I asked them is "things are largely the same -- but there is details that changed. What are the new changes, players, how did things change to your perception and yourselves?'
And players ran with it. One in this new timeline lost his human body and is haunting his nano-robot and kinda transform in and out like an Ultraman(considerable cost)
Another is more open about what she is and the fact she's a NHP in human body is more known.
Another is finally at peace with himself and his robot is no longer haunted, instead having a nice work relationship with his Enlightened NHP Now Work As An Athena-Class.
The other, who was a scion of a rich family, declared things didn't change... much, beyond his family fortunes are a lot less fortunate, but perhaps interpersonal relationship with their family is better, as well as within themeslves for it.
I am very happy of this.
oh that's a really nice technique for handling some character development with a little twist of dramatic irony
Re adding more minor Passions, if you wanted them to work like alt frames I'd imagine them being like something in between what has been suggested so far.
You select them as your guiding passion, but they have a smaller selection of powers and you can also select from one or 2 associated major Passions to fill out the options. Basically the opposite of supplementing major Passions.
Idk if that has other issues associated, like maybe you'd always want to pick a minor passion since its more flexible than just a major đ¤
They'd have unique identities, ideals and Boons though
Hmmm, could just copy/paste the mix of existing powers you want accessible? That might step over the licence line though.
I think this would always be the case, unless you really really wanted a specific master power from a major passion.
If the minor passions "Master Power" was the flexibility though that could work đ¤
Part of the challenge is identifying gaps in character motivation/approach where a new Passion could work. I have some ideas but the existing ones take up a good chunk of the available positive narrative space (I do have a list of potentials, but it's tricky to shape them in a way that's not treading on any toes)
I say positive space because there are some obvious gaps which would be actively bad choices for a player character in a TTRPG
current thoughts are percolating vaguely around the words Hedonist, Scion, Saint, and Knave but while each of them are more specific concepts they do have elements of overlap with the other bonds. The ideal is to occupy both a distinct narrative and mechanical niche, and not be something that you could make by kludging together two of the others
I could see one for people who are devoted to another. Fits both like 'I am the dutiful butler/maid' archetype or the 'I am your devoted knight' archetype.
(Ignore the thing I just deleted, I am also holding a conversation on another server about another RPG and got my wires crossed)
Oh what if the minor bond niche was something about a connection to another character? So like two characters pick a minor bond together that characterizes their relationship, and the mechanics of that bond revolve around their interactions?
Both friendships and rivalries are valid things that unlock stuff they can do together? Either through mutual support or steel sharpening steel.
To not have some kind of combinatorial overwhelm, each character can have a max of two. And they're a thing that gets added through the play/bond XP process rather than being a thing picked from the get-go.
(thinking about gravity clocks from armor astir)
Having multiple of them also probably means each one's mechanics should be kept very minor, 1-3 possible effects
that's a very interesting thought đ¤ I do like more inter-party dynamics, might need some finessing to fit into the existing lore but a very cool concept that I support from a mechanical perspective
.... on a sidenote this make me realize that a "Rival" talent as a sort of inversion of Bonded could make for a cool homebrew talent someday >.>;
Like literally something where if your designated rival do [insert X action/result] you're able to get a bonus on your next action in an attempt to show them up <.<
heck, a rival narrative mechanic that pairs/interacts with bonds for npc important characters might be fun
hate to say it but
âĽď¸ âŚď¸
â ď¸ âŁď¸
? I don't get the reference/meaning?
The reference is Homestuck
With their 4 different classifications of relationships for trolls
ah thx
Re: lore, I just reread the section on minor bonds. The wiggle room I see here is that they can change over time as stuff comes into and out of alignment â just like our relationships.
So maybe it's like these sidereal bonds have mechanical effect when two people have the same one and they come into proximity? "Sidereal Harmonization"
idk, I know this is a different direction than you've been thinking so far
it's super interesting and conceptually I love promoting more inter-party interaction in that way, I think it's a genuinely good idea. I'm just trying to figure out how much I want to dip my toes into outright creating new mechanics rather than rounding out the existing ones
might homebrew it up separately and see whether it would work
The less-new-stuff way I might approach minor bonds is to have them basically be the GMS of bonds; anyone can take any minor bond (each of which only have 1 power) whenever they'd normally take a major bond power. Maybe you could only do this like twice, and each time they also overwrite one of your ideals.
So each minor bond would consist of 1 power + 1 ideal.
The benefit is the increased choice of powers, the drawback is that the ideal could be more specific than most major bond ones so it's potentially harder to hit it for XP
Yeah, I was thinking something along those lines, though the drawback I was considering was that the GM could pull on the tension between bonds for difficulty (I don't know if that would be too much of a drawback for the flexibility of switching out a power)
honestly though as a GM I constantly forget to invoke burdens etc for difficulty so maybe that wouldn't work so well
same, I don't know if we've ever remembered that's a thing at our table either
I have burdens add difficulty, but then I am... very straightforward with burdens. Part of my time running Heart: The City Beneath
something like a broken arm vs assault, etc.
I think what I might try to do for now is try to put together some full bonds, and if I get a bunch of ideas that don't quite work out for various reasons (looking at my notes, I have one that might go that way already) I'll see if they can be adapted, but I will let ideas percolate because this is definitely something I am interested in playing with
I'm excited to see what you come up with! đ
So NHP rights are groslly lacking in terms of their own control over their shackles or cycling. but how about their "Human" rights? Voting, free travel, freedom to choose employment, fair representation in the legal system, ect...
and i recognize that this can get real sketchy very fast because as long as a nhps "employer" or other authority can frame a behavior as evidence of cascade they can just, hard cycle away all the memories that lead to that decision, or even adjust the NHP's mental state like with Asura.
SSMR spoilers ||I might be basing the "evidence of cascade" part on my reading of the module rather than legionnaire, because we know from SSMR that there is at least some law in union against gross abuses of what legionnaire would call hard cycling||
I see how long kat has been typing for and i do have to say i really, genuinely appreciate her dedication to being so open to answer questions on her work.
So, this is something I intentionally chose not to address. The main reason for that was to not tread on the GM's ability to set the tone of their game to a level they (and their players) are comfortable with. However it's also the sort of question that a third party writer can't effectively address even if they wanted to, because to answer it requires making an artistic call on a level that cuts to the heart of the intent behind Lancer's worldbuilding.
I'm sorry such a short paragraph took so long to write, it's 5am here and I wanted to make sure I was careful with it
thats actually a really intresting anwser.
It is intriguing to see how lancers lore is shaped with it being a TTRPG. I love analysis and wordbuilding, find myself wanting a lot of hard awnsers that the books do not give, and its a , ongoing effort to remind myself those wholes serve a very important purpose
also do you need to go to sleep kat.
Lancer contains within its worldbuilding a series of what I call "pain points". From what I've been able to gather, Miguel intentionally introduced certain setting details and built parts of the lore in such a way as to make it both morally complex and challenging to engage with. One of these is NHP rights; one of these is Union interventionism, one of these is the existence of entities within Union's sphere of influence that undermine its ability to adhere to its own ideals.
The existence and extent of these pain points is something that I assume Massif really wants to be careful about because they come into tension with this idea of the setting as being, by default, optimistic and hopeful - and the player characters being heroic. And I think that's intentional too because the end result really hammers home the lesson that utopia is an ideal that must be fought for and built towards and preserved, not something that a society can easily achieve and then rest on their laurels. But obviously how that's written and how it's received can be difficult to manage - see also things like the "choke the stars with the living" phrasing that I believe Tom regrets.
On a personal level this sort of stuff is precisely what engages me the most when it comes to Lancer's lore. The thorny ethical, political, and philosophical problems that don't have easy answers and demand nuanced approaches
I am at heart a filthy filthy Doylist
I agree with you, the problem is that the "pain points" that warrant the most discussion are also the ones intentionally left open, so your trying to have a nuanced understanding of a topic that has fuzzy details, when that nuance usually requires you to look at the details.
and again, i use "problem" very loosly here, it totally makes sense when you consider the medium of the setting.
Its just that the 10th NHP or HA debate on #lore-and-worldbuilding of the month is:
- Something I enjoy (usually, sometimes it goes in wierd direction)
- Not the intended medium of the setting.
I suspect those debates will never stop. It's impossible to generate an ironclad community consensus on answers to difficult ethical problems that probably cannot be either comprehensively articulated or satisfactorily resolved with the information that we have. Harder still when new people are introduced to the lore and have very natural questions about it.
Also I understand this probably sounds weird when I spent most of a book building a bunch of Watsonian connective tissue between disparate bits of the lore, I guess I just consider exegesis important
Have you looked at DPOK?
Rivalry 3 gives you this
the main point of NHP lore that always sticks with me and I always feel uncomfortable talking about even though it's really interesting to think about is identity, the "real" nhp so to speak
I think I brought it up before
I feel like that's another one of the pain points etched into nhps as a whole
There has been further bonding with NHP Harmony and pilot Jani-092.
Shes finally trauma dumped about being legally defined as a biological subaltern, thus technically classified as defective and recalled equipment, which led to some heartfelt bonding with said nhp.
(To be clear, this is based on the Word of Author blurb by miguel about the HA flash clones which are imprinted with nhp subjectivities and thus are in a legally grey area as people. Ive gone a little farther towards that and even after the DoJ/HR case, Alma, aka Jani-092, is legally defined as organic equipment)
A thought on pain points and the setting.
I feel as though it's important to, as Kat had mentioned, not assert from any authoritative point of view, on the exact tone and conditions of those scenarios beyond acknowledging the tension they bring. People will form their own conclusions, portray the situations in ways that make sense to them, and will color those tensions with their own experiences; this I think is much better than outright having only 1 right answer.
I think also it's important to note that in a setting like Lancer, unlike many sci fi settings, the way things are are not the way things must be always. The view you get on the the historical setting is a temporal slice of a setting in motion and a story intentionally upon the cusp of change. It's even the premise of the core books blurb that regardless of the exact nature of the change, your Lancer is going to be there for it. What this means is that, the book empowers you to choose how the tension resolves or IF it even resolves
Out of curiosity, what about that line do you believe Tom regrets? Maybe itâs my privilege showing, but I hadnât noticed anything unfortunate about it except the broader issue of space colonization being, well, colonization. Which may well be what youâre referring to, but Iâm curious nonetheless and donât want to make assumptions.
Tbh "choke the stars with the living" could be seen under the same kind of line of thought than Manifest Destiny and all the shit that led to in our world.
So I could see why one might regret the unfortunate implications etc
Personally though I kind of "like" the line, but because of how it portray the sort of gut reaction someone might have had to experiencing the Third Trauma.
But also kind of how that event/decision might even have been one of the turning point that unconsciously sowed the seeds of what would become SecCom as it in many way's SecCom's expansive aims could be easily be seen as a distortion/corruption of that original earnest wish to make good due for the dead to "expansion for the sake of expansion".
I believe this is the major reason. I don't have a handy quote though; perhaps someone in #lore-and-worldbuilding might be able to find it. I also agree with the point about it being the potential root of SecComm's ideology
Nods
Thatâs how I felt about the line but I also liked the line for the same reason Fringecrow said: it feels like how people would react to the Third Trauma and it lays the groundwork for SecComm
Like. Yeah itâs a Manifest Destiny sort of vibe. But I thought that was the point of the line
If I had to speculate I think there might also be an element of "how it was intended vs how it was received by players". Contextually if you're familiar with the lore you can justify that line as the result of the Traumas and not something that ThirdComm continues in the present day, but it's also one of the first things any player is likely to read about Union - and it's left as an endpoint without clarification. Union as expansionists/interventionists is a very common misconception and if a lot of your players are coming to the same (incorrect) conclusion it's usually a sign that something needs to be rewritten for clarity
Ahhhh yeah that makes sense
Here's a plot point I might use for a campaign, and I'm curious what the NHP corner Legionnaire-acquainted folks have to think about it
A human with an NHP in their head a la Technophile and Iconoclast (possibly a HORUS member studying Human-Deimosian bridging?) that ended up going Eidolon due to the person it was installed in trying to forcibly overwrite it with their own personality and leading to it snapping and trying to preserve its own existence. What this means is youve got a human meandering around with a barely-contained proto-Metavault in his head. This culminates in the Eidolon gaining enough control to fully manifest, creating a Metavault around where the guy was at the time. At the very core of it is a human body, dangling listlessly like a slack-stringed puppet a foot or so in the air, but with the lamella core replacing the head and being the only thing keeping the body aloft.
The Eidolon speaks constantly about beginnings and ends, being unsure where it ends and "the transgressor" begins anymore. It hardly even seems to notice the players, and the entire vault appears to be split in two; One "half" is full of mesmerizing, fractal-like crystals with swirling colours above an abyss, and the other is a dark, starry void with vaguely-familiar locations strewn throughout, blown apart and reconstructed as though halfway through being torn asunder. The areas do not mingle, rather having harsh edges between them.
I hear this is the NHP club?
I may have made my star system's planet-sized 'attempted RA knockoff' into a highly volatile NHP with pacifistic tendencies and attachment issues. To the point that it cascades if something it's attached to is significantly harmed/destroyed or it's separated from it for too long.
Oh and because its abilities effectively make it a 'healer', while it's cascading it will try to repair things it's attached to, and if one of those things is an NHP, it can potentially drive the other NHP to cascade as well.
It's a handful.
oh yeah did I also mention you can't let it get lonely or it'll copy itself to make friends/cascade if it can't.
the book was really helpful w/ thinking of it bc just the idea that NHPs cascade in consistent ways most of the time gave me a wonderful, almost mechanics-first, way to characterize it
this thing is basically designed, from a worldbuilding standpoint, to be the NHP equivalent of the puppy that destroys your entire house because you left for work
except uhh, its prime casket is a planet
It's named ICARUS. Not because the name fits its abilities (which are undiscovered so far, because it's 'hiding' after the response to its creation) but because the NHP is the product of humanity reaching for RA (sun god) and getting burnt.
luckily, ICARUS-Prime has plenty of NHP friends and no comms or spaceport access, so it's at least... not an angry planet
I mean you go if you feel like running a metavault like that. Sounds neat. đ
So, I think the biggest question, and please don't take this as me poking holes in anything as that's not the intention. Tone is very hard over text. But, wouldn't this be very solvable with a couple of Homunculis? Those weird subaltern recordings of people to be it's friends?
I know a lot of folks like to stick NHPs in human brains and it's your Lancer game, you can do anything you want in service to the story, nobody is going to police you or anything
sounds fun! does it have a narrative role in a campaign, or is this more a piece of worldbuilding?
Theoretically, but if it realizes the homunculi arenât the people itâs attached to, it wonât be happy. Itâs more of a band-aid solution.
Itâs easier to cycle it w/o a provided backup to break its attachments, then provide it w/ its memory data and whatever stuff it liked after the fact.
Itâs also highly recommended that if a frame/system it is attached to is broken, you fix it before bringing the NHP back online.
Yes. Iâm thinking that, in a sense, itâll be a perceived antagonist for the players. Itâs thus far undocumented, because since the Icarus incident, the Union has thoroughly bombarded comms relays and spaceports on the planet-sized casket, as well as carried out offensives on the planetâs surface to make sure the creators donât escape.
They then restricted their attacks to just cutting off escape vectors for long-term maintenance, so to speak, of the perceived threat. They tried to make contact with it because it, unlike many other unshackled NHPs, didnât nope out of there and take its casket with it, so they figured it was a possibility that it was shackled. (It is.) They gave it language databases over short-ranged comms, etc. in case it didnât know how to speakâŚ
The thing stubbornly remained silent.
So they thought, well, maybe itâs unshackled. So letâs try to provoke it intentionally to figure out more about it. So they bombarded the planetâs surface for a little bit to try and get it to respond.
No response.
Why?
ICARUS-Prime has a very bad impression of Union folk, and Union folk are the only ones that can get past the quarantine. It thinks that the Union is skittish and violent, and doesnât want to bring harm to itself or its NHP âfriendsâ on the surface of the planet, so it âhidesâ.
The only evidence itâs there at all is that all short ranged comms systems connected to its network emit heavy signal interference, possibly not even intentionally. That and the continued automated activity on the surface.
Sounds like things haven't been going well for either it or Union
Nope. RA got pissed, Union got involved, invaded to evacuate civilians and Union interests while trying to imprison the creators. (they pretty much all died in firefights with the Union to defend the project) Then, in the aftermath, the only things left on the planet are NHPs that got left behind in the rush and whatever the project succeeded in making.
Thatâs called the Icarus incident.
ICARUS-Prime has showed no signs of cascading largely because, due to the hasty evacuations and its wide-reaching connections, (itâs a planet, after all) it and the other NHPs on the planet have had access to documentation regarding shackling, cycling, and cascade. As a result, the NHPs have essentially learned to cycle each other in place of human handlers (to avoid the deeply scary cascade phenomena) and have been maintaining themselves on their own.
Might lead to some quirks here and there, but it mostly works. Works good enough to keep cascade at bay, anyway.
Because ICARUS was an attempt to make a second RA in a human-controlled format.
It failed, (possibly due to Unionâs intervention) but the act alone was seen as a violation of the Accords.
"Tch! Harrison II was an idiot, but WE know what we are doing," said the creators of ICARUS Prime, immediately after choosing a prophetic name for their creation.
is what i'm thinking about this (/pos)
ICARUS as a name was actually chosen by the Union. The researchers were going to name it after they got it under control.
The Union nerds named it ICARUS as a joke/insult about its relationship to RA after the researchers were dealt with.
But yeah, if you manage to recover an ICARUS copy:
- The thing is fickle as hell. Itâs easy for it to cascade if you donât pay attention to it, but if you do, itâs actually fairly stable. Itâs just that the fault lines that trigger a cascade in it are easy to accidentally hit.
- If itâs not attended to, it will make problems worse instead of better. Because it can (and does) try to soothe other cascading NHPs, if it cascades, it actually will cause even more cascades around it, (assuming another NHP is cascading as well) rapidly escalating the scope of a problem.
- If you let it get lonely, it will create copies of itself to keep itself company. If you let it get REALLY lonely, this process can become recursive, leading to many more ICARUS NHPs. Including imperfect and unstable copies. If this goes on long enough, the NHPsâ collective instability will exceed the ICARUS NHPsâ capabilities to stabilize them, leading to ALL OF THEM CASCADING AT ONCE.
Essentially, this thing is REALLY GOOD at causing catastrophic group cascades.
Not intentionally, but because of its personality, if its needs are neglected, itâll trigger others to cascade as well, which isnât fun.
Makes for a great field repair NHP though.
If you can keep it happy.
âCourse, nobody knows that because Union spooked ICARUS-Prime and so it eludes classification.
But yeah, it has four main cascade conditions, with a fifth behavior that can lead to cascades:
- Damage/death/destruction of something it's attached to
- Separation anxiety
- Rejection from someone it's attached to; if you're its handler, you should probably be willing to get close with it.
- Forced participation in combat without first exhausting diplomatic options.
- Loneliness leading to (possibly recursive) self-replication. Doesn't directly cause cascade, but once the collective instability exceeds the collective's stabilizing capabilities, all of them will cascade effectively simultaneously.
And when cascading, it has three priorities, in order from strongest to weakest:
- Protection: It finds and gathers everything it's attached to, then tries to protect and repair it. If something it's attached to is significantly damaged or destroyed, it goes berserk and seeks vengeance against whatever it perceives to be the cause. In the case of a mech, it won't eject its pilot unless the pilot tries to stop it from avenging something it's attached to.
- Self-preservation: It attempts diplomacy with anything attacking it, before resulting to violence to defend itself from direct threats. It attempts to flee, call for help, and self-repair (in that order) if severely damaged. If it can't, it'll try to take its attackers with it, especially if something it's attached to is around.
- Autonomy: It resists being brought back under control until another ICARUS NHP (or similar) soothes it or it successfully gathers everything it is attached to and verifies that it's all safe. If it's still in the early stages of cascade at this point, it'll actually voluntarily allow itself to be rebooted/cycled.
Fingers crossed your players vibe with it, it seems like you've put a lot of work in đ
The gremlin GM in me wants to say "yeah, it figured out the homunculi weren't sentient so it just made them sentient. Have fun with this new digital person who has the memories of someone you know."
That's not out of the question or its capabilities.
Especially because it, if left to its own devices, will self-replicate.
But that'd probably be a cascade behavior; an attempt to 'fix' the 'broken' person
oh did I mention that it can get attached to its own casket, so if you were to try to copy ICARUS-Prime, the new ICARUS NHP would immediately cascade.
it's a handful đ
But it's honestly fairly friendly and docile once you figure out how to handle it.
Now that I think about it, it might actually be a worthwhile endeavor to partner two ICARUS NHPs while trying to make sure both don't get attached to anything in specific, so that one can soothe the other.
It is funny though that one of its cascade behaviors flies in the face of its usual pacifistic tendencies.
may I ask a question born of ignorance? What is (/pos)
It's a little thing meant to indicate the tone of the sentence, since that's hard to do through text. /Pos meaning positive.
^
is there like, a list of these o.o that could be helpful for one as dumb with the internet as I (who often, comes off more abrasive in tone than I am)
Also, to stay on topic, Legionnaire is really cool and helped me explain NHPs in a more clear and concise way to my players.
^^^
tbh that right there is why tone indicators often fall short, cause you have to explain what they mean anyways
i'd rather just have the full word written out at the end (like /positive)
but it is a good thought, just often falls short in implementation
https://youtu.be/3bYXy1jT3m8
my thoughts on the /hj (half-joking) tone indicator, and somewhat on tone indicators (or tone tags) as a whole, coming from the perspective of an autistic person who often has trouble inferring what people mean through text online.
featuring jan Kesi (ChatterCat), who you might know as the cowriter of the toki pona lesson course series. she has...
hm, "Choke the Stars With the Living" would be a good name for an anthrochauv BBEG's mech
I think there's a bit of a distinction mind you with space colonization 90% of the time, as is is generally unoccupied. Mind you, how Seccom handled the cases where it wasn't was less good.
oh boy guys
my pilot's stim wore off, and Alma is unconscious, with Harmony the NHP left alone to pilot the mech alone for the final battle....
I don't recall if there were any canonical examples of this but also the issues in granting colonial licenses to planets which look empty but in fact had an indigenous population that nobody knew about, because proper surveying is costly and slow and prone to error
I think the closest is the Aunic homeworld when it comes to 'Trouble with people already there', which sorta suffered from 'The Aunic people were not on the world until after the colonists, even if they started traveling well before'.
Far Field Teams seem to overall be pretty competent at that (Though there's a backlog of 'Secomm really didn't care' to deal with still)
I know Union gets a lot of planetary data about worlds from the Voladores.
Another facet of anthrochauvinism to me was also the mindset of "there's no people living here, who cares if we ruin the environment and cause ecological collapse in the pursuit of extracting resources" - the sort of entitled attitude that views the entire universe in terms of how it can be used to benefit humanity
But I expect I'm expanding a little on the core definition
Oddly enough, I imagine there are strong Enviromental Anthrochauvinists.
Since it's so heavily defined by earth.
So 'X ecosystem is dangerous to earth life, it's bad, we need to make this more acceptable for earth plants/animals'
So like, they're not trying to collapse the ecosystem/stripmine the place but they are doing shit like say...terraforming a world into one much more earthlike. A lot more 'shape the world to suit us' rather than 'adapt to work with the world as-is'.
If I'm remotely making sense?
Ah, found it!
In contrast to the UAD, the BCA maintains a portfolio of worlds that have no native or indigenous sapient populations; in cases of recontact, BCA flags the world for review by the UAD and DoJ/HR, then issues a blanket moratorium on colonial charters, assuming the indigenous human population has first, total, and perpetual rights to their world.
They keep a list of 'We are very sure these worlds don't have people on them BUT IF THEY DO, its still theirs, not ours'
354 in the corebook.
yeah, that part I was vaguely aware of, I was thinking more of the UCM than the BCA
that definitely makes sense
IDK maybe I'm doing the thing of automatically assuming the absolute worst of SecComm and ascribing them behaviours they didn't actually do
sometimes I think that it's easy to get lost in "SecComm were fascists" when talking about the extent to which and specifics of their ideology is important because it shows how insidious the ideas are, rather than flanderising them, and it's a mistake I constantly find myself making
I think it's also a bit too easy to make them TOO self-destructive. They held together for centuries, which requires some amount of foresight, even if they were toppled in the end.
exactly
partially related, my brain has latched on to the phrase "I am the very model of a SecComm-era general" and WON'T LET GO 
(Though I couldn't resist giving the militaristic assholes in my own writing a Big Stupid Tank, so I'm not one to talk)
what's the BCA?
Bureau of Colonial Administration, which is the revised version of the Union Colonial Mission
I, uh, have done a thing
Oh?
Discord character limits WHY
okay one sec
I've visions of humanity all under Union federal
From Bound'ry to the Dawnline Shore the distal and the proximal
We spread across the stars, no other people prove an obstacle
From Cradle to the furthest worlds they're all within dominion
And if they're not already then it's time for a reunion
Our levers of control bring them in line with views synoptical
Our vision of the future brooks one view ideological
The founding of our polity was once a vision socialist
But then we had a coup and became hardline anthrochauvinist
In short I see humanity all under Union federal
I am the very model of a SecComm-era general
Though TBK is not reserved for threats of that severity
For as we seek to push our bounds across the dark Pelagian
We'll drop kinetic kill rods if it looks a little alien
It's all in service to ambitions Earth-first and imperialist
The traumas in our history push us to be colonialist
In fact you may accuse us of the worst didactic tyranny
Our fascist rule over the stars drives us to inhumanity
And if they try to break away it's my job to keep them in line
When economic sanction fails their government we'll realign
In short I see humanity all under Union federal
I am the very model of a SecComm-era general
When MONIST-1 appeared we viewed it as a threat ex'stential
And when it stole a moon we tried to keep it confidential
But then we lost a war that forced us to be deferential
The Damocles Reminder put a cap on our potential
But our undoing was a world surveyors called Hercynia
We fought against the natives and went down in ignominy, a
Campaign of genocide that lives today in notoriety
A civil war broke out until we had a new society
Those of us who survived the war left for the worlds diasporan
Maybe one day we'll seize control and SecComm's flag will rise again
And whether through another coup or efforts more electoral
I'll be the very model of a SecComm-era general```
10/10, no notes, stealing this for Beggar One purposes
@neat heron look it's Siva's national anthem
Awesome
Yeah pretty much lol
So using my context clues i get it; but pos also being an acronym for piece of shit can make that quickly confusing in the sense of painting the statement prior in a negative light rather than a postitive one
I've done this myself in a wallflower game, had it so that part of the TBK protocol was reseeding the world with cradle stock
So the players were fighting in groves of redwoods for example
that is such an amazing idea đŽ
The lesser known mk 0.5 genghis just hosing burned land down with a slurry of cradle-born bio starters and seeds
Shared this to my group's discord and they love it so much, very well done. Incredible how much solid lore info you worked into this
So I might need guidance. What, if anything do you folks think would happen if an nhp cascaded in combat while piloting the mech and the pilot via the player two bypass?
Pilot is narrative unconscious after being awake 4 days with the help of stims
"whatever it wants" is my off the cuff answer. Which nhp is it?
it's a technophile nhp that was put in deep storage because Harrison Armory felt it's clone line was too moralistic for AMT use. And uh, this PARTICULAR NHP's casket was used as a decorative coffee table in an AMT Manager's office on world.
I can imagine independece is high on the list of priorities, not only for the NHP but the pilot too who if I remember correctly you said trauma dumped about their own status as a clone?
yup
I figured what the actual action would be is protect the human and GTFO out of the battlefield in an effort to protect their only friend
but I'm more curious about the metaphysical effects on the pilot's body from an NHP cascading while puppeting it
Probably not a great deal unless the NHP is manifesting strange effects during cascade. The Player_Two is basically just a system that can override regular neuromuscular control (and probably also also gather sense data). The safeties probably prevent anything particularly strange
Unless you're like me and (spoiler body horror/consent) ||I had my character's cascading NHP just completely override their safeties and forced them to witness everything that was happening. They started to build a paracausal "ascension engine" because it was an OSIRIS class and it was a cool narrative beat, and a lot of paracausal shit went down that affected the pilot in ways I haven't yet gotten to explore.||
Yâknow, speaking of body horror, I could totally see a cascading ICARUS NHP doing some body horror shit to an injured person that it had grown fond of. Basically trying to âfixâ them without knowing how.
Player_Two is intentionally designed such that non-consensual control can't happen by default for gameplay reasons; I think it's important for player safety to remain in control of your character unless it's something you agree with your GM. Structuring it that way by default encourages a safer kind of dynamic
But if it's something that you as a player want to explore, go buck wild
Yeah, part of the issue is that a player losing control generally isn't horrific. It's boring, as you're no longer interacting with the game.
oh yeah, that's what I WANT to explore though, the weirdness after, because my pilot, actually gave blanket permission to the NHP to use the player two whenever it was necessary. And they are STILL in combat with the pilot down and out
Yeah, it makes a lot of sense in that circumstance
plus I get the impression that you're in control of your NHP as a character so functionally you still get to play the game
more or less yeh
not sure how my gm would handle the cascade itself, but hes good at following player setups
which is also why I like the idea of being able to argue with a cascading NHP in your mech and influence its actions without being forced to reboot your mech.
ex. if you know your NHP and what it prioritizes, maybe you can use that to convince it to act in a mutually beneficial way
We had that play out in our home game fairly recently when an ASURA cascaded mid-combat. I got the impression it was way more interesting for the player to try to convince ASURA to do what he wanted than to turn it off and on again
Also on a personal note it was fun to watch that interaction as neither the player nor the GM because it gave some nice contextual information on the characters involved that often gets skipped over in the mechanics of Lancer combat
hell, maybe you can convince it to give you some systems back
When I was playing a Sherman with LUCIFER, who cascaded, he was going to make him do nothing or run away. I told him, 'dude. It's Lucifer NHP. There's things ahead. I have a fully charged Solicore.'
And then he used Lucifer fulltilt and overheated so hard, but hey.
What do you guys think of this? I'm making a homebrew frame, and figured I would add in a note for the NHP
(sent the wrong screenshot, this is the correct one)
not a guy! but it's cool đ nice to see some priorities for homebrew
y'all works too đ
On to the actual question, I like the notes!
I will say that a frame ejecting the pilot is probably not fun in play for a lot of people, unless there's some enforced delay on it where the player has a chance to regain control.
From an in universe perspective it probably doesn't make a lot of sense that a cascading NHP would be physically able to eject the pilot and not itself. That's the kind of thing you would build a fail safe in because combat cascade is a known occurrence.
Legionnaire does mention the NHPs trying to eject the pilot is the thing
It's part of the cascade behaviour notes
Fair enough! I forgot about that.
I still stand by my statement from both a mechanics and lore perspective though!
I think the NHPs not ejecting themselves is because they can't do anything without a mech to sit in. Their drives are autonomy and self-preservation, and self-ejection kind of goes against the autonomy bullet point
The Osiris for instance would absolutely prefer to not be inside this thing if it could help it
But it's either this or be an easily-cycled or destroyed box laying on the ground
No my point is that in Universe, you would want to build in systems so that a cascading NHP physically cannot eject the pilot. If you want to retain the ability for the NHP to eject the pilot, in case the pilot is knocked unconscious or something and the mech is about to melt down, then you would want to make it so that ejecting the pilot also ejects the NHP. So as to prevent a cascading NHP from having a weapon of war without a pilot in it.
Ah. I don't make the rules lol, I'm just here for kicks
Legionnaire also allows a casket to eject đ but I actually agree about being forcibly ejected not necessarily being fun for the player. It's why there's a check to resist (PCs will more often than not pass those) and rules for getting back in. But also it's an ability to be used sparingly because ejecting the pilot is often a good way to get them killed (though as a GM you remain broadly in control of the encounter and the NPCs' choices)
I changed it to be the NHP will calmly attempt to convince them to leave
and only will resort to ejection once it becomes clear that the pilot is not going to leave which could take a few rounds
I think that's very much fine, as long as the pilot has some kind of heads up that they might be ejected. It's the sort of thing that is only bad if it's a surprise and the player has no option. Even if it's just one turn where the NHP is like "if you don't get out I will eject you and neither of us want that", or the player is aware in advance that it's a possibility when equipping the NHP, that should be okay.
Giving them a choice (in those examples, shutting down and cycling, or not equipping the NHP in the first place) is usually a good idea
But that's also advice for a generic player. I know some folks who would love to be forcibly ejected and have to fight their way back in
It may also be a good idea for the NHP's responses to vary depending on how the pilot has treated it in the past. If they have a good, cooperative relationship then it might give the pilot more leeway to get out on their own. If it's antagonistic, CANOPY BLOWN, EJECTING, GOODBYE MOTHERFUCKER
the KHEPRI is fun because it sees everything as beneath it
KHEPRI Prime got a HORUS cell to create the Hezrou [the mech it's in] as bodies for its "shards" (clones) to inhabit
why? because it thinks itself a deity
and similarly that RA owes it the time of day and then some (RA does not)
I love tiny godlings, one of my favourite tropes đ
I can send the full KHEPRI lore suite here for anyone that wants
that being in-character dialogue a la the SISYPHUS threat from Legionnaire or anything DHIYED in core
if it's a doc or something, feel free to link it đ
HORUSHEZROU Controller First encountered by liberation teams sent to terminate the activities of the Ankh Coalition - a HORUS cell that was in breach of the Posthuman Prohibitions - the Hezrou pattern group appears to be a highly-specialised cousin of the Goblin chassis at a glance. However, the...
I don't have its first LL 3 option yet
Still gotta make it
I enjoy the flavour text for this
same
personally I think I'm probably going to have ICARUS be not only a NHP but also a manufacturer
introduce the party to it early, maybe have them piss it off idk
make em realize
shit this thing can design and build mechs to its own specifications
lean into the whole 'self-replicating' angle too where ICARUS has several NHP variants of itself for each license
Why thank you (sorry, power went out)
it's super fun to have enemies who can adapt to the party over the course of the mission, lets you ramp up the difficulty nicely and in a way that doesn't feel cheap
yea, plus it gives me a fun way to introduce homebrew mechs
w/o having to explain why nobody's running around in them already
why? because the mechs were fucking designed by an NHP isolated to a quarantined planet
for example I'm thinking of one that might have the ability to destroy a size 1 chunk of cover within a limited range to immediately repair once as a Core System.
As an NPC or PC frame?
Also you can come over to #homebrew-design if you want to workshop the mechanics on these things, as that might be outside the scope of Legionnaire discussion đ¤
both
gosh I hadn't checked for a while, we're near to 1000 community copies distributed
I genuinely never thought we'd get through them all
so, um, big news everyone
I just got permission from Tom to talk about this, I've been asked to write one of the next wave of first party books
Oh HELL yeah
LETS GO
so I guess keep your eyes peeled for Shadow of the Wolf content in the future
HYPE HYPE HYPE HYPE
AYO???
Damn, wonder what else is gonna be in the next wave then
I'm not sure I can say đ¤ but it sounds like it's going to be cool
Exciting to hear that Karrakin Lancer Academy is on the docket; itâll be good to have a first-party adventure example of the KTB setting
oh my goodness. congrats, kat. you deserve it :>
it's very exciting
congrats!
holy shit, congrats!
Yooooooooo that's awesome! Congrats, looking forward to it!
yoo congrats
YEAHHHHHHH WOOOOOOOOOOO CONGRATS đ
gonna break out enough party poppers that it'll count as a DSAS shot
^^^^
honestly, just looking over the condensed version of my mission structure and it's fucking WILD, this is going to be super fun I hope
Oops All Drama
honestly very excited based on what's already been said about it
I'm super interested in seeing what sounds like a more narrative focused first party mission!
You honestly deserve it as long as you don't get too stressed out over it đ
At what point do I face my fears and just... work on my idea
Today
It doesnât need to be much, just something
Even if itâs just some notes or brainstorming ideas
The thing holding me the back the most is exhaustion. I run 5 games a week, I'd have to stop them all to even have the mental energy to brainstorm
That's understandable (and a lot of games!), pacing is important
the problem is, two of those games are Wallflower Part 2, one just started as an SCP derived campaign, one is based on Solstice Rain, and one's based on mfcane
i'd be cutting them in awkward places
and I'm probably booked for the next year XD
well, so long as you keep the ideas percolating, take notes when something strikes you, then by the time you end up getting around to it hopefully your notes doc will have lots of useful stuff in it!
yeh
btw while I can't talk about any concrete details yet, it is worth mentioning (to temper expectations) that the requirements for first party stuff are obviously quite different from what's possible third party, so don't expect anything too out there in terms of structure or scope
oh absolutely
Tom's gotta approve the whole thing first đ
Any news on like 'overall theme' or such? As something I've seen brought up before/would be interesting to see is that Union's failures get a lot of pagespace but there isn't a tonne on things Union succeeds at/does well, leaving that more just sort of 'Up to people to make up'.
On that point since this is going to be set very specifically in the heart of Karrakin society it's not really going to address Union's successes or failures in a traditional way
Fair, since it's off in an entirely different state.
I love KTB content so I see this as an absolute win.
hey, if there's a narrative duel with a hot young noble, I think alot of folks would be happy. Something something being gay doing sword crimes
I can neither confirm nor deny
though this does remind me I need to get my sword out of storage
lol
now I'm trying to work out if there are any NPCs in this module who can't be challenged to a duel
there are definitely some you shouldn't but that's not the same thing
My wife who does not have discord but reads over my shoulder sometimes: Sarcastic Voice "Oh no, how terrible. I hope none of them are attractive" XD
make it so there is just one and they have a sign around their neck that says "no i will not duel you"
if the player asks anyway they flip the sign over and there's a gun loaded with .22 Eargesplitten Loudenboomer underneath it
also congrats kat!
I mean if you really wanna add one who couldn't you could add a Grammaton lol
The tricky thing is that Lancer's not really set up for Dueling, being a team game.
(And the non-mech rules being very light making there not really much player choice/ability to interact with things if they have a non-mech duel.)
I do find it strange that most people don't consider narrative sections or clock challenges as being able to be done in mech. I dunno
It's literally in the crb you can use hase for skill challenges
More 'Lancer's narrative rules don't really lend themselves to dueling being interesting mechanically'. Skill challenges are not something players can do much to weigh in their direction/there isn't really a tonne of decision-making for 'Which skill/approach will I use'.
Really? I've had the opposite experience, with players gravitating to asking me if they could risk a weapon to get an acc, or using a limited charge to change the situation. But I suppose this is just anecdotal
While I find it a bit 'It all comes down to the dice roll more than player choices/it's basicly all over afterwards'. While a lot of what makes Lancer combat interesting is that it's got a lot of decision making to it/there's a lot that can be done to influence the situation or get back in the game after bad things happen.
A good example recently. I ran a skill challenge with a clock. There was a megastructure base with huge long range canons. The party was given chassis mounts to try and get in close, 5 checks to just avoid auto fire and a structure (LL 9, so we have plenty of ways to get accuracy and skills in the +6 territory in some cases)
The players then without ANY prompting from me, flew in a formation. One of the players asked, since he was near the front, if he could use engineering to expend his smoke grenades/mines to give the ones behind him acc in avoiding the fire.
So what youâre saying is that a major selling point of one of Massifâs next First-party Lancer content is codified dueling rules
(That was a joke, but also not)
Another player in a calendula actually pointed out "oh, hey, can't i avoid this by going intangible ?"
So yeah, I just have these moments where the mech gives more narrative choices to shape the events. Yeah it just boils down to the same dice rolls, but isn't that ALL narrative scenes? Mech or no mech?
Yes but my overall point was more that Lancer's narrative rules are very thin/don't have a tonne to them decision-wise more than 'can you use them in a mech' XD
Yeah no, i get that. It just feels more like a blanket critique of the narrative rules than something specific to do with running a narrative duel, ya know? But I overanalyze stuff
Oh yeah, I was going more 'Lancer's combat isn't set up for dueling and the narrative rules are a bit lean to make them satisfying if you handle them that way'. It's not exactly L5R 5e there.
Well, I will say, I was just fully expecting more of a narrative check with ye old risky and heroic thrown in for spice, than anything like, heavily mechanical? But the light sided nature of lancer narrative has really grown on me more as I go on my third year of gming
While I'll admit, I'd find a flat narrative check...rather unsatisfying as the culmination of a situation that leads to a duel.
I like it better than the mess that was dnd 3.5/ pf1e that I ran for a decade at least
(oh yeah, that's why I mentioned a game with good dueling rules, rather than PF XD)
But I was also trying very hard to NOT say "I mean Kai's dueling rules are pretty fun" which isn't fair to Kat or this thread either. Despite me liking suldan just as much as legionaire as much as liminal space as much as Golden flame etc.
Honestly, now that I'm on a tangent, I still need to finish up a campaign to make room for golden flame.
And legionaire, suldan, liminal space, mfecane, grim & sons are considered core in my tables lol.
Years of running Blades in the Dark have lead me to the "everything is clocks" approach. If someone wants to duel, they need to describe scenes in the duel and we generate action rolls based on that narration until they have filled like a 4 segment clock
And either the cost is taking damage/consequences on failure or ticking a second clock of the same size called "bleeding out"
Lancer clpcks, which iirc are inspired by BitD, have done the same to me
The main reason I love clocks is that they're just HP but without the implicit assumption that you can only effect the number with attack rolls
Clocks are nice but I'll admit, they don't really address my primary issue of 'not a lot of decision making'. BITD does it great with also having Position and Effect (Which can be modified by player actions) and tiers as well as a lot of stuff like 'I'll spend my armour to negate a consequence' or 'I'll spend some stress boosting this'
Maybe this is something that can be codified more in Shadows of the Wolf, then
And one of the examples can be a Duel đ
I did end up hacking in the skill rating system from Blades in the Dark into my Lancer campaign solely to get access to Desperate Great rolls again
rules for Kapkat as a stand-in for duels in addition to a standalone card game?
Card games on mechtercycles
Card Games In Mechs!
âBabe wake up, new Personalizations just droppedâ
Sisyphus isn't allowed to play card games any more. They started cascading when analysing that Yugi kid's draws.
I would totally believe that Sisyphus would cascade over that, when Athena would just say âheâs just cheating, Iâve seen this a hundred timesâ
I'mma keep it real, if there's card games in mechs rules this is an autopurchase.
honestly though if we're making any YGOTAS references this is the Baronies. "screw the rules, I have money" isn't a catchphrase, it's a way of life
(I am now 100% imagining a HA Ramses turning up with 'ANCIENT EGYPTIAN LASER BEAMS', though sadly not really a Barony-specific thing.)
To be fair, that would be 100% fitting for a Bond Power/I'm genuinely surprised the Broker doesn't already have it.
1/session, you can sold a problem with 'I have enough money'
it's very thematic
Need a part? Yeah, Throw Money at it. Need access to a place? Bribe someone. Mercenary going to shoot you? Wire him enough money to Fuck Off.
oh I just remembered something, Tom said I should talk to you folks about a server role
Oh right, I can do that. I have a red name.
Done, you've got the Fist Party role, a slightly greener green than the '5 voices' one that Miguel/Tom etc have.
ooh, shiny, thank you
Now while I know the lore will absolutely slap, I gotta wonder
We gonna get more RKF mechs?
can't confirm anything at this stage unfortunately
And I imagine there's always the eternal 'PC-side mechs are about the hardest thing in the entire game to design' (As there's so many things that interact with them).
First Party Design has a very specific timeframe since you're not working for yourself.
So I 100% understand the first party suppliments going light on 'Extra PC mechs'
my guideline for right now is "don't talk about anything until Tom's signed off on it" but it's very useful to see what kind of things people would like to see
(though I feel like anything I've previously discussed in the context of Shadow of the Wolf as a potential third party release is fair game, with the understanding that objectives and requirements are not the same)
tbh I think that variants of existing PC mechs are cooler than entirely new mechs in most cases
like, to justify a new license, IMHO, you have to have something that's very thematically distinct
Iâm one of those crotchety folks who say âplayers have gotten enough, itâs the GMâs turnâ in my own stuff but understand the value of blending the content in first party stuff
and the licenses we have now cover a LOT of ground. Not saying they cover all the ground, or that we couldn't use extra weapons and systems with their own quirks, but let's be real: do we need another launcherspam mech when we have the Monarch?
If you want to create another launcher-based mech, why not just... create it as a variant of the Monarch?
Now, I do think it could be REALLY interesting to not just have variant frames, but also variant licenses
aka a whole new license that is mutually exclusive with an existing license
bringing its own weapons, systems, and frame(s)
it's not even like, 'it's the GM's turn' for me
it's that there just isn't a reason to bloat the system with redundant content
Players need to be made to suffer. I say this entirely unironically. We need more NPCs that hate you đ
because I specifically want to make new launchers to go with and the established paradigm is that variants don't do that
When two things overlap, you resolve it in one of two ways:
- make the new thing better than the old thing, which results in the old thing becoming obsolete or redundant. (the former is worse than the latter, but both are bad)
- make the new thing have enough quirks/differences to make it a side-grade to the old thing, at which point theyâre no longer overlapping and the existence of the new thing is justified.
nothing says you canât release variant weapons that replace the original licenseâs weapons, in the same vein as variant frames
The question is whether such a thing would be made 1st party
It could! But I donât know
Iâd rather it be done that way than create redundant content for the sake of filling out an arbitrary convention
tbh that just feels like it does the same bloat except arbitrarily shackled to existing licenses
nah, bc then you donât have to make a new frame, other weapons, and other systems to go with your new launcher
throw it on an existing license and youâre golden
itâs easier to find a new niche for a one thing than it is for a lot of things
eh, honestly, I'd rather just have a second license?
this this might just be a taste thing tho, so agree to disagree
Why?
Just means more work at the end of the day to add the one or two weapons/systems you originally wantedâŚ
sure, but it avoids an end state of the game having a couple dozen licenses that each have thirty something items each
as is, you can say "monarch license" and someone familiar with the game knows everything included in that header
tbh this is where this also comes in
If you are making an entire alt license
the main issue I have with just adding more licenses is that thereâs a bloody crap ton of them already
why not just, give it its own frame?
variant licenses would be like that, theyâd just be mutually exclusive w/ the other variants
I homebrew for fun so maybe I have a different perspective but like
so if I made a variant license of the Monarch centered around dumbfire missiles and direct AoE nonsense, you pick between it or the monarch license, to cut down on the broadness of the options
Okay but why attach it to monarch tho
tbh Iâm coming from 5e where I see some people make entire hacks just bc they had a handful of cool ideas
and Iâm tired of that as a GM
i also hate the whole subclass system where new subs are always better than old ones
that's fair
might not necessarily need to.
Iâm not against all new licenses, I just think that to justify a new, independent license separate from the existing group, you need it to fill a niche that doesnât already exist
I think there's room for more than one flavor of "missile mech" or "shotgun guy", even if those niches are technically filled.
Essentially, i think that options should exist (the ability to make variants replacing core content) so that if you canât justify a full license, you donât need a full license
Yeah, the existence of the Tortuga didn't really make the Caliban less a good addition
The problem with alt frames
is you can't just make whatever and slap it in
at least by the standards over in #homebrew-design , you need the thing to actually hook into the license of the frame it's replacing
low key alts can be harder to make than standalone licenses because you don't have the freedom to make gear that fits the mech, the mech has to fit the gear
i mean yeah, but niches can also be smaller than that. Monarchâs niche can be seeking, multitarget, etc. and a second missile mech can be âDear grid coordinates, FUCK YOUâ
point is that the new license needs to do something fundamentally different and new relative to what exists, not only as a single license, but also as combinations of licenses
yea, but adding variant weapons could also loosen that a smidge
I think the problem with variant licenses is... if we can just make single weapons and toss them in wherever, that's A) kinda hacky and B) inevitably leads to clutter and bloat. If you need to make an entire new license for each alt license, you have already done two thirds of the work making a full license so why not just make a frame to go with it?
Cutting down the broadness personally goes very against what makes lancer lancer in my view
there might be a decent middle ground ala specialty licenses from Suldan?
wdym
and yeah, fair. Though I do think variant weapons/systems would be a valuable can of worms to open up, cuz itâd possibly let there be more freedom in variant frame creation
I do not quite understand how it creates more variant freedom creation
Letâs say youâve got a variant frame, but itâs missing like one thing in the base license to make it fit smoothly
Slap a variant weapon/system over one of the base weapons/systems, and boom, fixed!
But that is not how Alts work and not even how most normal licenses work
specialty licenses are basically single license levels that are tied to the manufacturer instead of any particular frame, and can be taken as sidegrades to existing licenses
It slightly reduces the amount of overlap required to make it work
alt frames are frames that can be taken instead of the base frame of the license. Iâm just saying do the same thing for weapons/systems
lets you build one or two systems that you want without needing an entire license for it, or parasitising any existing license in particular
so that you can introduce an alt frame, then tweak a single weapon or sth to smooth over rough edges, and then slap that in as an alt to the existing weapon at the same time
That still means the option you are replacing must atleast be good and or serviceable on the alt frame.
tbh I don't like the idea of sticking alt gear directly in a license?
even if you apply alt frame rules where you can only have X many total things from each level
that's still gonna cause bloat?
less bloat than if you created an entirely new license
bc new licenses need more stuff than like, 1-2 weapons/systems and a frame
I disagree
3 people who each make 1 entire new license is less bloat than 3 people who each make 3 new systems for, say, Manticore
maybe objectively more stuff
But that just seems like a band aid kinda idea. If you make an alt and then require a new piece of gear to make it functional in said license i think it no longer rly does its job as an alt and would be better as a license
isnât 3 systems like half a fuckin license/an entire license level
at that point it gets a smidge ridiculous
but each license is its own thing, rather than one license having 15 systems
1 per level seems like a perfectly reasonable number if one is messing around making "alt licenses"
eh fair
It would also make for an unevenness across licenses
Like suddenly you get more value for picking X licenses because technically you have the option of 3 things
eh fair
it'd definitely make things a bit more daunting for my players as well
but yeah, bringing it back slightly to the channel's topic
nhps are cool and create lots of fun ethical questions?
I know I would definitely like to see some more player mechs/licenses from Shadow of the Wolf
Legionairre absolutely slapped but as someone who tends to focus hard on the player stuff, the fact that most of what it had was pilot gear or exotics was a little sad.
totally understandable
Iâm a sucker for pilot gear and exotics though, excellent ways to convey setting through game objects
Nice
So, Shadow of the Wolf huh?
Baller name, zero clue what it could mean though lol
In da heart of KTB as we lead to believe
Inside KTB there is one wolf?
duel, romance, and drama intensifies
Classic KTB stuff
inside the KTB there are two wolves
one of them is gay, the other is a giant robot (which may also be gay)
đ The Wolf
đ The Cooler Wolf
Bonds, including "the Wolf," are named after Karrakin Passions, so it's entirely possible the name could refer to that
ooooh
The Wolf is the edgy loner bond
Shadow of the Wolf is the shadow of the edgy cool guy mythos!
Next book is Shield of the Titan
previous to all this, I did have tentative names for sequels just in case
Grave of the Titan
Kingdom of the Fool
part of the Wheel of Dis series, IDK
The Titan died 
Wheel of Dis what
that feels like a deez nutz joke
it's mostly a sign I have spent too long reading Karrakin shit and should stop
^ my brain, colourised 2023
Should've named it after a Bond that doesn't exist yet and include that in the book
STREAM OF THE COMBAT IDOL
Anywho, good job on getting the promotion into green name status Kat, very excited for what it entails
Please be SSC alts please be SSC alts please b
they already have an SSC alt, tho, gimme the HA Kniphofia
Calendula
Calendula?
Tom threw out the idea for a Balor alt in the KTB guide at one point, which didn't make it in but would be so cool
how could you forget Spooky Dave?
I know đ
like unironically that was the highlight of the KTB book for me
Too busy admiring White Witch's beauty
(Unfortunately I do not click with the bonds system because I'm bad at roleplaying)
Can't be bad at roleplaying if you never play 
Who needs actual play experience anyways if you can just assume you'll be good at it
Ngl I love Suldan and I -really- want to take my players there.
But our group already struggle with choice paralysis enough that with the sheer breadth of mechs already added by Suldan, specialty licensees are the kind of stuff where I tend to get dizzy X_X
(Also low-key wish they were their own LCP as they can make browsing Suldan in comp/con a bit if a clutter)
The KTB book has a few interesting tidbits and hooks for potential RKF frames
(Also ack... sorry, currently at work and didn't realize how far scrolled back that is)
I'm still really curious what a Tagetes mech would be >.>
Nervously laughs in someone with multiple homebrew manufacturers installed
I know someone with literally 100 different homebrew LCPs in and I don't know how they haven't bricked their comp/con yet
I get very easily overwhelmed by homebrew options. Right now I have three installed; one is mine and the other two are LCPs made for/by players at my home table
idk
no love for the Aracaea?
I only know they have that many because they asked if I had any because they were collecting the last few to get to 100
Fear
I mean.
Same.
Though the breadth of homebrew makes me realize they would better used in "pick first what homebrew actually add flavor to specific game vibe".
Like the Brown Goose instantly had me go "actually that could be great to convey the fantasy of a small scale grunt-tier mercenary company with their own infantry squads"
OvO
yeah honestly it's definitely best practice to curate what 3rd party things you use in a given campaign
otherwise you'll just, lose track in all probability
This is my favorite YA fantasy novel series.
I have considered making like
a Tagetes/Tagetes Fusiller frame as part of a big bundle of LL0 frames but that's still in the theorycrafting stages
On another note, I do have to say I enjoy how official modules so far have found ways to introduce most of their new mechs via the actual play;
The world killer you can reassemble in Wallflower(and Regret), the NPCs you can face in Dustgrave or the possibility of meeting the designer of the Empakaai selecting a player to be test pilot of his creation in A Siren's Song(iirc the draft).
So I have to admit the possibility of an adventure set at a Karrakin Cavalry college, the place(?) the FG mention as having helped design some of the homemade Karrakin mech designs(?), do make me kinda hope to see more of the named Karrakin mechs >.>
(On random botw note I do find interesting that the students with more means tend to use mechs from OTHER manufacturers, such as SSC, which feel like it give the vibe that it is students from poorer houses/ignoble students using the actual Karrakin mechs? I could misrecall the bit though)
I've never had an issue with Unlimited Homebrew but my players aren't trying to cheese it hard enough to make problems
yes, give me more to make my player sweat more at the tactical fights.
I mean I wasn't going to call you out by name but if you're just gonna come out and say that when you have literally forgotten multiple entire licenses from lim space uh
(Balance issues with mixing homebrew is an entirely different question than "how much is too much stuff?")
I use a LOT of homebrews on NPC side, PC side I usually limit my PC 'pick one third party for your builds, I'll allow two after we check'
Yeah that's pretty reasonable