#Solstice Rain Remixed
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Tl;dr spending a few tens of thousands on traditional munitions to blow up something that costs tens of millions is a ratio that's considered "good enough"
When the thing you're fighting against costs barely anything and your munitions costs tens of thousands though, it's a bad ratio. That's what would kickstart a portable beam weapon revolution, but there's no fiscal incentive to spend the resources miniturizing the tech.
So mechs and pilots are still very much a thing on Cressidium in my remix, but they're more conservative with using them because losing a frame is a loss of a lot of capital and time.
I think in my game I'm probably going a bit in the other direction. The wealthy VestSov [rich from historical dominance and colonialism] is ramping up military might to an even greater degree as the newer militant faction pushes through and achieves economies of scale and probably mistreats workers to lower costs. The Nov Elysia was sort of a distraction to try and cripple tactically selected LSA military manufacturing and resource plants [this bit is a work in progress, not exactly sure how they're gonna cripple em], cementing them as a military superpower.
LSA can't fight very well and is getting crushed, intel comes in that the Sov is building something even bigger. Union must step in.
I dunno, I think the original SR prompt is a bit restricting in how Union's not really meant to step in at all, makes finding a reason to continue the story [other than having the hostages captured again, not a fan of extending that plot really] since I'm kinda second guessing myself. Decided to just say 'whatever, Union steps in because that's the game. Deal wit it' 
This is for after the original module to be clear
I am all for finding ways to make Union stick around after O:SR
The “hands tied” thing is a good way to increase some drama/stakes tbf but the basic “okay hostages saved we’re back to being neutral” feels so… odd to me
Maybe if the VSAF immediately sued for peace afterwards
But it’s clear there’s more issues afoot, and one of the factions actively tried to kidnap and harm Union folks, so I don’t know I feel that should have some more gravitas
In short, cool, love to see this approach, Dusty
Yeah, it feels like the only way to create more drama on the planet is to threaten Union directly, which feels kinda stupid to do in the first place.
Even my player's characters are talking about how dumb they are lol
I'm just going on the thought that the Sov wants to dominate the world basically because they can, measure themselves against the 'Great Men'
of the past. The sun will never set on the Sov or whatever.
My brain immediately goes to thinking about who's the Zabi family (gundam reference I'm sorry) amongst the VSAF that can continue serving up bigger fish to get fried
That SR is the opening act in a greater plot/offensive and Kiros isn't the head of the proverbial snake
Yeah, I was planning on having Kiros reappear but one of my players was like “last time I saw an Operator do that they showed back up again”

Honestly my take for act 2 going forward is just the players stick around after rescuing both characters
Like, there's a war ongoing, we should screw legality and just help
I find it hard to believe that union would be like "We got our folks back onto the Rio. Have fun down there, kids!"
I have to imagine that they would be allowed to intervene as a joint operation with the LSA and other allies factions with the proper rhetorical finagling
I think it would depend on omninet access. Generally flat in structure and units that don't have omninet are allowed some form of autonomy to react to conditions on the ground without waiting years for word back from a higher-up stationed four systems over.
So, imo, it would probably be the Captian's call, unless you want to say they used omninet and rang back to the Admiral during downtime or something.
I see
I would imagine some weapons systems/tactics would require approval from the higher-ups to activate or use, but a squad of lancers being big damn heroes would probably be okay
I'm definitely.leaning towards Rio Grande being the only ship on fleet and doing all decisions on the moment
Just act of heroism
Likely from Farris after being saved
Wrote some news stories for the player who rolled a 20 on gather information lol.
Is There No Hope For The Sovereignty?
In the heart of the Vestan Sovereignty, political tensions continue to escalate in the wake of the attack on Nov Elysia. Many politicians deny any involvement and express anguish at the harm caused as the Purity Revival party formed 30 years ago continues to gain power and positions within the government amid assassinations. Recent weeks have seen an uptick in aggressive rhetoric and public demonstrations from the newer party, which advocates for a hardline approach to foreign policy and expansion through military dominance. Propaganda in the Sovereignty depicts increasingly neo-anthrochauvinist sentiment, suppressing foreign culture and trade to focus on weapons development and military expansion, annexing nearby territories as the opportunity arises.
Key members of the remaining older, more progressive members of parliament are expressing growing concerns over the direction of their government. They argue that diplomacy and cooperation are essential for the Vestan Sovereignty's stability and long-term prosperity. However, the voices of moderation are increasingly drowned out by the fervor of Purity party, raising questions about the Sovereignty's future and its relations with neighboring regions. It's common to see less and less of these compassionate voices as the days go by, people fleeing for their own safety or mysteriously disappearing.
Are We Prepared?
Following the recent brazen attack on Nov Elysia by Vestan armed forces, the Leandric States Alliance (LSA) has rallied to support the besieged capital city. With assistance from Union, who played a pivotal role in repelling the invasion, Nov Elysia has begun the arduous process of recovery and reconstruction.
The LSA has condemned the unprovoked aggression from the Vestan Sovereignty's militaristic faction. Representatives from LSA member states have arrived in Nov Elysia to express their solidarity and offer humanitarian aid to the affected citizens. However, many fear the LSA is unprepared for an attack at the scale the Sovereignty is likely capable of at their full strength, proxy wars for resources are largely won by the Vestans and it feels as though the Alliance shrinks day by day.
In a joint statement, leaders reaffirmed their commitment to diplomatic solutions and regional cooperation. They called for an immediate cessation of hostilities and a return to peaceful negotiations between the Vestan factions. The international community watches closely as Nov Elysia rebuilds, hoping for a return to stability in the region and an end to the cycle of conflict.
Oh this is great, bonus points if you turn it into a “handout” (digital or otherwise)
Hmm. That's an idea. I just posted it in the discord lol.
Hey, it’s great writing either way, super expository
:3 I got some help from AI to be fair.
My newest trick with it is getting it to write me 50 names and pick from them, I'll probably find something I like or combine a few.
The other PC is getting talked to by an enthusiastic reporter from "Mountain View Post" - 'cause Union's all about mountains? I dunno, seemed cool.
Thats really.cool
How did you go about it? Did this happen mid session then later you wrote it?
Or is it a play by post table
It's play by post. We're in downtime for about two weeks so I'm taking it kinda slow.
Aah
I've actually been thinking of just writing a huge paragraph of text for my two week downtime for my act 2 in my custom campaign
I ask my players each what they spend their two downtime actions on, and then based on what they're doing, I'd write a proper story to fit in downtime
I should ask that on gm corner brb
Yeah, my players aren't super proactive in this downtime so I'm throwing some stuff at them and tying up some loose ends and seeing what happens.
It's really just a manner of "do we return act 2 dealing with downtime" or "do we return act 2 with a briefing and encounter start"
I'm having too much fun writing out the downtime events to be a bit more narritive
that does sound fun haha. I know a lot of the downtime events seem to just "happen" to the PCs
the part where they meet local soldiers speaking in incomprehensible pop culture references are going to be me doing a dankpods impression and talking about homestuck like how people today talk about ea-nasir
I intend to do psychic damage with that one. That's what they get if they roll a 1/2
whats a recommended time start period?
like at what hour should time be when they land at the plaza?
considering it goes the full 36 hour, i wanna slot in rain for like 10 hours or so
I can see arguments for 0 or 1
6 AM
ooo fair
pretty much done with the layout for this
stuff that will be within foundry will be the clocks, the vip text and the weather state + time
and i figured i'd make appropriate nodes for each state of them, was thinking of adding a tooltip as well for each one, like little pop up text above the node
nice!
atm pondering how to write FOB Saber considering its now a blitzkrieg attack, any ideas?
while i could still say its a makeshift base built in the moment, i gotta consider how fob saber looks like a walled off place with turrets and gun emplacements
and hard to explain that it got built in the span of a few hours
maybe could say it was a previous and long gone LSA outpost used in cressidium's war that the foundation stuck around
was turned into a garage for motors
and now suddenly with this it got reused once again
hmmm
My take was that "FOB Saber is the one place where Union was allowed to land, to give demonstrations of the printing tech"
In my remix, my original goal of the dropship was to rendevouz with the captain and ambassador at FOB Saber, as usual, before getting shot down and launching into Combat 1 and the point crawl
Any defenses would likely be makeshift and thrown together, yeah
yknow i never understood how fob saber already had those walls around it lol
but that's a good call, i forgot that fob saber literally has the only printer in cressidium
i keep forgetting that union economy plot point lol
i spent my weekend jsut working on assets and music
actually nah, it's a good point: only printer in cressidium = put it in a fob
got it all figured out now
thank ya valk
i really oughta give solstice rain a proper read through and though
since the maps are premade ive been giving them one hell of the foundry effects abuse
just setting that immerssion
FOB saber was built around a printer the union had brought
The original intent was to use it to showcase the benefits of joining the Union
Then it got repossessed into military service to keep Union ground forces operational
Yeah checks out
Essentially, FOB saber is built in the industrial part of Nov Elysia, specifically in an automotive plant where they had originally brought the printer to show off
Easier to build the base around the printer than move the printer to another base
Especially when you can use the printer to fab all your base defenses and basic infrastructure needs
Facts
Thank ya
Session o the 25th, I'm gonna see if I can finish writing my stuff and post them here for feedback
Mostly just the Rio Grande, dropship and combat 1 stuff
Oh yeah, question, what do with Garcia
Was thinking of putting him down in fob Saber if the aa was cleared before entering the fob saber
If not, I'm clueless what to do with em
I put Garcia in with the PCs when they landed, after the holdout he pops out with some dudes and they're part of the escort they do in combat 2, and they also have another gal there - Lieutenant Saous - who works the omnihook for them.
Oh, that's interesting
The marines are injured and don't do much in combat, but they have some funny dialogue and sorta move things along.
Like Garcia lost most of a leg and Saous lost an eye but they're chuggin along like badasses
:) Otherwise their only role really is to hang out at the FOB
Inside the bus obviously
Like, intro would have him go with players, another dropship with other union soldiers
Yea. In combat they connected the omnihook to a player to clear a stunned condition and stuff, so maybe you could treat them like a reserve or something.
I want to revisit at least one random encounter to add Garcia to it tbh
But having him in Combat 2 territory makes good sense too
To the point that I think I may like that idea more lol
:) steal it
Consider it stolen lol
It's pretty good, I really like the reserve idea that you can "use him" to clear a condition
Maybe something like once per round? Shrug
Unsure how good clearing a condition is
I would say once per scene or mission tbh. Or use the LSA sniper reserve or something.
Ah I mean on that specific combat only
Have Garcia on the bus, and he orders you around
Hence condition clear
I thought that's how you had it
Maybe they can use a commander trait.
Yeah the condition clear was mostly a way to make the fiction line up and basically improvised in the moment. Because I was running the seeder where you couldn't see the mines [the right way] but the players and people I got advice from at the time were telling me I was running it wrong and you should be able to know their location. PC stepped on a stun mine and was saying that they think stun is stupid, so I kinda said "ok, if you can get the escort to the PC they can clear stun and everyone can see the mine locations."
There’s barely any mechanics that clear conditions; Black Thumb 2/3, Stabilize, Grease Monkey 2, and anything that just outright grants immunity on-demand (which I think is only Aceso Stabilizer), plus whatever PEBCAC does
It would be super valuable to have imo
And would make him feel useful
Would it make the encounter more special considering its up against Archers, Priests andddd
Engineer
Not a lot of condition causes I think
Actually
Archer suppress counts as condition
Hmm
Yeah, having him would make me want to change the controllers from Archers to Seeders in that combat
Since I think Archers still get a shot off even if Impaired is removed? I’d have to reread
Hm
Swap archers from combat 2 into combat 3?
Who the hell has seeders
Is it combat 3 or 4
I put seeders in Combat 3
There are archers, seeders and barricades in combat 2 isn't there?
I’m not sure if Fluffypaws is using my remixed combat
Because I stripped down a lot of the fights to 1 of each role (approximately)
O I am
I am just misremembering
Doesn't combat 2 have archers?
I mean, put the seeders from 3 into 2
Combat 2 has archers, yes. I think both the original and my remix has them
Right, well, I don't know if Garcia clearing condition for combat 2 oncd every round would be too much versus archers
Priest wouldn't have a good target to boost if no Archers
Yeah my Combat 2 remix is a weird one from when I played it
No Barricade and no Seeder meant that players could walk up and smash real easily
Not sure if that was GM piloting error (I held off on early reinforcements), a matter of how I set up the opfor, or a combination of both
Probably both
That’s default SR lol
Yeah take a look and correct me if wrong
I think it's fine to deploy teinforcements early, and it always depends on player behavior in the end
But Combat 2 was the Engineer and Seeder combat, with Cataphracts to boot
Gonna be running this with a bunch of newcomers to tabletop
So I think they'll naturally play defensive on CO.bat 2
Even if the objective is pushing forward
Yeah I ran for veterans who gave zero fucks
Or rather, at least one vet with zero fucks and a heavy slug shotgun
I'm definitely looking at the remixed combat for my own sanity
Using every NPC is fun but I gotta use these little dudes somehat effectively and I don't want to forget half of the unique things they all do
Not to mention any narritive changes I make
Focusing on 2-3 NPC types helps new players keep track of what the hell they all do as well
I've run 5/6 of the remixed combats, with some alternative rules with them. The players I've run for have had very little trouble steamrolling them, but each party had at least one Lancer Vet
If you run the 4-6 they suggest by default it gets a bit much for newbies on top of remembering what their own mech does
I liked how Combat 1 played out the most so far, it just felt fluid and interesting
I will definitely be revisiting my combats with an addendum for alternative enemies, probably using a roster of common enemies that get progressively more optional features alongside unique "officers" that are allowed to break the mold
Oh by the way Valk
"Initially, players will only be aware of nodes 1, 2, 3, and U (as well as the connections between them). The Mission 2 nodes (4, 5, and 6) are hidden until the PCs discover clues that could clue them to their existence. Once one of those nodes is revealed, its connections will remain obscured until the PCs navigate to a node that has a direct connection to it."
This part here has me confused a bit, you mentioned these nodes are revealed initially, but you still attach clues to nodes 2 and 3
Do these nodes really need clues if the players already know?
The "clues" in that case are more like "prompts" or just "rumors"
like "oh yeah there's something interesting over there"
goal was to give more rumors/reasons to go to the other places
Ha yeah I mean I intend on Kim giving debrief of the situation after.combat 1 and then he explains about shit happening in downtown, then the anti air causing issues, then I'd reveal the tactical map of mine with all 3 nodes on display
Was just making sure
Thank ua
yup yup sounds reasonable
been writing stuff up and around, wanting to hear feedback on this part after players finish introducing themselves;
Garcia assures the players that they won’t have to deal with any public face and that they should just follow his lead. He talks about how they’ll be landing at Forward Operating Base Saber, one of the LSA locations that contains the only available modern printer that was installed as a way to show one of the many benefits of Union. As security detail, they’ll obviously be going there in their mech suits and once they arrive at FOB Saber, they’ll later talk with Farris and see what the plan is.
With that briefing being concluded, Kim closes it off and dismisses them all, letting them all follow Garcia into the hangar to get prepared and ready to depart on the dropships.```
well its thanks to dusty's idea of including garcia on combat 2 that i even put him in the briefing lmao
past this, i just follow the same script/guide for the dropship scene, cept rewritten to include only the sudden beam attack by kiros that leads into the crash
Honestly I think I may change my incoming posts as a result of this take lol
I knew that Garcia’s lack of screen time rubbed me the wrong way but I had everything else on my mind when I initially was putting things together. Having him front and center in the briefing sounds excellent for ensuring his inclusion
yeah, plus, making him the "lead" flows better into the idea that the players crashing stranded gives a bit of "well shit guess we're on our own"
which just leads later into maybe pushing the players into going to node 2 since they'll know that garcia is there
i was even thinking that perhaps since garcia is there, if the players go to fob saber before going to node 2, i am thinking that maybe garcia arrives at fob saber later bruised perhaps?
dont wanna say outright killed, but maybe kidnapped too
oh by the way, i have a player who's an nhp and they've written the character as more of a hardware that's really good at piloting mechs
however, i am curious about how the crew of rio grande would see the nhp
my player said that they believe that the crew would be inbetween on seeing it as a pilot and as a tool, but i'm curious how Garcia and Kim would see the nhp
the idea i discussed with this player is that the nhp is aboard the rio grande for its first field testing scenario
i've never dealt with an nhp of the level of deadliness of a lancer, so me no sure how to go about it with these chars
to summarize, the nhp is just a really good shooty thing that pilots mech good and for that its a really good nhp, but its also very slow and very much focused on just killing things even if it still has a form of personality
I like Legionaire for that reason. It's 3rd party but has alot of answers for things like this.
I would assume Garcia might be weirded out by it. Kim would probably be unsure but not cold. And Farris would probably be kind of curious at least to me.
aligns pretty well what i had in mind then, thank ya
and yeah we're using legionaire for it
Though legionaire itself wouldn't really help in deciding how these oremade characters would react to something like an nhp mech pilot hehe
Then again I font have it my player does
no but it IN GENERAL talks about the issues and hurdles of an NHP pilot
Ahhh true true
For some reason, I got the idea of a player asking got a map of the world/region and while I don't feel like I could produce that, I've apparently set them as nations on opposite shores of an equitorial basin/inland sea. Okasnia (and others) is (are) a present force in the world, but they're an ocean/oceans away.
Yeah that was what was on my mind tbh
They have opinions on the arrival of Union, but the LSA/Vestan conflict is getting some special attention because despite being a cold war, it has the highest potential of going hot. Union would prefer it not going hot.
Another idea as I'm chipping away at the beginning.
I'm thinking about progressing the negotiations ahead to when the some sort of treaty is in its closing stages and all that's really left is to have all the dignitaries involved sign it (and explains that the captain is on the surface as someone who can be an extra signatory for union).
The military presence at the beginning of the crisis could be explained by saying that, as a gesture of collaboration once the treaties are signed, there be a joint arms exercise between some of the mechanized cavalries of each faction. The Vastans requested a larger, multi-branch one at first and they seemed quite eager with their staging, but it was negotiated down to just the cavalries.
This leads into a narrative beat at the start of the story as a roleplay coda for session zero where the leads of the three units are having a coordination meeting ahead of the operation. This introduces the LSA's *Unit Zero * and the VSF's infamous Furies. (them also being a unit can come up later)
Unit Zero's team of four immediately excuses themselves at the start of the beat (which is the end of the meeting) because they have bad blood with the Furies. Also because that's a lot of goddamn NPCs and some of them have to leave. Instead, the PCs will interact with them at downtimes.
The Furies are commanded by Kiros, but he's not a part of them. As such, his name and their connection with him gets dropped early on. They stick around afterwards because they want to chat with the PCs and size them up before the operation begins learn more about the equals they "haven't met in [Obliterated city that I need to name still]."
I'm not gonna write down everything I'm changing, but I wanted to throw that out there to at least see if the framework makes sense
Love this
hmm, considering that only one player as the omnihook, i'm thinking that once the players land on the crash site, the omnihook got screwed and for that they're really outta it, followed by the gunshots and chatter coming from the vestan forces that immediately make it clear they're hostile
or would it flow best if the players have their omnihook working, meaning that kim can talk down to them about the situation?
My take is that Omnihooks are finnicky and take some time and care to tune properly, so you can't really use them unless you're taking a rest/full repair
if you're in the middle of a firefight or just got out of a dropship crash you'll need to find a safe space to hunker down and start tuning again
yeaaaah
that was my plan
after the battle they can finnicky with it, whoever has it
out the mech and so o n
but to start off the omnihook is fucked upon landing, and the players know they're around hostiles cuz of the way how the vestans enter
My take was "okay you're out of a fight and done retreating, now you can get hailed by command" so yeah what you said
oh and just a reminder @nocturne basin , players dont need to figure out all clues to come to the revelation, right? if they can figure out the revelation by saying it out loud or just coming to the conclusion all together, that's enough for me to tell them that a new node has been revealed and so on, yeah?
right basically. If they figured out where a thing should be using one of their leads, add it
like, if the harbor gets mentioned, put the harbor on the map
the point of the 3 clues each is to have backup clues
right right
(that and they're less so "clues" than they are "hooks")
The way I'd run it is that as soon as I give them one of the clues, it unlocks the location
It triggers off me telling them, not them repeating what I told them
I'd be generous with it
i get it i get it then 
well aint gotta worry about it until players finish either combat 2 or 3
What should be the consequences of chosing not to handle the traffic & jammer nodes?
What’s the “traffic” node specifically? Is that Downtown/combat 2?
If you mean downtown, I might say that Staff Sgt Garcia isn’t present in FOB Saber and can’t provide assistance
Since I was thinking of putting Garcia in Downtown
Jammer is simply that “you still can’t easily communicate with folks” so you may be able to rescue the Captain and/or Ambassador but you can’t radio for help to pick them up
Yah the escort. Removing Garcia seems like a good choice. He's locked up solving the crisis down there
yeah, or simply hunkered down/injured/trying to keep everyone in one piece vs Vestan blockades
the notable thing afterwards is now you can use Garcia as a "Reserve" or resource once the players bail him out
speaking of that, i feel like the dropship unlock from the anti air thing may be too much? not sure
I like it as a 1 time use
I still haven't written that part yet
but I like the idea of "okay time to move fast" once to make up for lost time
A silly thought regarding the omnihook, what if that's the reason you have to control the crash site. It gives the party a reason to stick around other than "hey cool a free bombardment"
The sitrep is a holdout after all. The objective is to keep the area secure. "The omnihook is still in the wreckage" seems like a good reason why the party wouldn't want to just break the enemy line and retreat.
Reasonable, though now if they fail, they'll be Omnihookless. How that affects the rest of the module is going to be up to you.
How I plan to handle it is "if you succeed, you save your pilot, who can subsequently help you with skill checks"
I do like the potential stakes of missing an Omnihook though, sounds like an interesting way to start
i think just justifying players sticking around makes sense anyway because you don't generally want to be chased down by enemies thru an unknown city until you clear them out
I like that this gives the holdout more meaning. It's also easy to feed that into story consequences
I'm trying not to make it a situation where having it isn't either pointless or irrelevant and that's proving difficult.
So I imagined an international organization that trys to conserve space infrastructure and reorganized the entire geopolitical situation instead. 
I'm personally not a huge fan of the concept of an omnihook, it shrinks the space for interesting stories
Tl;dr to not post a wall here again:
Scuttling their omninet and going dark to Union Kessler'd the planet and that's what helped kick off the barren years. Eventually the nations came together to form the "Space Infrastructure Conservation Organization" (SICO) to De-Kessler the world. Space infrastructure is maintained and protected by them.
VS backed SICO heavily when the entire world was on the anthrochauvinist grind, but VS now views SICO as toothless as the rest of the world stops being so seccom about things.
(one of the points I wrote down was "flesh out VS/VSAF more")
the first session has gone SWIMMINGLY and it will only be next session i'll be able to reveal the lovely point crawler 
but the whole narrative rewrite with the blitzkrieg attack on the dropship went well too
my players immediately love garcia too due to the briefing
sadly i didnt get to fit in rio, but i hope to bring her in picture once my players finish the first combat. gonna have her speak to the players in a quick haste due to kim being occupied dealing with rio grande ordering so rio will be the one to introduce the map of nov elysia, as well with the whole mission objectives
and then kim will come in to talk about how important things are and so forth
gotta write up the script for that
all in all, super fun, my 3 newcomer tabletop players are having a blast
one thing i noticed
my players are killing things fast
BUT
i think thats due to two players having anti material sniper
bastion is so weak with their armor penetrated
Combat 1 has a lot of armor on it yeah
my players got so much ap
lmao
first round and 2 enemies dead
spawned in 2 more, which was a bastion and support
2 more enemies died
now i brought in a scourer and bombard
and we stopped the session there
start of round 3
Normally I’d just be worried about whiffing the AMR shot and then feeling bad lol, so I’m glad they’re landing their shots
they hit like
one player has the hurricane cluster
superheavy gms
and my god
they got to land 3 tokens out of 4 in one blast 2
WHY IS THIS THING ORDNANCE HEAT 2?!?
i figured this would be loading
but no...
its just ordnance heat 2...
yowza
lemme get a screenshot of the current situation
down here is the latest reinforcements
tbh one player is already structured
i'm unsure how to go about the rio briefing of the map and what to do next
How so?
as in, i want to push my players towards going to node 2 or 3, rather than straight for FOB
i fear they may go for FOB if i tell them that they get full repair + license level up
The incentive I use is “you get more exotic gear if you do more stuff and you only get 1 full repair period”
Right, if they use the full repair early then that's it
ahh
so i should tell them that stuff then?
okay
thought the exotic award was a surprise
Additional incentive is tying clues to finding Farris and Bannerjee or otherwise making the search easier to those nodes
like behind the scenes thing
Alternate solution: the stuff they need for a full repair is still en route and won't be available until Hour 8 or something
Nah lay that on the table
gotcha
yeah i mean i got garcia stranded on downtown now
so that may be more incentive to go there
but okie
Absolutely
Get Garcia and he can become an asset for the search/mobilization
Delete the Rainmaker and you can get that 1 use dropship I mentioned
NGL, I kinda wish this had all been usable before I ran it 😂
Love what you guys are coming up with
Well I ran it once with a group of Randoms as my second time ever GMing, and now I'm running it for my main DnD group. So unlikely I'll run it a 3rd time
Been thinking about lancer missions where you pick your own combats sorta like the point crawl and about NPCs as reserves and was thinking that if you could gain some allies in the field you could send them to complete a combat for you (maybe there’s a roll to see how it goes).
im not sure on that part, i feel like the players don't have that much authority
npcs as reserves shoudl just be backup you can use in combat
I mean, if I have a lot of combats or the players need to get something done like not immediately you roll like a d20 + bonuses for special equipment. On a 1-9 they failed and you gotta go rescue them, on a 10-19 you get one reward and lose objective or gain objective but suffer losses. 20+ total success, minor losses
And it might resolve in like a day
This is in my kinda setting too where it’s a quest board type of deal for combats/scenes
Oh that's tots fair haha
It makes more sense in that way now
I was just imagining something you declared and boom done
Just wondering, but are exotics shared for the team or does every player get the same exotics?
Like 3 exotics for the whole crew to choose and use, or 3 exotics for each player
I'm thinking of just using the SR exotics in this case
Just to keep it simple
3 for the whole crew
Yeee figured
I'm gonna see once I'm home to write the script to read for post combat briefing, then post it here for review
Just wanna be as clear as possible with my players, since this will be their first point crawler
pondering having the more unique npcs in combats 3, 4 and 5 be furies lietenenanttnts
definitely read that as "furry lieutenants" at first
This is not the first time someone misread Furies as Furries and it likely won’t be the last lol
All I can think about is that Between Two Ferns episode with Brad Pitt https://youtu.be/wnF-zTrHvGs?t=70
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I think I stole the idea of having the rainmaker and elite sentinel in combat 3 being Furies and they talk about the furies and stuff to the players.
4 and 5 I didn't really worry about it too much though
Dies from ace combat:
Solstice rain act 2
- okasnia has been completely taken over, mass producing industry to fuel the Vestan coup forces
- tartarus is somewhere amidst okasnia capital
- entire act is based around liberating Okasnia capital from Vestan forces
Act 3:
- vestan forces have a superweapon, a huge powerful naval fleet
- have battles across vestan country pushing to the capital (or space airport)
- finish it all off with a battle against vestan ships before the climax of fighting a giant size 4 vestan capital ship
Then woo-hoo solstice rain over vestan seccomm DEAD wooooo...!!!
Thinking about how I can invent a situation where I can name the final combat "Solstice Rain" so I can do the 'name story part after the title of the story'
Bless
Okay so minor context: Mission 3 will have the PC party attempting to get into a space elevator to disable Tartarus before it goes online and prison world/deletes Cressidium
I've thought of two possible options to pose to players as to how they do that.
-
Amphibious assault. More combat-focused. Hazardous because the city surrounding the elevator has "holy world" status and damage to it will have consequences (no support or possibly hostility from the residents of the city)
-
Orbital insertion. More narritive focused. Will have the PCs infiltrating the elevator and completing objectives in more subtle ways, but the more failures they rack up, the higher the likelyhood of capture/expulsion/having to retreat to the mechs and do combat
I can't think of other options beyond that. "Blow the elevator up" is considered to be a fail state but players can always choose to fail 
The point is to give them a little ability to choose their own path since the mission is gonna be a little more linear for them
Idk what they're gonna end up liking but I'd like to make them both sufficiently tantalizing
I'm late to this (and a hack), but my version of TARTARUS was a submarine-mounted, water-cooled ground-to-orbit beam cannon the Vestans were planning to use in order to shoot down the Rio Grande, and they wanted to use Captain Farris as bait in order to get the Rio in its firing range
Later missions post-OSR involved the players assaulting a Vestan carrier battle group under the cover of intense LSA e-warfare (reverse-engineered from the VSAF jammers used in Nov Elysia) to capture the flagship under a tight time limit, then use its broadcast codes to get to the submarine's operations area and board it before the Vestans realized they got a CBG stolen from them
that is awesome as hell
also, i may not be able to do post-osr stuff because managing it and my custom campaign will be a pain the butt x_x
but still, lots of fun stuff ahead atm
@nocturne basin curious, but what were you thinking on going with this clue? 1st Lieutenant Kim provides a hopeful lead that Farris and Bannerjee (or someone who saw them) escaped to Downtown (post-Combat 1 briefing). as in, what sort of lead does kim say here? is it more him just speculating that this is where they may have evacuated?
or is it more like "well this is usually where they are around during diplomatic visits, so perhaps they may be there"
tbh i'm considering just turning this clue into being related to just where Garcia has crash landed, but i kinda wanna include this part with farris and bannerjee
Yeah, I was thinking about bringing an e-warfare aspect into it. Possibly could use it to give Rio an opportunity to shine.
and now, i present to you all my post-combat 1 briefing that you're free to give feedback on 
feel free to tell me what i can improve, i made rio be part of the briefing due to me wanting to give her more of a spotlight, but still wanted to include kim in
“When we last heard from Captain Farris, she was in downtown Nov Elysia”
This is my preference: I would not write up paragraphs of briefing, and instead just have bullet points that I would reveal over the course of a conversation
Again, that’s my preference. If this makes you more comfortable, go for it
But I’d feel like my hands are tied and I don’t get to “interact” with the players (and vice versa)
I don't think I'd ever want to prewrite text to read aloud to players, I feel like I couldn't avoid making it feel wooden or unnatural
But that's me
If I were doing something custom I could see that, but I feel like it works really well for modules
Heh, when I eventually write a module, I plan on giving zero read-aloud text, just describing things to the GM in a way that makes it easy for them to create their own read-aloud text on the fly
Good formatting goes a long way there
Yeah no, it actively ties my hands in published modules too
Lotta information to parse in purple prose
I want the info I need to know cleanly presented to me and then let me handle the rest
If I have a “this is how the NPC usually talks/what’s their motivation and mannerisms” and “this is what they know” I can get a LOT done
That's fair. I just have limited creativity and experience, so it's nice sometimes to have a more detailed text. For character stuff I can understand not going pre written, but I think I prefer it for scenario moments
I find that the amount that I enjoy a module is inversely proportional to how much read-aloud text it has
Do whatever works for you tbh. I usually prefer like, 1 paragraph tops of read aloud text, to quickly convey the room/situation. But that’s about all it should do: convey the situation, and get out of the way for the players to react
ooo thank you
i have pre-written text because it does help me a lot for briefings and stuff, cuz it is actual important information and my players aren't that experienced so
it's just what i'm comfy with!! i didn't do pre-written for the first briefing because it was loose n all that
I only wrote paragraphs to post publicly because my players were requesting it.
Otherwise it's a pre-written preamble and then it's off to improv land (though SR looks like it'll require some notes)
i defs went improv for the first briefing
i like to keep it slick and profissional, my players are being briefed in the situation after all
if my players weren't new i would defs keep it just pure improv
oh yeah question @nocturne basin does completing kirmani plaza count as one hour still?
Yes
Unless you wanna give them the extra hour
Which tbh I wouldn’t blame you
i think its chill
I've named him Typhon for plot reasons
Not only is there a Gaia involved. There's also an Elysium. I've worked backwards to say that Nov Elysia means "North Elysium" in cressidium dialect
Tisiphone
which one is alecto and which is megaera
There's the Hive and the Pyro right
granted im thinking of going with just having his name on display on the token
im still debating on it for important tokens/npcs
if having callsign, mech name or their name
cuz i have on the abilities stuff like this
still need to properly write it
but i'm just battling on whether to stick with callsigns, mech names or actual names
I believe I made Alecto the Pyro but I'll have to check my notes.
im very much inspired by wallflower and its way of making boss fight npcs have abilities and stuff contain flavor
i must... make a choice...
maybe i'll just do mech name + callsign for important characters
i am just... so unsure
augh
ill get back to figuring out a nice aesthetic/vibe to it later
must finish my last player's sprite first
So this is due to my rewite where Kiros gives The Furies orders instead of being the ultra operator. The Furies are their own elite task force that the PCs will meet in session 0 and hear getting gassed up during missions 1 and 2.
Megaera "Mag/Meg"- Operator
Alecto "Alec"- Pyro
Tisiphone "Ty"- Swarm
Elysium is a space elevator. Gaea is the city of supporting infrastructure around it. Tartarus was built into the space elevator. Kiros is the BBEG birthed from Tartarus. Hence "Typhon."
Speaking of, anyone have any neat ideas on how to non-destructively disable a superdevice on top of a space elevator?
So far I'm at "cut off the power" and that answer is so good that I can't think of any others
Hack its startup sequence
The general sequence of Act 3 is
- Disable Tartarus somehow
- Neutralize Kiros (and rescue captain+diplomat if they beefed it on fight 5)
- Oh no that was proto-paracausal tech [Fight that uses Eidolon mechanics]
Cut the power is a good one, hack the startup is also good, what about seal it in blink space with a Napoleon system
That would be dependant on if the PCs had a suit that could do blinkspace antics imo
Oh. Right. "Blow it up" is an option, but the NPCs will be quick to remind them that that's a really bad idea (especially if captain+diplomat are there as hostages). They can do it if they push back hard enough and I, a GM who is committed to the bit, will oblige them.
In short:
- Blow up the elevator
- Wow that sure is a lot of debris falling towards Gaea and Nov Elysia. Should probably do something about that, huh?
- Alright naughty children you've pissed off the entire planet and blown up the fastest way to orbit. Good luck.
Yeah my point was that player mechs could have relevant systems that could be creatively applied
Or if there’s technology like that nearby, they could jury rig it
I typically fall on the side of “give the players a bunch of environmental toys and see what they do with them”. There can be some suggested approaches, but they’re probably not the be-all-end-all
Gonna be writing up unique characters for The Vestans to match the elites in combats 3, 4 and 5
Will post them here for those that wanna make use of them
They'll be simple though, just personalities to role-playing to make those combats spicier
Forgot to post them, oops, I had my session yesterday and it went swell. Surprisingly though, 6 structure yoinked out of players in total
They learned a hard lesson, grouping up is bad
Bombard continues to be the number one painful teacher
Ckuster munitions kept getting proc
Sad
But still, in terms of remix, they spent a short rest, traveled, met trapped civilians under car (one pilot used Investigate to check for anything else wrong, got a 22 so they successfully managed to lift the car with no consequences), tried to get info but the civviex were too scared
And now they moved into Downtown because "WE GOTTA GET OUR BOY GARCIA BACK"
They also all decided that the gameplam was to go downtown, get Garcia, and then head to FOB Saber
I wonder how it's gonna be dealing with 4 remaining encounters on a full rest, though
I told them that they'll be rewarded exotics per node they clear before arriving in FOB, though
Guess it's a manner of seeing how much they can sustain after Downtown encounter
This, right here, is why I love open-ended game structures
The players are in the driver's seat of the adventure, making decisions that matter
Was the civvie too scared as the result of a roll, or just due to how the PCs presented themselves? I admit my instinct is to use a successful narrative encounter as an opportunity to feed the players some intel, whether that's something from the revelation list, or a valuable rumor, or perhaps some sort of scouting related to a future combat
It's how the PCs presented themselves, the one who rolled successfully and took charge was an NHP with horrible social skills. They blasted their robotic loud speaker, their mech looks scary enough and as such, i figured I'd have the civilians run off scared
I intended to have them stick around for others, but I figured it was interestingly enough here. They'll be meeting with Garcia soon enough anyway, so he'll be helping out give Intel on the situation
As well interacting with some of the civilians on the bus as such
As soon it landed on the civilian encounter, I humbly figured I'd have them able to mention how they were just on their way to the evac bunkers
But I thought it was neat to have my player's silly anti social nhp trait play Into their actions
That's rad!
They're that pill fellow I've posted here before
You can also make it clear that they don’t have to necessarily long rest immediately at FOB Saber; they can still explore a bit before coming back for a nap
Oh, yeah, I should reassure on that too
Like how i would run it is they don’t get the exotics until they finish the full repair
Gotcha then
Will do when I return next wednesday
My new players are loving it though
But one of them got stunned from structure, then slowed by the support
Sniff
Felt bad but they accepted it. They enjoyed doing a Exposed -> 12 damage assault rifle combo
So felt like that made up for it haha
sometimes im hit hard by how ridiculous my lancer pilots are compared to the rio grande crew https://i.imgur.com/JsF9oWx.png
@nocturne basin do you have a blank version of the Nov Elysia map? I don't think I see it on your blog.
I do but not on hand, check me on Sunday?
sounds good
for now I've got the fully noded-out one as a placeholder
yay!
I'm looking at a much more limited roster for the Vestans than the train lightning remix, opening fight will feature only NPCs with no options, and then subsequent fights will add some that do have options. Does 7 npcs (not including rainmaker & kiros) seem like enough to fill out the 6 fights?
forgive the cringe designations... it's on purpose, I swear
Embrace the cringe
going for an "are we the baddies?" vibe for the vestan sovereignty
These are the best I have at the moment
and just like that, look both ways done
players are EXHAUSTED and are so giddy and happy about FOB Saber
like they are defs immersed
fun stuff
now i wonder, how much info to drop on nodes here? i'm guessing i'll just tell about harbor and residence
i do wanna leave the kiros node for last, but my players have done full rest, and they didn't do the downtown node
how does this point crawler exactly? does it officially end after ending kiros?
or is it intended to end after clearing all nodes?
A pointcrawl is a model used for navigation, it doesn't necessarily require you to end the session anywhere. It's usually paired with some kind of ongoing clock or a set of events that develop. I'm not sure what @nocturne basin is thinking, but in this case I would have Kiros's defeat end the whole thing, but give consequences to the various nodes that were failed and/or weren't attempted.
I went over the victory conditions right? Rescue Bannerjee and Farris
Do so before 36 hours pass
I suppose I didn’t make it super clear that Bannerjee’s at node 6 and Farris is at node 5
oh no, that's fair
though, considering how in my campaign i've turned some elites into actual Furies' participants, i'll likely lead into having any non-attempted nodes have consequences left
I like this tbh

Because then it means that cutting off the head doesn’t spell the end
i am very certain right now that my players are not gonna be able to do all nodes
4 nodes open, and they're taking the full rest atm
yeah of course
my original intent of having kiros node be unlocked only after node 4 and 5 were completed may be thrown out the window
and just unlock it once they have farris from the submarine (if they go for it)
Yeah honestly
Tbh Im mostly planning to just say “Kiros is in the vicinity of area 6”
any fun little rewards for the farris node?
None that I’ve thought of yet, besides “here’s some useful Intel”
Go wild
Reclaim the waterways
honestly off the top my head is just another bombardment reserve
I’d probably try to have something reflect in the reinforcements tbh
Like in my personal game
Because by cutting off the submarine and taking control of the harbor (and nearby river mouth) that means that the primary attack vector and escape vector for the Vestans is cutoff
Seeing as I’ve been floating “retreat” rules maybe I’d say that their supply lines are cut off and now all damage they take is permanent (the NPCs can’t repair their mechs anymore)
Alternatively, they can’t stabilize anymore
that's a good idea
also this moment was funny
so after the players traveled to downtown and met with garcia
garcia was giving a rundown of the situation, explaining how he's spent his time after crash landing helping LSA forces escort civilian drops to the bunkers
and all that time 3 of the lancers were gushing over garcia
it is very in character to be praising garcia in such a way, since one of the pilots is a clone rescued from a seccomm planet by union, so they owe their life to the union
but its just so funny
the pilot in question
oh yeah, before heading to fob saber, players ran into a lost kid and the most mentally unstable character was forced to act to deal with the kid and it was a nice character development moment since they connected in a way
tomorrow i'm gonna focus on writing down some downtime notes, and then finish writing up all the furies vestan peeps for each encounter and post em here as promised
just keeping short and sweet
oops lmao
this is THE WRONG ONE ITS UNFINISHED
okay heres the proper written one lmao
this one is for the rainmaker on combat 3
nice, love the name
I don't think they give Kiros a callsign in Solstice Rain (maybe I just conveniently forgot) so I'm calling him Cronus.
@copper mesa are you using the original Solstice Rain opfor?
I was building my new one trying to get the 2x Struct / 1.5x Act, and noticed that the Solstice Rain module doesn't really follow that.
following remixed's combat balance
so far its been really good and nice, very simple and easy to use
also, due to the nature of me liking to go overboard, I'm gonna turn Kiros' self-erasure into a 3d6 self-destruct
the operator's self-erasure trait is sooooo underwhelming and i want this guy to go off with a proper nice bang
yoooo thats really cool!
I'm still getting used to Foundry and all its systems, but the fact that you can script that sorta stuff is really cool
I'm overkill like that lmao
You can do a lot of snazzy effects in your games
There's huge libraries of effects, that one I just made it myself
And used on top other ones for the crater
I did see them start layering over each other yeah
I might try to do something similar when my game reaches Kiros, we've only done session 1 of Solstice Rain so far I have time
Actually that reminds me to ask, sorry if I should be asking in the gm corner instead but are there any general things and tips I should be keeping in mind?
like, for lancer in general, or tabletop rules?
Lancer, I've seen some general stuff like the activation/unit budget but this ruleset is quite different to 5e which is most of our experience.
well right away this is the right mindset
there's an excel sheet that claculates this stuff automatically, so you can balance your own encounters
Overall, just follow that 1.5x activations, but don't make it a definitive hard rule. You can always drop one extra one as reinforcement as players push through, because remember, players can deal A LOT of damage
#gm-corner is definitely the better place to ask though, they can give you a heap tons of info if you just ask the same question
I must have missed that, gonna have to take a look when I get back from worm tomorrow. Thanks!
The worms
One question, I'm thinking of including a friendly LSA sniper to get as reinforcement for FOB Saber
One time use in any encounter
Sounds like a cool thing to include, but what’s your question
Oh forgot lol
Uhhh just wanted to know how to go about it. Is it a reserve that they choose when to use, or should it just apply to the next encounter they choose to do?
What do you think?
Like I can give you my opinion left and right but you know your table better than I do
I just wanna know if it's too much of a clutch, I guess?
All my players knew about the operator's self destruct ability beforehand and one of them had even played the module before so it didn't do much.
gotta send a horde of operator telefrag grunts at them
Having an NPC buddy for one fight seems fine to me
Also depends on whether it’s a reward for something they did, or if it’s just a freebie
Doesn’t really change the power but it does change the feeling of what gets rewarded
Understood
I will absolutely turn self erasure into a self destruct roll
Also, reserves are supposed to be good. I think it's fine for them to be a bit overpowered for a combat, it's a reward for something cool they did

I might be missing something but I'm seeing an LCP for the module on Comp/Con that directs to the itch.io site. I bought the module, but I don't see an lcp. Am I missing something?
It's under 'demo' on itch.io
just wanna be clarified on one thing, but the H5 cover on top of the H3 submarine means that the H5 cover is, in reality, H8?
So this isn't really the post to ask general questions about solstice rain maps
augh
but no, it is height 5
understood, i was in doubt since in clear the air, buildings are height 5, but the cover on top of it is height 1
Understandable
if you need some help visualizing it
its meant to be size 2 cover on top of a height 3 terrain
if that helps
also, i figure i'd post these here since once i'm done with solstice rain i'll make it all public, but here's the two sessions so far, currently uploading session 3 https://www.youtube.com/watch?v=k5tcIMDTHQQ https://youtu.be/qdrpMx1wivY
this is me running solstice rain remixed (https://trainlightning.com/solstice-rain-remix/) turning the linear missions of solstice rain into a point-crawler!! featuring 3 newcomers to tabletop rpg games, 1 veteran to tabletops but new to lancer and 1 veteran who's part of my other ongoing lancer campaign, ENJOYYYY
i tried my best to edit this t...
unedited raw footage this time around since its just combat wrapup, wowza, good combat and introduction of the map!
only if curious anyway haha 
still wanna talk valk tons for the remixed and everyone else here for the ideas
the wonders of having players with good pcs...
how do you get those nice hex-shaped tokens for the enemy mechs? did you make them?
when I put mine on the map it's hard to see them
its a module, hex token size support
something like that, lemme find it
Hex Token Size Support, an Add-on Module for Foundry Virtual Tabletop
here
it allows you to give it a background, outline and offset the art as well
oh hell yes
I've been manually offsetting the art to make it look more centered
its such a pain
damn
for how long
hopefully not that long
i recommend reading over #lancer-vtt , it has a pinned guide on recommended lancer modules
_>
its okay... ive been there
Still in the middle of the first session but I gotta say you did a really good job! The edits you did to the map really make it pop and it sounds like the players had a really good time. Seeing this Gives me ideas already for how to enhance my Solstice Rain game
Sorry for asking if it already has been, but what modules are you using? The token stat overlay for example looks really good.
oh wow youre actually watching it? haha oh gosh i feel embarrassed 😩
and yeah this session is for 4 new players, 1 isnt
the module is this one, specifically this branch that includes the name on the tooltip https://github.com/msprijatelj/token-tooltip-alt
and this config
here's the third session that finished uploading https://youtu.be/OMIdGspjoE4
meeting up with garcia and a full-blown encounter done all in one session, wowza! finally arrived at FOB Saber
I watch bits of any runs I can find to learn from their setups and how they handle each session. I like a lot of what you do in the fx department - was that turn start cut-in macro shared here or did you make it yourself?
The banner that pops up? That's a module
I'm assuming you mean this
Watched it too, really great stuff.

Yall too kind, our next session is on Wednesday and that'll be their downtime plus start of a new mission
didn't realize this was a thing, thank you! I assumed it was your work just because of how nice everything else you made looked
daw thank you, i wouldnt make my game look that nice if it wasnt for all the work people put into foundryvtt
@nocturne basin went back over the remix notes and I don't see this: how do you plan on recontextualizing the kiros fight with bannerjee?
the original has him as (the equivalent of) a proactive node, attacking before the PCs extract, but if he's instead a static node holding on to bannerjee, the PCs will need to seek him out
I'm also not sure how to justify the Hall of the Consuls, but then making the fight among (I think) shipping containers
I’ll probably be liberal with my interpretation of the map
I haven’t completely hammered it out yet tbf
But I was waffling between “Kiros already has Bannerjee” and “Kiros’s squad hunts down the players after they rescue Bannerjee”
Hell depending on the time of day, it could be either
I'm really liking the visuals of the containers, and Kiros surprise-attacking the players
I think I'm going to try and do Hall of the Consuls as a ground op
and then "surprise! did you check the revelations?"
it's been mentioned before here, but my current idea for the node is that when the players approach it, they hear shots and booms before a LSA van turns over and crashes with radio chatter, before finally kiros reveals himself
I'm taking the surprise attack route, but that's becuase I'm foreshadowing the furies very early as NPCs the PCs interact with and get insights about
I gotta make a sound for the laser
nearly ready for thursday! procedures & tables are transcribed so I can roll them easily
opening fiction is all I have left (I think)
very nice
Really well organised.
Infinitely more organized than my notes.
@nocturne basin question for you about timekeeping
You've got it written down that clearing a node takes 1hr and resting takes 1hr. I assume if someone clears a node & rests after, that's all within the same hour?
Actually, I assume they would each take an hour, for a total of 2 hours
ooooh
do what feels good to you though
I was doing envelope math and I think everything can be cleared in 25 hours if players are fast, so adding ~5 hours to that pushes the timeline closer to the 36
which I like
players asked for the campaign to be hard so... enjoy stressing about time my bros
been going that way too, its 11 am, but after resting it'll be 9 pm
which is neat, i can have the next encounters be at night
with some nice rain for it
then likely have the kiros encounter and stuff be at dawn
got da session tonight, though, since its gonna be encounter encounter 3, 4 or 5 at night, anybody up for handing some music recommendations that could fit?
actually just for encounter 3 and 4, 5 i already got sorted that fits well enough day/night
but im a bit unsure on the songs i picked for 3 and 4
encounter 3: https://www.youtube.com/watch?v=SLqhF2wswYk
encounter 4: https://www.youtube.com/watch?v=SRSy5O0LDAE
Track 4/13 - Disc 2/3
From the soundtrack of Ace Combat: Assault Horizon.
By: Keiki Kobayashi and the Project ACES team.
Heard during ONI: Sword Base when you are fighting the Covenant at Airview Base.
Music composed by Martin O'Donnell & Michael Salvatori.
i would like to hear your own personal picks for these encounters 
sorry if its a bit out of topic for this channel
It's not the Fall I used https://youtu.be/iIiOuydfkkM as a choatic "In the middle of chaos" vibe
We did Look both ways as the skill checks
Downpour I used https://youtu.be/GQ4Bg8TD4Ek?si=dvEx3rHM2p0jAltZ as a "showdown with Tyfonas and Bullfrog" kinda feel
Clear the air I used https://youtu.be/cDOSghFCDuA as a rising tension and heroic feel after everyone finally loaded up their mechs at Saber and came out guns blazing
Leviathan I haven't run yet but I have Magic spear from Ace combat 7 ready. For the daring rescue
Wake the Furies I plan to use Kings from Project Wingman for the "final showdown" vibe
I'm pretty new so haven't found a particular style yet but I do like the Ace Combat and Project Wingman OST's personally.
Defend the New Sol Empire!
The Contingency has assaulted The New Sol Empire’s homeward of Asterion! Strike forces have landed upon the Thalassa Intelligence HQ where Kilowatt Squadron awaits. This is humanity’s last line of defense!
Epic Sci-fi Music Playlist for Work, Study, Motivation, or sparking Creativity!
Tracklist:
00:00 Release th...
♪ Music composed by Jose Pavli.
Purchase the FULL soundtrack here (Thank you!) :
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Yeah i use a whole lotta ace combat and wingman too, for solstice rain I've been using halo 3 and reach, but I'm trying my damnest to find a song that may fit night time ops
Yeah the Night time "Feel" can be hard to capture. perhaps a less hectic score with an ambient track of the distant gunfire from the city at large?
i defs already got that gunfire going
but hmrhhh
would you say my two picks are too out there for the combats?
clear skies is good though but i was looking something with more rock
honestly i just need mroe synths i guess
I have seen some synth and metal versions of the AC and PW tracks. https://www.youtube.com/@HaarasNC This guy has a number of playlists that are pretty great. I especially love the metal Magic spear and Siren Song.
If you like my music:
Download all my mp3 on patreon: https://www.patreon.com/user?u=44813688
IG: https://www.instagram.com/synthetic_mindz
Stuff I used:
-DAW-
• Ableton Live 10
-SYNTHS-
• Tal-U-No LX
• Waves Element
• Native Instruments Komplete A61
• Arturia Analog Lab
• U-He Diva
-GUITARS-
• Fender Strat American Std
• Line6 Heli...
I hadn't heard White Devil before I like that one now, adding it to my list rn.
i recommend assault horizon ost
lots of rock music in it
also damn thanks for this
didnt know of this channel
I think music is one of the last details to add to a scene but it kinda like the icing. When it hits right it just works. I spend too long searching for ost these days.
100% I think it can also depend on the players, what kind of mood they are expecting. I think my gang are still like me in the "Everything is new" zone so we gotta figure that out.
oh yeah for sure
none of my players played ace combat
or armored core
or anything of the sort
so all the tracks are the mood of the tabletop
analyzing a few of these synths and metals, hmhrrr i gotta listen thoroughly when i can so i can decide
damn you night time levels
and the different moods being presented
Yeah Night themes I'm not sure how to capture thast feel. I'll take a look around.
I understand the answer is "you may have to just wing it" but generally speaking, would you go:
-
gauntlet sitrep with the BBEG as a commander (and his supporting squad) into a tier 0 eidolon
-
tier 0 eidolon into aforementioned BBEG gauntlet sitrep commander fight
1 makes more sense in a narritive sense and an eidolon makes for a neat final boss, but idk if there's a balance reason why would want to not do that
Mostly I was thinking about getting my PCs get a little heat on them for layers that have heat mechanics
Never used an eidolon so I can't help
What music and sounds did you use for the first 2 sitreps?
My Twitter: https://twitter.com/IgorL26
Track that plays in the 1st phase of mission 10, when you have to escort the Commander.
Composer: Keiki Kobayashi
Second Channel: https://www.youtube.com/channel/UCKpYffs5TwLfosJT2QeDmZg
#AceCombat #AceCombat7#ACE7
Let's talk about music. https://discordapp.com/invite/wTzsktN
The original (which you can still find at https://www.youtube.com/watch?v=RMuSDescITo) went as high as 13,000 views before it went unlisted. I'd say that this is certainly my most popular extension.
This wasn't incredibly hard to do, since Marty and company made the loops pretty str...
transfer orders for first combat, desperate measures for second combat
i would use more halo music, but i am horrible at looking up halo music, lots of the songs are all compiled in one track so its hard to look up the names of specific parts
kiros doesn't have an NHP, does he?
From my understanding after reading the module all the nation states of Cressidium are significantly further behind in paracausal tech than Union so I believe neither the LSA nor the VSAF would have any access to NHPs by default.
They had been talking about using the eidolon mechanics for a big act 3 final fight further up in the thread, but I'm unsure if that fight is narratively going to be an actual eidolon 🤷
ahh
my understanding of eidolons is that they're meant to be a super duper definitely final boss fight
so I would prioritize a structure that puts the eidolon at the end
Okay so context: I'm doing some heavy rewrites
Tartarus is a paracausal device, the activation of which goes very poorly (either through PC sabotage or because it's a bad machine inspired by a stupid idea and made by fascists).
It failing unleashes something that is mechanically an eidolon but is not actually an eidolon. It's just [unspecified paracausal phenomenon].
I'm thinking about combat order because I saw some actual play against an eidolon and the party clapped it. The GM randomly threw an ultra in to try and make it entertaining.
I was thinking something with drones/funnels/bits
session 4 went nice and that was the first downtime, fob saber was neat and lots of goodies done, as for rewards though, i've rethought a bit of the node rewards considering how my players went to fob saber first before the train depot
- node 3 now gives the dropship to any node in 1 hour
- node 4 gives the additional allied sniper LSA sniper for next combat
node 5 rewards i am unsure of atm, i'd like to give a nice reward for rescuing farris but unsure how
ooh those are great
I really dislike the module's teddy bear reward
I don't want to blow up this teddy bear to protect my mech wtf
Scan info on the Furies/ways to get an advantage on combat 6?
you dont gotta blow it up you just clutch it nicely
perhaps 1 less structure on a enemy of choice?
which would equal to "weak point"
Maybe? Could work
I think that the enemies will fold quickly enough as is though
I’d rather reward them in a way that isn’t “you deal damage to them”
hmm
But that’s my preferred
maybe just lock-on applied to all enemies?
I was gonna say “you know how to bait them into a bad position and get the drop on them”
Maybe get a “surprise round” where the surprised side suffers from Brace Downside for their first turns
that definitely can work then
feel like it takes a bit away of the badass intro of the vestans but i like the reward
Yeah I realized that as I wrote it down lol
It would feel better if they had been haranguing the party more directly this entire time
“Oh how the turntables” and such
Alternatively, a psych profile on Kiros that they can leverage over open comms
By using it, they can taunt Kiros as an [action of your choice] and he immediately starts trying to focus them down
Maybe with a free/quick action accompanied by an appropriate Pilot Trigger
thats really good too sure
yeahhh
also damn valk the operation winter scar
yowza now i wonder how to incorporate some stuff
i skimmed a bit and theres some interesting things on it that can actually mesh well with the point crawler and story changes
I just saw the news and now I'm conflicted
I haven’t read it yet, and part of me wants to hold off until I’m done with the remix
it's still a draft
but even then the remix can flow very nicely into it
as it is right now, too
Mine can't 🙃
you just do your own thing silly!
nothin obligates you to do the actual first party sequel thingy
lol
the bit about tartarus makes me want to pre-seed it
my take is: definitely do so
yeah, it definitely seems like seeding the idea of tartarus as a thing is good
just not specifically what the thing is
one of the things that i may take advantage of is due to the elites in my solstice rain being named vestan 33 elites is winter scar spoilers ||perhaps rename one to be the resistance leader in winter scar, and have that one evacuate in combat, perhaps. direct continuation sort of deal||
I may use that one new setpiece NPC or something like it.
foreshadowing the name ||Batos Rezmira|| could be cool
Definitely
@copper mesa would you be willing to share the list of SOU33 pilot names you're using? I'm going to put Senka Sartre in my mission.
beautiful, thank you

i was actually right now writing up the rest
also while i did say i'd likely include a certain someone, i think i'll do it for the mission bridging the gap between sr and winter scar
probably more fitting to introduce that character there
I'm putting them in a prologue negotiation scene (not sure if that was an idea from you or someone else) with a couple other named furies
have them basically as cover while Kiros & other SOU33 members are prepping for the coup; I'm mostly going to have em say something anthrochauvinist, try and get a PC to start a fistfight with them, and then have them get kicked out
oh? like a whole narrative scene involving the players on negotiaons or so?
that's an interest take
my prologue was just kiros announcing on radio the assault but that's it haha
yeah I forget who mentioned it here, but I really liked the idea
setting the scene on the ship, then the players go to ground and do some RP where they're waiting for Kiros who never arrives, but some other Furies are in the room and try to pick a fight with them
Bannerjee decides to start w/o Kiros, excuses everyone, and goes to meet with the Vestan & LSA representatives himself. The Vestans split and a few minutes later the fighting starts.
Are your notes directly in foundry or do you use something like Obsidian, Legendkeeper, etc?
i use notion, actually
i like notion because its online and free, so i do it all on the browser and navigating it is pretty simple
i have a lot of the stuff setup like tables so its even easier to get stuff done
for example, in my custom campaign, i got it like this for missions
but for this point crawler, its like dis
i put all my notes and stuff within the node itself
For D&D I've been using the free version of Legendkeeper (because of an entire continent worth of map and points of interest). But I'm out of free worlds to create and I'm cheap so been looking for other options. Was primarily looking at either Obsidian or just good ole google docs.
I forgot notion was a thing
notion is p good for a free thing
very customizable so you can make your own structure for data and tables
using markdown and stuff
granted, it doesnt have stuff like timelines ala Obsidian or flowcharts
but it's a matter of style and organization
Yeah, I figured something like a point crawl would be pretty nice in an obsidian flowchart
I am doing this 
Especially things like revelations lists
LegendKeeper would be rad if it had Notion-like databases
Databases are the killer feature of Notion for me
Waiting paitiently for Datacore to release for Obsidian
Furies are gonna drop little things like "Kiros lets us get the fun toys" (handheld ship-class laser canon)
yeah really the biggest part for notion for me is just, databases
but also it being always online
i can't trust myself having obsidian being on my local pc even if i have 0 risk of it exploding lol
but when we're talking about, my entire story and so on
i defs want it forever on the internet
You can set up Obsidian to sync to a cloud server
aint that paid?
Agreed, I unfortunately started with Legendkeeper as my version of Forgotten Realms and got it super bloated and it's what I have now. At least there is import functionality into Foundry through a 3rd part mod.
ehh, i guess i can consider obsidian for another time
it doesnt have notion-like databases though, right?
My biggest hangup on Notion is specifically that it's online only and I don't own my notes
But it's currently the best tool out there for me
So meh
curses
Anyway -- sorry for derailing the topic
@stable thicket you wouldn't happen to be the dodgepong of the Netrunner persuasion from the mid 2010s?
small world...
Sweet!
That's awesome! I haven't really played since the final "official" worlds under FFG.
/end derail
Session 0 for my Solstice Rain the week after Thanksgiving. Newbies to Lancer, but TTRPG vets. Using @nocturne basin's blog as inspiration along with some of the other content in this thread inspired by @copper mesa and @stable thicket.
sounds hella good then
i did run valk's remix for 4 new lancer players and 2 ttrpg newcomers
and they been lovin' how i been running it
The whole remix?
oh no no not finished yet haha
yesterday was FOB saber, so just downtime and roleplay
I'll probably leave the optionals on as they really....really....want to start at LL2. I'm pretty used to using complicated statblocks for 5E (MM sucks, use Conflux-Creatures, MCDM, or Kobold) and making some kooky things for BitD so should be okay to wrap my head around it..
So they're appreciating the amount of choices they get to make in terms of which objectives to engage with and how to approach the overall mission?
yeppers
bless up
from FOB saber, now to the train depot to take out the anti air
because they know, as i told them, that getting the anti air off gives them the dropship to any node in 1 turn
so they wanna use that dropship to go to the harbor
from there, not sure what happens for their plans
the train depot is the first elite fight for them, no reinforcements, but we'll see how it goes
i told them that they can get a npc ally for combat if they did combat 4
which would be theeeee jamming thing
so really, my players are valuing time over actual resources
well this is fascinating then haha
by calculations, they'll have plenty of time to spare
i'm not sure to reveal node 6 when they finish the anti air raid
likely just gonna keep the reveal of node 6 for combat 4 and 5
i think they also just really notice at how LONG it takes to move around the militarized zones
so they may just be avoiding that for now by going to the train depot
gonna post here the remaining elites now
## CALLSIGN - “KRATOS”
## Personality
Sadistic and downright crazy, Bertrand is known for her cruel and merciless ways of taking down her enemies in the dark. Earning the rank of “Executor” among the Vestans, she has always been forced to “hold back” due to how brutal she is whenever in combat.
Due to the uprising, she has promised to put herself to the very best. It has brought those she goes into battle with great worry.
## Tactics - Elite Assassin
Simple and straightforward, like any Assassin, she will go for the weakest member and whoever is more vulnerable. If for some reason things start to go awry, she will become frustrated, but not entirely berserk. She is still a professional and a soldier, as much as a sadist she is.
## CALLSIGN - “**HEPHAESTUS**”
## Personality
Karda has a laid-back but professional attitude during combat, there’s no reason for him to panic when his entire task is setting defenses and helping his allies in holding the front. He will absolutely take the hits no matter how hard they are.
Being apart of the Furies comes with being cunning, strong and brave, but Karda sticks out for being anything, but that. He genuienly cares about his companions in war, and whilst not having as strong of a view like others, he just believes that he is fighting for the right cause and that the coup will do better for the future of Cressidium.
## Tactics - Elite Barricade
Karda, like his personality, cares about others and will act like a proper Defender. He will setup barricades where needed to give more cover to his allies while also blocking the path of his enemies. Applying their slow and conditions, he’ll always do it to make sure his allies can shine. Like a Defender, he will push to put himself between his allies and enemies. He knows the risks, and he won’t die scared, but he knows he’ll die protecting his companions.
## CALLSIGN - “ARGUS”
## Personality
Jasmin is the leader of the operation managing the Vestan submarine used for the amphibious attack, highly respected as a Major ranking in the Furies. He is calm and collected after serving years being experienced in controlling and managing troops over various transport operations.
Though, when an objective is set in stone, Jasmin will follow it, no matter the cost. The task of maintaining the submarine and effective as a transport for troops, whilst also used for interrogating Farris, means that he will do anything to make sure that the lancers don’t even attempt to board the vehicle.
## Tactics - Commander Scout
Jasmin will always focus hard on whoever is the greatest threat to the submarine, focusing down on whoever is closest with its locking-on. The other abilities. He will not leave the submarine at all, even if completely out of range from anything, but he will support his fellow allies if he can when they’re in range.
## CALLSIGN - “TITHONUS”
## Personality
Kiros’ second in command. Just like Kiros, he will die for his beliefs and going into battle with Kiros brings him no greater honor. For that, he makes sure to follow Kiros orders to the last meticulous detail. In terms of personality however, like mentioned, he’s like Kiros: a zealot and maverick.
Very much active and aggressive, only the close second high-risk mech pilot to Kiros as he will swing and dash around the air to provide support onto Kiros, demoralizing and demotivating the enemies as he shows the true combined power of the Furies.
## Tactics - Elite Hornet
Nicolas’ personality shines in combat as he will berate and insult the lancers when applying its various debuffs. Whilst normally a mech of his type should maintain distance and remain as “covert” as possible, Nicolas will make sure that his target knows that he’s being marked for death. Zipping around, focusing on whoever Kiros is focused on, or simply annoying others who are not currently engaged with Kiros.
there's all of em
@copper mesa I'm not finding the other elites/veteran/ commanders in my thread search. Did you include "MEGAERA", "TISIPHONE", and "ALECTO"? I see a few others depending on number of players. I think you covered some of these, but for some reason my thread search is bad:
Combat 3:
Elite or Elite/Commander Sentinel
Elite Rainmaker
Combat 4:
Veteran Mirage
Veteran Demolisher
Combat 5:
Veteran Pyro ("ALECTO" ?)
Combat 6:
Elite Hive ("MEGAERA"?)
Ultra or Ultra/Commander Operator ("TISIPHONE"?)
Veteran Pyro ("ALECTO"?)
It's apart of the remix combat lineup
Explaining my process and reasoning as I make my personal revisions to the Operation Solstice Rain combat lineup.
Ohhhhh, gotcha
Thanks!
Wait, sorry, I may still be missing something, but the remix doesn't list any callsigns, hence my confusion when you said "remaining elites" since the remix. So when you say "remaining elites" I took that to imply that there were callsigns for the other veterans/elites as well, but that does not appear to be the case from my read of this thread or the remix.
I'm reading winter scar now and you know what? So far?
Hasn't effected my narritive changes that I've revealed to my players at all
The opening scene of it is almost identical to what I had planned, except ||union is deliberating on if they're going to intervene instead of them having to convince the captain that they should intervene||.
Oh my god literally everything works.
Oh yeah, been meaning to ask, any neat stuff to keep in mind when roleplaying Kiros?
I kinda wanna have more contextual stuff to throw at my players during shittalking and so on
Kiros is literally "sir not appearing in this film" in acts 2 and 3 for me. They just talk a lot of game about him and he was supposed to reveal himself then once I got a feel for what kinda villian the party might like.
Now I'm guessing I'll be able to find a character I can just slide him into on the other side to make him a proper BBEG
roleplay, downtime, FOB saber shenanigans, lots of cool stuff before heading back on out
May as well post em, it's just downtime roleplay
I'm expecting that it'll end on session 7, I think we'll be able to do all of this encounter in one go, and then players will either go to the harbor like their original plan, or likely go to the residences
Mayhap session 8 if they push to do all encounters. I don't expect them to do the last 4 nodes, even with all the help they'll get through reserves
Feeling much better after finishing off reading Winter Scar. I can make it work with what I've got for the most part and without changing anything very much at all.
I think my main things are ||tuncating the timeline of events|| and ||no NHPs for cressidium because I am not making this an NHP story.||
first session done - absolutely brutal
I said they could retreat w/o the omnihook; nope, not interested in that. One of them took a 9-heat overcharge & burned their core power to take out 3 enemies on the last turn of the last round, scraping out a 1-point win on the holdout.
Whew
the end of the session went:
Player A: This is much harder than a normal fight, isn't it?
Me: Yes, but Player B asked for it to be harder.
Player B: Did I do that?
Player C: Yes, you did it after I asked for the game to be easy.
Player B: Hmm that does seems like something I would do
so I think I'm going to dial back the next fights a bit 🙂
A fun SR to Winter Scar bridging idea for if the party manages to stop the sub in Combat 5 ||The sub is captured by the LSA and can be used as an asset of some kind against the VS through reverse engineering or w/e||
My player mentioned wanting to do that and I thought it was neat but I think they lost interest, idk
Alternatively, have the furies blow up the sub when they arrive
Honestly that seems more in character
Yeah the Furies are looking to "Clean Up" so destroying the Sub and anything onboard seems kinda like them I think.
Or "timetable says it's time to confirm the sub is load- oh well now what do we have here"
In more reading of December Scar, I now have a decent explanation for why, in a scenario where The Furies are a separate entity from Kiros and the frame with the short-cycle lance dies, it can show up again ||in the final combat as Kiros returns if he wasn't killed.||
The answer is that, when that pilot goes to use it, they simply say "Megaera sends her regards."
That is cute
She may end up having a grand total of 3 lines of dialogue total but let me tell you I'm gonna enjoy all of them.
completely forgot to say so, but yesterday had combat 3 done
for a deathmatch, it's likely going to end about round 4, is it expected?
the melee player took the flank route, i dismissively put two grunts 4 spaces away from each other and that player used initiative to boost in and move, swing superheavy, and kill both grunt sentinels right away
and ther ewas
A LOT OF CRITS
😭
my players would not stop critting, i'm serious, i think that's why it went so quickly
elite commander sentinel died from direct hit structure on their second struc roll
and the rainmaker is grappled and stuck versus the melee player, who has dodged the superheavy slam down due to reflexes
just the rainmaker, specter and seeder alive now
we had to stop early-ish, but i'm pretty sure next week the combat ends with that remaining round
just wanna know if its normal for a team deathmatch comp like this to end so quickly? is it because of the crits and the fact the grutns didnt get to do anything?
lmk valk of your opinion, since you designed the encounter after all
Lol when I ran this combat for some LL2s they got so many lucky hits to start that I then introduced some extra enemies that then took too long to kill
This is honestly expected, that the enemies get wiped
yeah i guess its hard to gauge balance when my players were critting non-stop
even my brutal 3 player got 2 nat 20s
back to back
😭
with their aux cannons
nuts
i think i only structured... twice?
not sure, but my players took barely any damage
still, dam
Yeah no if they sweep let em sweep imo
though, my melee player popped core power
everest
after this combat, they said they're going to the harbor
Hell yeah
combat 5
after that, i'll reveal the kiros node
and see where they go next
i'm thinking for that combat to have an extended narrative skill checks for getting in and out the submarine
something like dealing with the soldiers inside, defuse the hostage situation in whatever way, and finally getting farris out
I’ll say this: I’d definitely use Maria’s structure/stress rules to prevent early enemy death (and anticlimactic PC mech destruction) if you aren’t already
I believe I was using my own alternative test rules at the time, that had Always System Trauma on every structure check
tell me more
i never heard of this

and it wasn't much of a big deal for losing him that quickly
the player did the killing blow with the anti material rifle
rolled a solid 10 damage
#1062222891342647366 Check this project out for the alt structure/stress rules
oh, that's interesting
hmm
i'm not sure, yeeooowch, maybe? it'd be a pain in the butt for my players and i'd need to reset it up on foundry
and i have no clue how i'd set it up in foundry automated
since yknow, when it happens, foundry automatically tells
i guess you don't know how to go about it
and i'm assuming the answer is just "do it manual"
The solution is just substitute the results since they’re one to one
It’s mostly just the Direct Hit results that get changed anyway
yeah, i know, it's just automation and the text in chat may wonky

