#Prototype Pattern Groups
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And the consequences may be more long term than expected considering the circumstances for ending the effect
It remains to be seen, so i wouldn’t do anything about it yet, but it’s a comment I have on it
I would like to reiterate I do like the effects a lot- they’re really cool, potentially prompt a lot of RP moments, and the scope of the anomaly’s potential suite means it really lives up to the weirdness and unpredictability of what Paracausality can be.
||the temptation to give CAUSTIC or its constituents the anomaly template. I won’t- too many new mechanics at once since it’s the table’s first Kai Rebake Ultra and also Parallel- but I’m tempted||
Oh btw IGF spoilers for above. And below.
||If I ever do another ??? fight, 100% gonna make it a group of anomalies instead of 1 Ultra||
||I'm tempted to do it, Like the players won't scan first thing off the bat||
If there’s no Sitrep and the combat is just a death match, does Dust and Echoes potentially make a combat able to last indefinitely unless a PC can become intangible to kill the Soul or all wrecks are destroyed?
That or until the anomaly surrenders I guess. It could do with a better end condition I suppose
Like “has 9 HP, speed 3, loses 1 HP per space moved”
I have a feeling most GMs running Anomalies won’t make them much of the “surrendering” type
I think if someone makes the choice to pick an optional that soft-locks the encounter maybe they simply should not
You could maybe add a Full Action Skill contest players could do to try and dissipate it
A fair rebuttal
GM screen does not provide cover against The Shoe Rule
Still, the fact there’s no way to get rid of it apart from “be intangible” feels like something to be amended slightly
But again, it remains to be seen
like I said, I'm gonna add a better end condition
OR
and hear me out
It follows the players to the next fight
That sounds like something my players would actively punch me for using
(nah, wreck management for that long will be tiring)
yeah no I'm gonna add a bleedout effect
Or… what if the players could let it possess their mechs to kill it?
could be clever, or even imprisoning it could be cool, but I think the effect text is long enough as it is
Fair nuff
I can't believe I literally made a template with the feature "You're Too Slow" specifically for the Pyros, Demos, and Bombards in my life
It's slow, and wrecks are easy to dispose of if you really have nothing better to do, and are not hindered by anything else.
I think it's fine.
nah there's a bit of a perverse incentive to destroy all wrecks then, I'm gonna put a bleed timer on it so it doesn't just perpetually cause issues
Also this seems wayyyy too hash, given how unpredictable and frequent mech destruction is in base Lancer.
With your rules it's fine, but still.
agreed, it needs a little more time to cook
Also very disruptive of the actual narrative if you fail your get creative, so maybe auto-success ?
I'll be real: If I had my way, I wouldn't put a hard-and-fast solution in that
but maybe
Realized I completely forgot the quirk table when designing these 😩
I wouldn’t call it a perverse incentive as much as a tedious one
Oh right the clone quirk table. That’d be useful
For me it’s perverse because it’s tedious lol
(Giving it Memento Culpa and Forced Obsolescence)
are stat blocks ok to copy paste in here or should I keep that to #gm-corner ?
well of course its all coming together its a gestalt
the plan is greater than the sum of its steps
the npc greater than its features
I'm not just saying this to get more folks looking at my stuff, not at all I can't fool anyone here, I like seeing my stuff shared lol
anyway gonna try and figure out what I wanna pair with this thing now...
I will have a bunch of dead horus mechs around as set dressing/puppet fodder
just trying to think what fits fighting with. the final manifestation of a cascading ship NHP
Perhaps the crew’s security team?
You could pair it with more anomalies too
Also that’s 3 scary templates good lord. You know what Anomaly Optionals you plan on using?
Squad kits squad kits
these two
Keeps you from cluttering the board with more wrecks if that’s an issue
I assume there’d be mechs in the security team too
Gotcha gotcha
also this boss will be taking place on a derelict that's been floating in space for a while so none of the original crew
True! But consider: the siren song of combined arms
Ah rip
wallflower style subaltern squads could be on the table
I’m thinking you could flavor them like animated functions components of the ship
A techy to represent the animated ship computer, a support to represent the ships fire suppressant system, a Scourer/pyro to represent the ship’s engine, etc
hmm
I like that support idea actually lol
you know what would be absolutely evil tho
a Bombard
That would be fun
with how many grunts are gonna be around from the boss
Since these are rebakes, you could lean into it and throw in a Command Override Hive
Just the Quartet of “Drones are the Enemy”
Could even throw on some templates onto the hive to make it be a bit of a damage sponge for the team
RPV, Command Override, Solipsis Swarm?
And Hive also allows for Hide nonsense
Ye sure that works
RPV was not my first thought but it honestly works great, clever!
what were you thinking?
Something like Veteran
aah
Or an Anomaly with a tanking trait
You could be really mean and throw on Dust and Echoes
And then make like 3 of the wrecks hives
I mean- I do have horus hives lmao
The Rational Part of my Brain: The base game has plenty of fun templates you haven’t used that suit your needs just fine. You don’t need to use everything, and it’ll get too confusing anyway.
The Lancer Player in my Brain: Make an SSC Champion Anomaly Horror Ship Slinger
why ship?
Funny
Also size 4 = Sun’s Zenith LOS and range is easy, and the extra HP makes it less likely to fold and more likely to be engaged
Entirely crewed by Cowboys
Big Horse
Or train if you’re inspired by the Novakid from Starbound
I couldn't think of anything else to put onto a bombard so I did this
i don't have any test data to back it up, but my gut feeling is that i might allow the Singularity Generator's black hole to be dissipated on a jam or stun imo.
.....wait, it doesn't even end when the Anomaly is destroyed? damn
just a permanent SCL following you around the map lol
I think it just moves in a straight line, not following anybody around
i took that to mean 'a straight line (in any direction)'
No I'm pretty sure the intention is for it to move in the same straight line from deployment, meaning it's supposed to eventually float off the map
It may not be indicated in the text
yeeeeah that would make a lot more sense and would fit the theme of an SCL alternative better
maybe 'the anomaly draws a length 99 line from an adjacent space, visible to all players. the black hole travels 4 spaces along this line every round until it leaves the map' or something like that
Huh, yeah it doesn't specify a range
Also, are all the systems meant to be labelled as "Traits" or are they meant to be labelled as systems?
cus I assume so?
Also also, the fact Singularity Generator is a Deployable means its affected by Hydra's Puppetmaster which is kinda funny
i believe valk did say the trait thing was intentional
Oh right the whole direction of "Green = Active Ability, Red = Passive"
Forgot about that
Also also, it is kinda funny to me how because of all the extra tech actions, Brigand is now sorta a Hacker Template
Speaking of which,, Dirty Fighting can trigger on tech attacks, which is interesting
the specific wording of the Anchor's Lodestone seems to provide affected allies immunity even from ranged attacks made inside the zone? That seems a bit excessive to me
Well that's intentional- the Anchor is still a valid target for ranged attacks that way
Setpiece Engineer (Ultra Puppeter Anomaly)
Veteran Anomaly Bombard - Local Climate, Parting Gift
Veteran RPV Anomaly Support - Empowered Cloud, Desant Hardpoints, Whitewash Coordinator, Memory Leak
RPV Anomaly Hive - Solipsis Swarm, Command Override, Dust and Echos
Various Wrecks to turn into Grunts
it seems like too hard of a no-sell to me honestly. it totally invalidates any player strategising around target priority, especially if you also take omninet grounding
Well at that point, the question becomes "is the Lodestone's whole gimmick really worth it?" which is something you'd wanna playtest. Being size 3 and burst 3 may be a bit excessive though as at that point the Lodestone is just "Spite but better in every way except Imprison"
Being slowed instead of immobilized as well as having a massive area means it just does what the Spite and Aegis and Bastion are supposed to do better, definitively
yeah, if it was 'you can't target enemies inside the zone unless you're also in there' it forces backliners and tech attackers to get up close, which creates some meaningful tactical pressure
Bare minimum, I'd dial back elements of the Anchor to be more in line with comparable NPCs who share a similar gimmick of "stop guys from attacking nearby friends"
However that is just from my currently reading of this- again, haven't playtested it
Numerically the Anchor has better bulk than all the examples listed however :/
The large area could definitely be used against it if that element was added however
This is the intent
Good catch, missed the wording there. Should be a target in sensors, barring that a target at some arbitrary range
Yes, this is purposeful. These abilities are innate to the Anomaly, and can’t be stopped by just being blown off
It is not. I purposefully made it a Deployable because PUPPETMASTER targets drones
It can be! It’s the “electronic warfare” half of the Pirate that I thought was missing. But they exist alongside all the existing Pirate stuff
Yes this is intended. I’ve seen it work out fine in my personal playtests, but I welcome additional data points. At the very least it’s an “approach me or kill me first” anti-artillery kind of NPC. Vanguards (the charge-in type) should be able to handle them pretty well
I’ll admit that I’ve been a little concerned about it recently but I’m unsure if it’s worth changing at this point
Like I floated a “redirect as a heat self reaction” against current version in #homebrew-design and the (small number of) folks that responded said the Quick Action sounded healthier
Thing is, I don’t want it to just be “difficulty on ranged attacks” because that starts to just make it a Size 3 Aegis
Yeah just discouragement like that is probably too weak
Although it does occur to me, with the specific wording of 'valid targets', could you still hit them with templates attacks?
It’s not the intent no
Ah ok
I know hidden is a bugbear with this but I was taking AOE to still be targeting stuff
This is just a language thing but I think raw template attacks would be allowed under the current wording, 'targeting' here scans to me as the same logic as Hidden characters
Yeah exactly
Noted. Should be like “targeted or affected” then
At least that’s current intent
But yeah, Anchor can overheat itself if it overuses Lodestone, which disables it. And walking up to punch things works fine too
Like, it has perfectly average NPC heat cap
Yeah I did also note that it's a size 3 character that's not immune to invol movement
I personally think there’s a lot of potential counterplay, and if it stops the Monarch from getting its pick of targets, then it’s working as intended as an Anti-Artillery Rearguard
So yeah, ask your resident hacker to puppet systems the fucker or something
Or invade it once or twice
It is, aoe ranged attacks are still ranged attacks that target people.
That's how I've always seen it at least
If, with all this in mind, Anchor STILL playtests poorly on a consistent basis, then I’ll consider changing it up some more
Note: I didn’t give it Heavy Frame because I also didn’t want to become Goliath 2, too lol
It’s valid feedback to ask for clarification on it IMO
Oh of course
But yeah, everything in this supplement is experimental in some way, with limited playtesting. The “core 8” NPCs are IMO the most solid of the bunch, but even that doesn’t preclude overhauls to refine the desired gameplay experience (like I recently did for the Hatchet). Playtest feedback is always welcome to help me adjust my priors; either here or in the linked google form in the pins works great
Sure, Guide the Flock fails. But Electropulse doesn’t
Oh, lol. That’s fine then
Yeah Elextropulse is literally nothing, but it is funny
Last thing I wanted was for Hydra 1 enjoyers to just. Redirect the damn Sphere of Annhilation
Oh by the way, to note: Anchor has worse bulk than CRB Goliath in the same range bands, even with Armor. Goliath’s durability was my main touchstone for this humongous bullet attractor
True but the Goliath’s form of bullet redirection is far softer than the listed examples and the Anchor’s
But if you say the playtests have kept it not a problem then I suppose it’s not a problem
Right, which means that the Goliath lives even longer 🙂
True true
So, hit me with some Anchor playtest notes, as I’m very interested in making these challenging without being hair-tearing
Goliath with rebake support Desant, An Aegis riding shotgun, and an anchor
When you're really tired of accuracy stacking shenanigans
Mr. Steal-your-girlGUN
But yeah if you need me to pull out my spreadsheet for how I calculate NPC durability, I will do it
Probably later though, when I’m at my PC and can double check the equations
I do have a good place to use an anchor coming up, however it’d be replacing a Goliath and not only do I wanna playtest the Kai rebake Goliath but also that fight introduces a really complex NPC class and that’s enough new mechanics for one fight
It’d at least be cool to see the design behind it
Thanks!
I may need to shuffle the Armor around
And yeah I think if I playtest these NPCs I’m gonna make a dedicated mission or one-shot for them. Easier to balance that way
I think I’m doubling Armor’s “HP” with resistance
But yeah read on in the source thread for more info
It’s about figuring out how much effective damage an NPC can take against a “block of tofu attacker”
All of the caveats against DPS as a metric are in effect here, except in reverse
okay @ashen crown I fixed it, should be better now
Neat, thanks!
notable: Bastion SUFFERS from the fix lol
Here I thought they had like 42-ish effective HP, but nope, it's 34-ish
what was the final ruling for throwing the extrude:knife?
as in like. picking it up/if you could throw it more than once
THERE ARE ALWAYS MORE [KNIVES]
Exactly what it says on the tin
👍
any recs for fun low to medium power Anomaly Traits that would go well on a Commander Priest for an LL4 group?
Remote Control IMO
It’s the classic Harbinger setup
Is the intent with one reactor stress that the inflicted energy damage is doubled by expose?
...nevermind found the FAQ
||Ignatius?||
||Closely related but nah different priest||
Different campaign?
||Narratively it’s Feather’s Confidant, smuggled from The Timeline™️ ||
Nope!
||Combat 1 of Chapter 5, silence the guns||
Mmmm yeah remote control
Instead of "painfully kills the pilot" make it ||You blink, it is the X that was replaced lying destroyed... The Priest is actually over there||
Good reflavoring, the original felt too cruel for the character
I wonder if Entropic Corrosion or some other temporal one would be fun
Forced Obsolescence being recharge 5 and a quick action does feel a bit cruel considering there’s literally no way to clear it apart from resting tho
Definitely feels like something that once it works it shouldn’t be usable again for the rest of the scene on that character
Cuz if it hits someone with a Superheavy… that stings
Ya know what? I have some ideas on how to flavor Realm Warp, that sounds fun
Alternatively… time stop, lol
Hm… actually Remote Control in this case introduces a lot of world building implications I don’t like
||he’s supposed to revive via Fire Gates just like everyone else||
Realm Warp and/or Timestop should do
You can use remote control but just gut its flavour as some powerful magic BS of just rewriting time to a different timeline where the party destroyed an enemy mech instead of the commander priest. Then that allows the ||revival like any of the others||
Hm, I’d rather stay consistent, ||especially since the Players interact with the typical method of revival 2 combats later.|| I’ll go with Realm Warp or Time Stop
Valid
||Realm Warp ofc being “stuff from The Timeline™️”||
Also, it’s a control, so it’ll be really fun to use Realm Warm
Btw Valk, you mentioned wanting to add a character teleport clause to Realm Warp’s 1st option- mind leaking what that may look like?
It’s just “move them to the nearest unoccupied space”
Characters don’t get teleported
They get bumped
Valid, taking note
Most all of these are spitballed and added at the drop of a hat so compelling arguments for scalability are welcome
Don’t take too much note lol, haven’t used it yet so this is just surface observation
But thanks!
Nah thinking about it and the use cases makes me a tiny bit concerned
I might make it one of the tech actions so it’s cleared by shut down
Because it feels like a tech action you know?
Oh that’d be fun!
… wait can the AIs from Awakening be removed by Shut Down since they’re part of the tech action, or is it just the cascade penalty?
Or neither?
Tbh, the main question I’d ask when it comes to “yeah that makes sense” balances rather than fine tunes is “how much would it suck if I was hit with this twice?”
Also means it can be countered by iceout and PEBCAC
As a player I would be psyched being hit by Forced Obsolescence once because it’s interesting and acts sort of like System Trauma in a cool way- it rewards my build options while still giving more wiggle room than System Trauma, making me play in a new interesting way (also if I need to destroy a weapon I can still destroy the Obselete weapon)
If I’m hit by it twice tho… then I’m most likely out of backups, so wtf am I supposed to do
Same sitch with mind freak- hit once, cool character moment and gameplay challenge! Hit twice? “Uhhh so do I have to connect with the original person to switch back or the newest person or-?” It introduces complicated questions that don’t sound fun to try and answer
They’re a special case
It could stand to be clarified
Making forced Obselecense a tech action sounds like a good compromise since it gives a costly way of clearing it rather than limiting the amount of times it can be used on a character, meaning it gives more outs rather than giving less ins, which is a welcome change
That should probably be the philosophy of the really gameplay impactful effects- if they’re theoretically unlimited, give plenty of outs even if they’re really expensive
I’d still limit it to 1/scene per character tbf
That’s also fair
3 actions to clear a Quick Action is painful
You can live with it or eat the cost
It's a tech action: PEBCAC can fix it
Pebcac can't fix it because it's a special case
It's 4 NHPs in a single mec with a difficulty on cascade checks, PEBCAC will fix it whenever the fuck it structures
You could increase it to recharge 6 and a full action while giving a consolation effect for when it fails perhaps
I’ll worry about the design
Valid
For now, thanks for providing your vibe check
Suggestion mode: Off (joke) (but yeah I do get wanting to design your own things for your own project)
Anytime!
Nope it does
AI tag is AI tag
Iconoclast is defined by "each undestroyed NHP on your mech including this one. “NHPs” are Systems that both grant your Mech the AI tag and can cascade or can be allowed to cascade."
They're AI's but they're not systems
I mean
You could say "The NHPs installs the following system into the enemy mech 1/2/3 times"
Wait an anomaly trait could just do that
Ya know, in theory you could be hit by Awakening multiple times
As a quick action, you may delete a hornet
It’d have to be from separate anomalies or it’d have to be/paired with a Vulture but it’s possible
Wipe them off the face of the earth
Then they turn into a checks notes
Dying star?
Would an Anomaly do it again after the first time? Fuuuuuuuck no, but it’s possible
Nascent NHP
0 SP, AI
Your mech gains the AI tag and has +1 Difficulty on cascade rolls. This system does not count against the maximum number of AIs installed on your mech, and is not a valid target for System Trauma.
Instead of adding that System Trauma Clause you could give it the Indestructible tag
Comp conism
The 12 anomaly leeches with Symbiotic doctrine III and Awakening attached to my veteran vipers speed specter with step
Awakening
Trait, Full Action, 1/scene
The Anomaly implants the following system 1/2/3 times into a target mech in Sensors:
Nascent NHP (System, 0 SP, Tags: AI)
Your mech gains the AI tag and has +1 Difficulty on cascade rolls. This system does not count against the maximum number of AIs installed on your mech, and is not a valid target for System Trauma.
Take it out of Tech to save on headaches
Making it a system also helps with VTT integration
Yup yup
Ya know, one thing that occurred to me: Cascade says you specifically have to roll a 1. It doesn’t specify you cascade if you roll below a 1
It means you can roll a 4 minus 3
Idk if that’s worth codifying but it may be worth noting
So would it, increase the odds or decrease the odds?
Cuz I’m pretty sure rolling a 0 or lower should still have you cascade but it’s better to get that in writing then leave it to interpretation
Decrease most likely, it’d be near equivalent to getting accuracy methinks
I’m not doing the any dice on that
Anydice is a website that calculates dice probability distributions
I’m not calculating the odds
Ah gotcha- yeah for sure
Huh
It's just the same odds...
Awakening
Trait, Full Action, 1/scene
The Anomaly implants the following system 1/2/3 times into a target mech in Sensors:
Nascent NHP (System, 0 SP, Tags: AI)
Your mech gains the AI tag and has +1 Difficulty on cascade rolls (for a minimum result of 1). This system does not count against the maximum number of AIs installed on your mech, and is not a valid target for System Trauma.
Thanks- I know it’s kinda annoying to have to write stuff out for these weird edge cases but glad to have it there
Gonna make a “systems.json” file just for this lol
Also I see the vulture comment (maybe) prompted a tag change lol
Eh it just felt more 1/scene rather than a “payload”
I mean the NHPs gotta come from somewhere
I tend to default to Limited 1 but there’s a few things that make more sense as a hard 1/scene
Also I had to make my own 1/scene tag for this project lol
It feels like something that makes perfect sense to have by default, and yet
It’s not? Wut?
That’s silly
I, however, loathe inefficient use of space
I now do too
So it’s a “silent tag” I include
Is this a COmpcon thing?
Kinda sorta?
Or the opposite that it isn't a comp con thing
It’s not a compcon thing
Nor a CRB thing actually
Only X/round exists as a tag in crb
And maybe x/turn but don’t quote me
So I made x/scene
An engineer and anchor can prolly have a fun time together
I mean, they pretty factually don't, that's kind of the whole problem with prime NHPs actually. They just pop out of nowhere.
You know what ? I'd let a player keep a nascent NHP in their mech if they asked. As a treat.
They pop out of nowhere so far as we know 
I mean, the anomaly knows assumedly, but we're not them so...
Hm. I could also have Awakening instead add the AI tag to existing equipment
Then system trauma can be used to stop cascades but also requires useful equipment to be destroyed
Okay okay take 3
Ehh
Might be complicating it a bit too much, but I love the flavor since that's pretty much how it happens usually
So if you manage to make it work...
I did not include the Anomaly in "we"
Wait you said that
✨ Illiteracy✨
Once again, the curse of the Lancer fan strikes
Awakening
Trait, Full Action, 1/scene
The Anomaly targets a mech in Sensors. Up to 1/2/3 random systems without the AI tag installed on the target become NHP systems, gaining the AI tag and the ability to cascade. These AIs may exceed the maximum number of AIs that can be installed on the mech; while the mech exceeds its maximum AIs, it has +1 Difficulty on cascade rolls (to a minimum result of 1). These NHPs may be safely removed during a Full Repair.
Would adding a clause saying systems with the AI tag are not valid targets be helpful or no?
I know some mods like Supermassive technically allow for duplicate tags, like Overkill
Fixed
Should there be a clause for if all the systems already have the AI tag?
No
I’ll add “up to” EDIT: done
I like this more than v1 and v2
V2 was cute and I may do a “install malware system” in the future but I like modifying tags a little more
Fuck new Brigand feature idea just dropped
Yeah this looks fun
I'll get some mileage out of it in my campaign, the ramifications of nacsent NHPs in the vicinity of an active Horizon cell is juicy~
PARA.SITE
System, Limited 1, Full Tech
A mech within Sensors gains the following system:
[special system here]
Maybe a weapon mod that forces the ai tag and loading?
Lemme design it first, I’ll poll for ideas if I need em
But a mod is clever!
Damn
Hmmm. Thinking of something like ExBats : "technically good-ish for you, but will blow up in your face at some point/in some way"
Could be fun, idk.
Big issue is that it’s gotta be tolerable enough to last the mission
I’ll mull it over
Weapon mod that gives overkill but it also triggers on 2 and 3
Infinite heat 1d3 weapon lol
Not looking for design ideas right now, please
Ah fair dos sorry
Just gonna sit on it for now and see what hatches later
Anyway, feeling good about Awakening now
Mod of "Your Gun Explodes You Stupid Idiot" ™️
Did you mean : displacer overkill system trauma ExBats we have a lot of those damn
I just had a brilliant idea
Veteran with self destruct OR a L:EC morningstar with remote control
Fun way to be cruel by mixing 3rd party content: A Vulture with a Kai Seeder using Last Line
Surprise Mine- the sequel!
The reaction and then use replenishment would need to be done before the seeder dies, granted
But still
That would be pretty funny if pulled off lol
I wonder if you could push it further by making the Vulture a Puppeteer
see the issue with me is that when it comes to 3rd party NPCs I'm hit or miss, but when it comes to Templates I'm like a goblin or something
I'm just pulled towards them
does the anomaly's obscured class thing actually work in foundry?
i guess i can just rename the actor's class/template details
Not currently; renaming the class/template manually is the best bet at the moment. Unless you made a custom tweak to like, the Token Tooltip Alt config if you use that
What I do if I need to hide everything with Token Tooltip Alt, is that I go into Token Settings and set the Token Disposition from Hostile to Secret. :3
In foundry, I made 2 new items. A new template called UNKNOWN and a NPC class called UNKNOWN. Then I had the real enemy off to the side hidden
This is honestly the strongest move, that or simply disabling the tooltip for that token in the Resources tab
you can edit the specific npc classes/templates applied to a specific sheet as well, that's what i've done
with the scan macro the features are still organised by class, so they can infer it after they scan
Oh... neat
Wdym?
Click the 3 dots to edit the NPC class or template and then change the name
Ah gotcha
I did it the way i did so it also hides activation count and structure (they don't know what class or NPC type it is) and so I can swap it back so they have full info on scan
Also I will post all abilities when they become relevant so if they never scan the anomaly they'll figure out "it's an elite btw" "it's a hive", I'll be open about the abilities it's using
I chose this way because it adds another layer of:
"Wait. It's not showing on my systems?"
Where every other enemy, you are able to detect and read with Token Tooltip Alt, they even have a Red Border around their token. Even Elites and Ultras.
But this thing, this Anomaly cannot be picked up. It has an ominous Purple Border and in the Activation chart the button is simply black and white.
:3
Perf then
Inded
Good to know, thanks for the tip!
Do y'all think it'd be fun to make the Anomaly's traits not be detectable until scanned too?
Or is that a step too far?
It would make effects like Doppelganger have a bit more delay til realization. Instead of seeing "Oh that Pyro is using Razor Swarm something ain't right", it's "Ok the Pyro is making some sort of AOE- why isn't it going away is it not Napalm Bomb?"
I think that's up to GM; I'd probably still reveal the traits by name as they're used. Unless I'm generally not doing that, on purpose
Gotcha gotcha
See I almost feel like running it on a case-by-case basis would work best since if you only have 1 anomaly in an encounter, hiding their traits becomes easy because it's the only wildcard the players have to track
But once you get more than 1 then it becomes a bit of a hassle
Which may not have great gamefeel but what can you do?
Hm. I understand design ideas or suggestions aren't really desired at this time, so I'll keep this as bland and vague as possible: Something to mess with Bonds?
maybe? it requires the GM to be using bonds though, and having purchased KTB to use them properly
it's one thing to say "you need the free KTB LCP for Intangible rules" but another to say "you need to buy the KTB PDF to make use of this thing"
Fair enough
I thought bonds were playerside and therefore free content?
Bonds themselves are playerside and free. The Bonds rules are not
like the engine for using them is paid
ergo, to use Bonds, your GM has to pay for the PDF
You could maybe argue that because the Lancer core rules work the same way you could get away with it but… nah I’m not gonna pretend I can or want to back that up
Realised something, unsure if it's an oversight on the EXTRUDE KNIFE
On a mook, it's fine... But on anything that triggers on crit for an NPC such as deadly, it will ALWAYS trigger
Unless it misses
An Ultra with TOO MANY KNIVES can just deal 1+1d6 damage to someone, a brigand can knock them prone, etc
Huh, that's funky. I'm here for it
Sick
yes oversight, but I'm willing to call it a feature
I assumed so
I guess it's just "if you are aware, moderate it"
A brigand anomaly with TOO MANY KNIVES! just knocking people prone as a quick action sounds annoying
But it's probably as annoying as a base pirate ronin with deadly
Pirate mentioned: "I pretend I do not see it"
If it’s an issue I can always go in the other direction
-9999 attack bonus, always only deals reliable damage
Honestly, I don't see it as a problem unless the GM goes out your way to make it one
LMAO
"On attack: This weapon always misses"
Have its base damage be 0 Variable but reliable 1/2/3
And the solution to fixing this is: Just don't
Ehhhhhh
- I think it’s fine
- if it’s not fine I’m happy to patch it out
This doesn’t count as an attack, misses automatically, ignores cover, bypasses Immunity, and its damage can’t be reduced or ignored in any way. No rule in this book or any other supersedes this.
I was trying to hit Omnigun as closely as possible with only keywords and minimal Effect text
it is a funny shake up tho
Forgot where. But I think Enhanced Combat or Maximum Threat has the Sorcerer NPC. Which is literally just a Pegasus complete with its own "Gun". You could take a gander at that?
That or #1062222891342647366
But I’m happy with what I have
Yeah, is GMS Crisis Core NPC. i made a mistook.
Apophis Omnigun
Very spoopi Omnigun variant.
Ran some veteran knights today; they didn’t get to swing their swords lol. First one got bashed around by a Goblin + Minotaur hacking pair before getting accosted by an Empakaai. It had a bajillion conditions/statuses on it at one point
I was proud of the controller squad
Someone finally tried my Minotaur house rules! They didn’t use any of the modified stuff but they built with it! And proceeded to land a huge Stun on an Empakaai-grappled knight
The big test data winners in today’s playtest were the sitreps: Control with contested checks was fun and quick, though I’m considering making it harder to contest for points next time. But it ultimately facilitated control tools to make a big splash! There was one striker on the map and it was an Empakaai in a corner
And yet, the goblin, Lancaster, and Minotaur held the forts
Extraction was a wash but it was an educational wash
I now know I can afford to go harder on the reinforcements in small maps, instead of following RAW Extraction to a T
sometimes you gotta let them have an encounter to learn, aye
still trying to gauge that one between map size and player counter
I was so worried that the Demolisher with Heavy Frame was too hard a move on my players during extraction. 1 turn later, it’s in Folded Space and the Lanny is making off like a bandit
hahaha
I had zero reason to worry lol
Fold Space does that from experience, still one of the funniest and stronger Invades out there
Really illustrated to me how bonkers Minotaur license can be on the right Objective-focused sitrep
Just a strong showing from controllers today and it gives me hope in my sitrep and encounter design choices tbh
Because I think I doubt that they would’ve had as much a field day in some of the cases if I ran RAW control
Which rules did you run, in the end? just the Contested check, or some of the other things you were thinking too?
For control:
- 3 Size 1 objectives
- While adjacent, use a protocol or QA to earn a point
- if a hostile mech is adjacent at the same time, you can make a contested check (hull or agi vs their hull or agi, each character’s choice) to attempt to score. On fail, no score
- Each objective can only be scored 1/round per team (so a pc could score 1 and an NPC the same in the same round)
I think I wanna try it with “while uncontested you can use protocol or qa, but while contested only QA is possible”
Oh, 2xPC count points = victory
Both sides had the same target point count
But yeah idea was to make a control such that
- Characters are actively interacting with the zone
- Progression is constantly being made
- Early victories are possible for coordinated teams
Oh and
4. Characters are actively engaging each other to fight over the zone
The nice(?) thing about 3 points is that I could free up 2 snipers without toooo much issue, and the goblin could hang back in a safe spot overlooking the map without feeling pressured to get on a point
YMMV on that one
I was happy for the flexibility though. Too often, Control becomes “we scatter to the 4 corners of the map” fight
And while that technically happened today, it could’ve been different if there was a second melee character/support/defender instead of a Goblin
Plus I liked the placement of the zones today
Yeah, I can feel that - I've not run Control that much, ironically, compared to other Sitreps but it has largely just default to "get someone on every point" more or less
Exactly. I know that reducing RAW control to 3 zones but leaving Contesting the same can lead to dry games that the PCs dominate (at least according to gm-corner) but I think my tweaks helped prevent that today
Bare minimum it felt more active, and sometimes that’s enough
I think a lot about the time when the Range 3 player had to sit on the point closest to spawn, but the NPCs were all getting stuck in chokes unable to reach it so they never really got to fight much
I'm maybe tempted to give this ruling a spin, perhaps with the "QA only if contested" tweak seeing I do have a Control coming up (albeit, a 4 point one)
it seems more interesting at the least, and I'm already throwing players for a loop, so yao
Happy to hear how it goes!
Zones are also chonky (5x5) but I could probably just say "you have to be completely within a zone to interact" maybe without having to edit too much of the map itself. we'll see
worse case, different conditions and variation gives some more insight into how it would feel otherwise
Tru tru, part of the benefit of the small (essentially Blast 1) zones for me today was that it’s much easier to break contestation, but there’s still a whole 7 (hex) spaces to stand on! It brings the fight together in a satisfying way imo, and all you need is just a toe in the zone
thats kinda what I assumed yeah - smaller zone means more meaningful plays. Even a single Ram can be enough to change the math from Protocol to Quick Action
The bajillion conditions/statuses i think is just a given atleast once every lancer combat i do now. Made even funnier by the fact that I'm have a stacking VFX for each
Some questions:
- can 2 members of the same team score a point from the objective in the same round
- can an elite or ultra score multiple points from the same objective or multiple objectives in a round
- can both the enemies and the allies score a point from the same objective in a round
- No, each objective can be scored only once a round per team
- No to same, yes to different
- Yes
If someone attempts to capture a point and fails the contested check. Can that team reattempt the contested check?
Yes
Sick
At least that’s how I ran it today
Basically points/round for each team is capped to the number of points on the map
I tracked it by making fake NPCs with HP 1 and Heatcap 1
Players depleted the HP and enemies increased Heat. Then every round I’d “full repair” macro them to reset HP and Heat
I personally thought I was clever AF lol
This is all basically a refinement on my Kill the Noise “control” sitrep, with the potential for an “enemy mirror” instead of just racing against the clock
I think I'll use those rules for a future control, but that's quite in the distance
4 regular sized points
Question about the points, you used. You has them as a burst 1 area around an object. I assume that means the snipers on the ceiling couldn't have nabbed the point
Wait a minute...
Damn it, if I was still at home I could double check if what you ran is basically 1:1 with a mission type in the newest kill team edition
That's now making me curious what other kill team mission types could work well in lancer
Correct! Snipers were out of range to smack the shipping containers of mouthwash
No idea what kill team is or does
Warhammer 40k wargame
Normally 10v10 roughly
But I’m sure that there’s at least some inspiration to be gleaned
The new edition, there's 3 points with different ways of getting points from them. Some are just standing on them and some require an action to pop
Seems like some convergent design evolution then
Contesting points requires action point total. So a point is contested if you have the same amount of total action points within an inch of it. So if you have 1 person (2 action points) from each team on it, neither person has the point. But larger units such as space marines have an extra action point so contest points better
It's also possible to use rules to buff allies giving then extra action points, or nerf enemies removing an action point. And powers that allow you to have +1ap for the sake of capturing points only
I see, this makes sense
Which makes me curious how contesting points based on activation count could work
Rather than structure
I’d like it more if players weren’t consistently outnumbered
There’s a reason I limited points scored to “per objective” while I had a bunch of grunts on the field
The unfortunate thing is kill team is made to be symmetrical, lancer aint
Good food for thought though
Oh shoot I didn’t see those in PPG, where are they?
Again, they didn’t get to use the tools, but they felt better about picking them during character creation
I’m certain my Overcharge Reroll rules would make the Mino’s full techs feel a lot safer, too
Oh those are neat! Personally I think making Localized Maze or Internal Metafold basically have the effects of Sunzi’s Anchor would have similar impact to Immobilize immunity while leaning more into a sort of Immovable Object vs Unstoppable Force dynamic Minotaur and Calendula have, but that’s just me
Yeah I haven’t touched my player side houserules in a long time and frankly I don’t know how much I really want to dabble with them further
I now have access to my kill team cards and I'm looking st them like "hmmm, these can be sitreps"
Absolutely fair- tbh the thing I was thinking is a. In effect not too different, especially when it comes to grapples, and b. More just a flavor thing than with much mechanical backing to it
The big reason I’m not as gung ho about doing a personal balance pass player options these days is
- There’s too fucking many of them
- I’m more acquainted with NPCs and their ilk
- My bespoke homebrew is mostly NPC stuff, and systemic issues I got annoyed with
I honestly like how Control forces a team to split up tbh, it forces interesting decision making
I like the splitting up but hate the “and then they sat there for 2 hours”
It makes ranged units really important for Controls
All 3 times I ran control have forced the team to stay mobile
I think I like the rules I ran yesterday because potentially, a player could score multiple points in one round if they’re quick
The first two times an elite Mirage was harassing the team from the back lines and making aggressive units keep stealing their points, so even when they dealt with the point holders the mirage still needed to go.
Meanwhile the last time was with 4 players, and they still needed to march forward to deal with ranged units like rainmakers and such
Oh yeah your rules don’t really change the split up element of Control, but it also prompts aggressive repositioning, as in theory a character could start in a zone, score a point, then leave it- which may be useful tactically but also leaves the point open for someone else to dash in and grab a point. I like that tbh, gonna run it that way next time!
It gives off vibes a lot closer to Capture the Flag
The CZ count and points to win are negotiable so don’t feel beholden to what I ran yesterday
I’d probably rule it as “points to win = player count x 4”, aka “if you play optimally for 4 rounds straight, you win”
I’d probably keep 4 control zones tho
Oh wait hang on
Sure, adjust to taste
Just realized the problem, change the formula from “player count” to “zone count”, nevermind
My taste is “finish the fight before round 4 ends” but that’s me
Mmm, yeah in which case reducing it to times 3 would be better
Narratively I think a Sitrep like Recon or Escort should be capable of being finished lightning fast, so 2 rounds minimum. Meanwhile Controls and Holdouts last longer narratively, so they should have a higher minimum. That’s me tho
Yeah you do you
Do you think if you swapped to the “Protocol or QA to score point uncontested, then QA to score point contested” rules you’d keep the contested check element?
Yes
Contested check was fun
Bonus: it rewards investment in stuff like Gyges frame
And veterancy
and makes overcharge rerolls go 👀👀👀
It’s just a little heat? Don’t you wanna win? :3
I will note, though, that as I do all these short fights, it’s been a rarity for me to actually structure folks. I finally dealt a Structure Damage yesterday with a Sniper’s Mark shot and I don’t know I feel like I’m doing something wrong otherwise lol. Maybe it’s because I’ve only been running mid-high T1 and characters are remarkably resilient at that point
Me, looking at Knight’s sword: “2 threat, 5 damage, lockon, Shred, AND knockback? How did I let this get so loaded?”
Me, running knights: “huh so I didn’t get to swing my sword at all, wacky”
My excuse is that it’s Melee and thus deserves a power budget treat
Legitimately running the game yesterday just has me hyped for running more
I should schedule another game for next Saturday too
is there any concerns of using these npcs with other homebrew npcs... i would definitely not assume so but just in case
IME they seem to play well with Kai’s rebakes? Can’t make assurances regarding other homebrew
also, i may have a cool retheme of a knight for my games: psuedo... balor style
the weapon is basically sorta like a nanobot.. horus thingie
i mean, shredded is nanitecoded and lock on is tech stuff
the shield is... uh.. angry nanobots..
second wind also is balor coded
am i crazy
its even got a sys save
tell you what: i was gonna try knights as the defender of this horus (or similar) faction thing with slingers (in golden flame), executioners + legionnaires (enhanced combat), and some other stuff
i will give feedback after
although i dont think you need to act on it if its homebrew based
would it be useful for me to provide info on how it goes?
(i can also explain what the npcs do if you have no knowledge of them)
Sure, feedback is welcome, especially feedback directly on the content. Just gimme a heads up on what you’re using it with so I know the context
I will say from experience: NPCs are typically a lot more centralized and contained in how they're built, unlike player content which can be mix and matched as a rule, so they tend to not break anywhere near as poorly when you mix homebrews
outside of very specific interactions, they should honestly be fine
Yeah unless you’re like, aggressively cross classing I don’t anticipate an issue
slap Anomaly on it and call it a day
i plan to not cross class at all
wait no im a genius im going to give a knight goliaths crush targeting
Doesn't it have the dueling shenanigan?
yes its silly
any tips for actually running the npcs?
i want to try a mesmer but im not really sure what to do with it
like, it seems to.. tank? ish? it seems very shootable to counter it
Hm. I just noticed Anchors make half decent Gorgon/Orchis stand ins with the Tech optional. Neat... and so does the Mesmerist but shush
Small vibe check on the Anchor- Considering the Gravity Cannon is a large AOE weapon with 2 pattern options and 2 knockback options on a size 3 NPC class AND arcing (with how LOS on AOE patterns work iirc the Anchor could attack targets normally without cover penalties or arcing if its attacking past size 2 cover I think?), is the floating accuracy really necessary? Ideally the difficulty mitigation from cover (which is not going to come up often because again, size 3) would be the fact it has a big AOE
Also note on the Hatchet's Cleaving Retrieval- is the Knockback also halved on a success or no?
Another note on the Knight- how come the Compelled Duel debuffs aren't mutual, like with To The Death? This is more just out of curiosity than anything
Honestly the Mesmerist is going to make a fantastic Aster stand in- I have a Karrakin player whose House's Free Company is known for using it so when the Xenoglossary eventually turns it against him it's going to be great moment <3
One bit of praise I can give PPG's NPCs- the more I look at them, the more I like them and can see the fun and use with them. The Hatchet seems like a fun Dancer NPC class with how it flies across the battlefield, and the Vulture's main weapon being limited 2 is a really creative way to incentivize Magpie Subroutines. The base kits have so much internal synergy that it just makes me gleeful- an NPC that seems fun to use with just its base kit is the dream.
Tho I would say the pull part of the Anchor's Gravity Cannon doesn't seem the most useful if Siege Armor and Lodestone basically incentivize keeping enemies as far away from it as possible, and the Mesmerist only really has the one optional to make reaction attacks more available. In the Anchor's case it doesn't hurt to be there, and in the Mesmerist's case... yeah that's probably for the best.
Mesmer seems like a dodge-tank
Yeah actually it's got the meat to back it up
Well it's definitely the worst out of any defender, but it's still not bad
HOwever that does make me realize- having its whole gimmick revolve around 2 recharge traits sounds like a bad idea
If it can't force targeting or activate mirror images it's either helpless or ignored, both of which are bad
I'm throwing as many invis units as I can into this one faction but I should probably cap how many I deploy at one time or something
My party already got rolled fairly hard by 2 specters [k] the one time they showed up
Well the Mesermist is probably a nicer invisibile unit considering you can both tear away the invisibility and it can't use it to hide
It's probably the nicest one you can find tbh- with the Kai Rebakes the Specter's is always on and hard to keep off, the Scout's Cloaking Field can last a while and effect multiple characters, and Dataveil has no downsides
Meanwhile the Mesmerist gives the promise of "if you keep attacking me eventually it will become easier"
Which oddly enough makes it really weak to aux weapons which is fun
Honestly having all its techs be recharges feels like a red flag to me
But should probably use the damn thing first before I say anything
Hey if the Mesmerist's Metafold Riposte Jams the target of the Skirmish, doesn't that cancel the triggering attack unless it's a grapple, ram, improvised attack, or some other Jam Bypassing attack?
Weird note about the Occultist's Diviner's Darts- how come it says "the attacker" instead of "the Occultist"?
i didnt realize we got new ones.. might use some of those with my faction comps as well.. hmm
actually, speaking of the Mesmer, if Narcissus Override only lets you draw LOS to the Mesmer, does that mean you can normally target enemies that exist in the line between you and it?
Not how that works
Line of Sight isn’t a literal line, it’s just “can you see the enemy?”
Stuff like Arcing and seeking bypasses this however
Cloak in Mirror Image, run into a group, and hit em with Memetic Magnetism. Overwatch anyone who walks away
Its goal is to discourage shooting its buddies, so have a threatening buddy around to fuck up the PCs
Try it and let me know. Hard Cover still is in play here, Size 3 doesn’t always help with that. Arcing saves some headaches.
It’s half damage on success
Because To the Death is too damn wordy, so I opted to incentivize fighting the duel opponent with built in bonuses to everything else
Please and thank you
Correct, just like Sentinel with its Jamming ability and Bodyguard
I don’t know, I tried to keep weapon effects NPC class-agnostic for some reason
No, it means “you’re blind except you can see the Mesmerist” like ASquared said
But yeah as for Mesmerist’s recharge stuff: I’ve started thinking of ways to adjust the Mesmerist’s base kit but I’m not sure I’m sold on changing it yet. So give me some playtesting and I’ll review
Regardless I appreciate that you all like the NPCs
At this point, the only content that’s still open to vibe checks is the Anomaly, maybe the Prism (if only because it’s a weirdo). The remaining NPCs have all been through some degree of testing and have checked their vibes at the door.
If you notice something particularly egregious purely on vibes (i.e. gamebreaking or an outright inability for something to do its job), then please lemme know. Otherwise, I welcome any and all playtest feedback
I’ll say this: I have an idea for a lite Mesmerist rebake, but it’s still getting hammered out and I’m not convinced it’s necessary yet
does memetic even need a recharge? it doesn't seem that crazy but i guess there's no other aoe tech attacks to compare it against
uhhh for mirror image i think not allowing it to recast unless all images are destroyed should be fine off the top of my head?
It’s an Abjure-adjacent effect in an AOE; I was inclined to keep it recharge for that sake
Maybe, but I’m not sure I like the pattern
it would kind of punish aux spammers who can actually chew through the mirror images more quickly
But since folks are already trying to design, this is what I was thinking for a rebake:
• Keep Codespike Rapier, Memetic Magnetism, and Center Stage mostly the same
• Change Mirror Image into a trait:
○ When the Mesmerist hits a hostile character with a Tech Attack, the Mesmerist creates a Mirror Image that occupies its space. While it has any Mirror Images, the Mesmerist is Invisible. Each attack that misses the Mesmerist destroys 1 mirror image.
• Memetic Magnetism loses area scaling, move that to the Veteran trait?
• Mountebank’s Jaunt becomes a system and gains the 1/round tag, changes to “when the Mesmerist hits with a tech attack, it may escape all grapples and teleport to a space adjacent to its target”
• Change NARCISSUS to an attack with a miss effect.
but i guess the question is 'how comfortable are you letting a raleigh hard counter this'?
I’m fine with Aux spammers having an okay time against a defender for once
Anyway, “create a mirror image on hitting a Tech Attack” means that while Memetic Magnetism is recharging, the basic Invade becomes a useful “second quick action” filler
Plus the incentive to hit many foes intensifies on the AOE
oh, you want to make it single target AND recharge? that might be unnecessary imo
ohhh, sorry you said area scaling
But yeah the double recharge has been grating on me, mostly because I use Recharge Heat as an optional rule, so it’s a LOT of self-heat pressure on the base kit
Well it would, bare minimum, reduce down to soft cover
It doesn’t say it deals no Knockback on a success so that’s currently unspecified, just as a note
I’ll put “damage” in then, sure
No?
That’s not the problem, the issue is it needs to be specified if Knockback is dissipated or not
The wording is “pass a save or take [effect]”
If you pass, you don’t take the effect unless there’s a caveat like the half damage
I might be getting my terminologies mixed up- apologies
I can’t recall if there’s a precedent for this or not
Off top of my head: Impaler from Sentinel
Pass the hull save or get fucked. No caveat for a failure
Well I mean when it comes to “reduced effect on successful save” which is a different ballpark than “no effect on successful save”
And from my understanding of Size, Size can reduce Soft Cover to nil but not Hard Cover to nil. If you’re up against Hard Cover for your size you’ve got it unless the bigger enemy is also adjacent to the cover
Happy to be shown a ruling to the contrary
Well cover stops being in effect if Line of Sight can be drawn unobstructed towards the target from any of the spaces the attacker occupies, and unless the pattern being used is Blast that’s always in effect
But regardless, the Arcing mostly exists so I can avoid conversations like this one lol
You know what fair enough on that one
“But can this go through cover? Won’t this be blocked by cover? It’s a cone/line it’ll be blocked by cover” I am not here for this, take the Arcing and go play lol
Regardless it still makes me question the floating accuracy considering how big an AOE it is and the versatility the Anchor has in its pattern + effects. But that’s gonna be worked out in playtest as a numbers thing
Cover will still affect it, especially soft cover zones
I’m not concerned
Playtests will tell
Happy to hear that!
Heads up : I should be able to run a playtest for Capacitor and Occultist Vet traits soon, + your control sitrep. Anything you have in mind for those I should be aware of ?
I’m not too concerned about Capacitor; lemme know how it goes!
Veteran Occultist, let me know how the rate of drones feels. And please let me know how Ordnance Quick Action Reap the Chaff feels, too. Lastly, I’m curious to know how Occultist feels in its CQB-to-midrange range band
Control: as long as you’re going off of what I ran on Saturday, I’m not concerned. Just lemme know
- Number of “zones”
- Number of points to win
- The action cost rules you use for scoring
- How many rounds it ultimately takes
It's gonna be a fairly light sitrep all things considered, but might still get some good data
plan is :
3 zones, 8 points, QA to score, or protocol if uncontested.
not gonna be able to try the rest of the house rules unfortunately, but this I can do
Mesmerist Rework proposal, for perusal
Its Veteran Trait is also adjusted to match:
HALL OF MIRRORS
Trait
While the Mesmerist has any mirror images, allied characters in Burst 2 are INVISIBLE. Each attack that misses an affected ally destroys 1 mirror image.
I would've kept it as a Save effect for better wording, but the reworked Mirror Image synergizes more with tech attacks
I think this rework will be more fluid; and the reworked Mirror Image makes sure that even if Memetic Magnetism is on recharge, its Invade can be a useful "filler quick" for keeping it alive
also, relatedly unrelated: i been scrolling through the npcs in my spare time and damn i really do need to give hatchets a go
i like skirmisher NPCs a ton
Hatchet got a rework and is itching for some test runs
I'm hopeful it'll feel more like a skirmisher now instead of "something that throws axe but doesn't care to move"
right yeah
ghost was interesting too, as someone who also made a "latch onto someone else" NPC
surprisingly amount of overlap with tools but very different in their final implementations
Interesting. This definitely forces it to be more of an Invade Spammer if it wants to be defensive, which is interesting- too bad NPCs can’t full tech but eh
And Memetic Magnetism syngerizes nicely since the more targets it hits in one go, the more Mirror Images
Having the Burst scale with tier is curious, but in this context I think it works
I considered dropping the Burst scaling but I decided to keep it for now
Bigger burst = more targets = more likely to reach the uptiered Mirror Image Max
And I’m always a fan of reducing the amount of randomness from things that aren’t damage
Codespike is now also codified to Overwatch Only, but also Metafold Reposte specifically triggers Overwatch, making it sorta-squarely 1/round
yeah that was the case in v1.3
Yeah the version I was looking at was just Skirmish
Also never noticed Metafold Riposte’s been 1/scene this whole time- which is sensible
I figured 1 "Nope Jumpscare" was about as much as players would tolerate per fight
Ya know what else is interesting? Not a lot of base game templates give tech attacks- but PPG definitely piles on a few with Anomaly and Brigand, so it both makes Mesmerist synergize with the right templates and supplies tools for it to synergize with (I’m pretty sure Brigand and Anomaly have at least 1 tech attack optional I can’t check rn)
Mountebank Jaunt also seems like it triggers a lot more frequently now, being near guaranteed with Memetic Magnetism and being a risk to trigger without it, making the Mesmerist’s decision making more interesting
Honestly I love to see this; Leech may exist but there's so many more "rider" NPC concepts out there
Ironically, Brigand has no tech attacks, just forced saves/effects. Anomaly has a couple though
I'm not some grandmaster of synergy, it seems lol
I honestly think I'm gonna take this "Mesmerist Rebake" out for a spin on Saturday, along with a Hatchet and some Rebake Bombards
are your npcs designed with your rule changes in mind? such as your heat one?
or will they work fine without them?
They are (ideally) designed to work with and without my rule changes
They look like they work fine either way
ok cool
With the existence of templates like Tempered and Brisk ideally they’d be designed with “Core Book Balance” (we all know that ain’t perfect so give and take here and there) and then using the optional rules you use those templates to compensate
As an example
Honestly I’d argue my rules changes have improved my design even with those rules absent
Too many recharge abilities = Recharge heat fries you, but also you don’t want that many recharge abilities in the first place
Zealot I think currently suffers the most from too much recharge
And v1.3 Mesmerist, obviously
There’s also the matter of balancing normal Self Heat Traits with Recharge Traits that with the optional rule also give Self Heat
Yes, exactly
That’s where Anchor and Zealot are at right now
Granted, I’ve nerfed Recharge Heat since last I’ve run a Zealot, so
Honestly Zealot is one of my favorite concepts but I have yet to hear it really sing
Zealot hasn’t really clicked for me yet tbh
It’s interesting tho, barely Burst weapons in all of Lancer total, PCs and NPCs included
👀
Again?
Or still the same from the "slow is on the axe now" change
zealot is weird
its a" frontliner" but fragile, and like to me unless theres hidden/invis PC's, it seems like its just.. a AP machine? like, it just wants to stay near allies.
in terms of total hp if you use the overshield thing early its about normal npc health at 2 npcs + self, but that still kinda spreads out its health
sure you lose emberlight but.. 1 burn, maybe a few more, is kinda.. .. uh.
eh
what is a support anyway
No, it’s the most recent rework, I’m leaving Hatchet alone I just haven’t run it on the new rework yet
Yes, it’s a force multiplier for nearby allies, correct. Its goal is to make sure its buddies stay slaying
Surgekiller
Trait
This character’s critical hits deal +3 damage against targets with at least 1 CP.
Another Anomaly/Brigand piece
I would say this makes more sense for Brigand, but Splinter Rounds already exist
Splinter Rounds/Finishing Blow yes
Finishing Blow just feels a lil weak to me too though
I don’t know
Anomaly is weird in a way that barely makes sense, meanwhile Brigand is kinda just mean in a fun way. This falls into the latter category imo
Figured as such
Also this, narratively, feels like a great way for an NPC to put a PC into “rage mode”, beating them up until they pop core and wreck their face
That makes more sense to occur when fighting a bully like a Brigand rather than an abnormality like an Anomaly
Brigand tends to target concrete things, usually, while Anomaly feels more… abstract I think
I mean the thing about Surgekiller is that all PCs have the power to instantly become immune to it (unless their Unicomp roll is really lucky), so you could maybe afford to give it more spice. But also that’s tough to balance because then you’re practically forcing players to use their core powers early, which can be expensive.
Grav Amp
System, Recharge 5+, Quick Tech +1/+2/+3
The Brigand makes a tech attack against a character in Sensors. On a hit, the target is knocked Prone and takes kinetic damage equal to their remaining Repairs.
Oh that’s fucked up lol
Excellent
The damage is fairly mild, maxing out at 9 damage for frames with base 6 repairs and 13 for Lancaster, but it’s about the ranged Prone and the psychological effect more than anything
Exactly; it’s just crushing them with the weight of their own repairs
Do you think adding a base damage equal to the size of the target would be too much?
Size + Repairs sounds fine sure
Partially for logic reasons but also to help increase the damage floor- makes targeting a Spaceborn 2 Mourning Cloak is still a little viable even if it’s the worst available option
Was considering making the damage AP, as well
I’d do one or the other but not both
I’d just do AP then, less math
Good idea
PARA.SITE
System, Limited 1, Full Tech
A mech within Sensors gains the following system:
NEMATODE-Class Comp/Con
0 SP, AI
Your mech gains the AI tag; this system does not count against the maximum number of AIs it can install.
Your mech gains a Parasite Die, a d6 starting at 6. After each hostile action you take, the die decreases by 1. At 1, you cannot take hostile actions. As a full action, you may take Heat equal to your Heat Cap and reset the Parasite Die to 6. The Parasite Die additionally resets on a rest.
This system is not a full NHP and cannot cascade.
Maybe make it a save of some sort maybe?
Also the splinter rounds but on Core power gave me an idea
Brigand power:
Character makes a save, on a failure they suffer a REALLY BAD control effect or they can drop their core power charge
The reason I’m okay with it not being a save is it doesn’t do anything upon landing
I thought about this but I know folks hate the idea of losing their CP
That’s their special button
So I’d rather not forcefully take it from them, but punish them for hoarding it
Fair, like coreworms
It's why I said make it a choice of control effect or drop your core
Or it could be effect that lasts a while or until you've popped core
Or it could just be you made a good point and it shouldn't be a system
Yeah I get it, it just wasn’t speaking to me today
I could have Surgekiller deal Heat instead
I think I’ll do that
2 Heat on Crit for all tiers sounds reasonable yeah?
Full tech that makes the target character must take every protocol available to them on their next turn
Apart from maybe core power
The more I think about this the more I love it and how genuinely devastating it can be
The thing is this feels painful but interesting if it only lasts the one encounter. If it carries over to future encounters however, it can become really devastating
Hostile actions tends to be defined as any action that targets a hostile character
So protocols like Projected shield count. Spotters free bonus Lock On counts. Reactions absolutely count.
This means it can max out in 2 turns easily
In one encounter? Easy enough to budget around as a GM and an interesting challenge for the player
For future encounters? It means the GM would likely need to pull their punches to prevent things from going catastrophically wrong
Cuz the full action to reset the die doesn’t set your heat to equal your heat cap, it gives you heat equal to your heat cap. So if you have 1 heat? Instant overheat. Meaning you probably need to stabilize then take an action to reset the die, take the stress, or just not take actions.
Fine in one encounter, devastating for all future ones
Frankly the heat is negotiable
Interestingly enough, Full Actions are just 1 action
Even if they’re composite full actions like barrage or full tech
Oh hey you’re purple now
Yeah
Orange slapped me with it after Eleonor said I deserve it because I made lots of maps
It's just an excuse for me to live up to the name and write a module
Not as purple as you, but tbh I don't think I want to be that purple
Write a 1 shot, they’re quick and easy for sure
I have an idea for something, idk if it'll be better to start small and work up...
Which?
Pierce the Heavens
Took me 2 months to make, because I let scope creep get ahead of me
I’m a firm believer in the “one combat + narrative” one shot model
Kill the Noise was my most manageable adventure yet
… huh… ok I may have reacted too strongly
I mean I get the idea but… as you said, it doesn’t sing
I did have an idea though… what if the gun hit allies
But then does good effects on allies
I don’t know, it’s already got a loaded base kit
Ok but I do feel like when I think zealot.. that feels more zealot..y
I don’t know what it needs to get to a “feel better” situation
Probably need to just slap it on the table more and see what happens
Ultimately its goal is to get allies on the objective and brawling their hearts out
It’s not an Artillery buddy
Zealot is Ride and Die
Yeah I did mention it hasn’t quite clicked with me yet but that doesn’t mean it’s bad or has any problems as of yet. Some people don’t like certain NPC classes, a common thing when it comes to home brew
Could be the same thing for you idk
??? How is shooting allies with irs burst 3 area make it a artilery
No I mean it doesn’t want to park next to artillery, as a fundamental of its design
This is important because it dictates the range at which its stuff takes effect
That is a good point- I think the Leech and maybe the Support are the only 1st party frontliner support NPCs
It means that I want to design it so that it confers its benefits when it’s on the frontline and not the back
And even then they’d rather not be there when possible
Can’t just have it sit like an Aegis or Priest
Zealot wants a Bastion or similar buddy to screen for them yeah
It’s a defender/striker buddy (shut up about the Spite shut up about the Spite)
Knight and Zealot or Mesmerist and Zealot should, on paper, be a slam dunk
That’s fair I guess
I think then though you just make it have effects that are better for strikers?
Yeah that’s its kit
AP damage, peel invis, free boost
I don’t know how to reach these kids
I’m giving them everything they want lol
A note about veteran in PPG- if you’re gonna add bespoke class optionals you should prolly shout out the Kai rebakes while you’re at it, since they’re specifically designed for his veterans
That’s fair; only think keeping me from doing so is the lack of an itchio page
But I can link the github, so good shout
The least that can be done is mention it by name- it’s not an uncommon 3rd party practice, one module I’m running has the Puppeteer template in it ( w/ permission from Kat) and I don’t believe the PDF could have a link in it so it was only cited by name thus far
Lemme double check that tho
Yep it’s included and cited wholesale with Kat’s permission, even w/o a link
So like even if you can’t get a link (tho you should if you can), citing it by name should suffice
Aight, I’ll amend that in a future patch then.
To be clear, the traits could be used regardless of Kai’s vs CRB veteran
But yes, Kai’s rebakes inspired it, so I will definitely add credit
My mistake
I’m sure it’s all good, like you mentioned it can be used with CRB veteran too and it’s 100% your own work, so it’s not like there was any infringement or anything
Well, let me know if you figure out how to run it good
As a note, In this hypothetical was maybe thinking buffing gun to 2 burn, and having a choice To allies if they are hit by burn
- clear a condition,
- next {time this npc does dmg but not applying to aoe}, deal like 3 burn
- move up to 3 spaces
-that sort of thing
Possibly dealing more burn to allies who are already burned to make you want to spread iy out
Maybe this would not solve the issues, but it’s kinda a cool concept
Idk I just like the concept, but I ain’t super informed in lancer gaming
I already toyed with High Risk High Reward (e.g. allies get AP but attacks against them get AP) and was basically told that it wasn’t worth it since players will ruthlessly exploit the weakness
For all high risk high reward npc concepts?
So I’m not having it attack buddies even if it gives a bigger benefit, I’d just give them the benefit
No like for Zealot’s aura
I’m not gonna extrapolate to ALL concepts but I’m not really interested in exploring them
We already have a Marathon Arc Bow equiv anyway and that’s more interesting because it’s a line, the most difficult pattern to line up
Intensifying High risk high reward usually results in a glass cannon at best, IME
So
Yeah no thank you
IMO the Zealot right now feels very “complete” in terms of concepts to explore. If the mechanics of those concepts need reworking, well that remains to be seen
2 burn, admittedly is not really high risk unless your fragile to start with
But, shrug
I do not vibe with it for now
That is not necessarily because it’s bad
Let me know how your testing goes
I do… I’ll try to run then when I can but that will be a while
Ya know what’s kinda odd to me?
Zeal makes a burst 3, but gives allies AP against targets within sensors of the Zealot, aka range 5. Which is kinda a disjoint of ranges that I can see as being a bit annoying
What’s up with that decision?
Only thing I’ve really came up with the zealot is uh.. combining it with legionnaires
Wait let me make sure I’m getting this right you need to have the ally and the pc in the zealots sensor range to get the ap?
- Would you want to have Zeal be Burst 5
- Would you want to only be able to get AP against enemies 3 spaces from the Zealot, while you’re in the same area
These are the issues I grappled with
Yes
Run up and kill
Re: disjoint: It’s an annoying disjoint trying to split the difference between too wide and too constrained
Mmm yeah I wasn’t saying change it just seemed a bit unusual. For playtest reasons, is the Zealot’s sensor range something that’s having an eye kept on it?
I don’t like it either but it was the best I had at the moment
Yeah that’s fair
Its sensor range is intentionally 5 like the Hornet
Gotcha, so it’ll probably stay that way. Good to know
If it wasn’t already clear, this thing wants to make its team run up and beat people up
Hm that makes some sense
Ok that makes me like it more interesting then what I was thinking before
From like… mechanical standpoint, although it is a downgrade from my previous understandinf
It’s not a priest, it’s not a witch, it’s not a mirage, it’s a nutjob with a death wish screaming a battle cry
Another question about design: how come Zeal is very forgiving with its duration (compared to the anchor’s Lodestone for example) and is a 2 heat trait, but the Zealot has a 10 heat cap? Overheating feels like less of a threat to it compared to the other heat NPCs in the supplement and in the CRB, like the Anchor or Scourer, and as a protocol it’s pretty action efficient. But I’m assuming you had something in mind with the 10 heat cap?
Yes: Zeal
I expected it to live through 3 turns tops
Right, but it’s not really squishy?
Imo that sounds like a reason to give it a smaller heat cap rather than a larger one
Playtest it and let me know then
Point was to keep it from being too easily dispelled
Ah ok I see
If it lives for 2 turns it has effectively 6 HC
And I assume that’s why Zeal is more forgiving with its duration than, say, Lodestone
Yes
Like, it’s been a minute since I’ve used an Anchor too
There’s potential for Lodestone to get a heat reduction
I think it’d be better for it to get the same duration treatment as Zeal in that case imo, where it lasts until the Anchor’s first turn next round
Lodestone is also appropriately battlefield warping in comparison
Involuntary Movement Immunity can be pretty battlefield warping in a lot of sitreps to be fair
But yeah that’s more situational
Maybe, I haven’t heard anyone playtest it since I made that change
So yeah
- It wants to run up with its team and take the hill/beat up opponents
- It needs more playtesting
Yeah, I’m definitely gonna run it for the upcoming Control my players will be doing
The module says “Commander” but I’m adding Veteran and Anomaly too because :3
I could also make the 2 fodder priests in the following combat Zealots but it’s a Gauntlet so idk how well they’ll be able to perform… could also sub one of them out for a zealot and keep the other a priest 🤔
Too many classes tho
Also too many of those units are mid-long range so they’d have a rough time
Hopefully giving it Realm Warp, a range 20 ability, doesn’t fuck with the playtest data too much
Anomaly is the “void your warranty” template so yeah I don’t know
Do what you want
Compared to all of the Anomaly traits Realm Warp seems pretty innocent tho
I’m not your dad
I heard Forced Obsolescence was getting a change too, what’s happening with it again?
extrude knife should have thrown 9999 rather then thrown ∞
this is extremely important for reasons (tm)
I was considering 1/scene per character yes
Idk there was discussion of changing it to a tech and I think other stuff? I don’t recall
Yes after you originally brought it up
Bold words for someone in knife extrusion range [there is no escape]
Tbh I’ll probably take Forced Obsolescence for the Anomaly trait- it’s not too high power with the change and still forces the Zealot to stay in range of people
I get it but also I like abusing the infinity
thats exactly why its problem
it should not have lore implications of uh.. silliness
It’s a forced System Trauma, how bad can it be lol
Hey,
Don’t worry about it
oddly i feel like 9999 and infinity have like.. similar mental impacts in this context? weird little thing to note
If I wanted it to be an arbitrarily large number, I’d pick something 1 less than a nice round number, like 63, 127, or 1023
anyway it doesn't matter at all
did you change regenerator for your lcp or am i just remembering wrong
No?
ah i was remembering wrong
I didn’t touch anything from Exotic, directly
I just said “hey you can pick these if you want”
admittedly you did make the attack bonus +9999 lol
Yes, I was reconsidering that
issue found: extrude knife does not scale attack bonus
Marked as “wontfix” 😏
should be +9999/+10000/+10001
Instructions unclear; set attack bonus to -1048576
Unironically considering setting the attack bonus to a negative number
Since at large positives, it always crits
Won’t it… miss?
Always, for Reliable 1/2/3 Variable AP
The point was never to hit; the point was to deal damage
Orchis stays winning
if you gave it reliable yeh
in other news
why is torrent explosive? its possible theres some flavor reason but if its nanobots thats usually kinetic
also, wtf does burst cone do?
It’s pummeling you with a broad wave, akin to an explosive blast
Check the pdf, you pick 1 or the other
yeah that could work if you put it in the flavoe
oh fair i should have thought of that \
People read the flavor? /halfjoking
the comp con entry for torrent doesnt have the flavor
its sad
no but both my confusions at the torrent were on the pdf thanks
i figured it wasnt done? uh...
might be worth putting a little thing syaing [compcon: pick either burst or cone for this weapon]
i dont think you need the [] though
That may be a player side equipment thing only
Question about Fervent Retribution: does it deal damage to the attacker if the attacker is affected by zeal, or if their target is affected by zeal? If the latter, does it work at any range? Eg. an artillery attacking a Zealed ally from a distance and taking burn
(Imo the former encourages more running into the fray and the enemy but that’s just me)
(We’ll be testing it soon regardless)
Latter, any range
Gotcha 👍
Wait hold on read that again
It damages the attacker, you got that right?
Making sure “attacked” was a typo
Yeah a typo oops
But yeah the vet features are all shiny, fresh, and completely untested, so playtest feedback is welcome
I am curious to learn if the “Zealed enemies with Burn experience effect” part of the kit should be enhanced or not, when I test it I mean
We shall see
It’s an interesting gimmick that focuses in on the Zealot wanting to be in melee and lets Blazing Fervor have more utility
Has there been a version of the Zealot where instead of granting Zealed allies AP against nearby enemies, enemies with Burn and Zeal are Shredded? Again not saying to do this I’m just wondering if it’s been considered or not at this point in development
I believe I shied away from applying Shredded because I didn’t want cowardly Artilleries to capitalize on the Zealot’s hard work
But it’s on my mind
If there’s one thing that’s apparent from PPG, it’s the extremely dim view I take on Artillery units
Yeye makes sense makes sense, and it would hedge the Zealot into more of a controller role at that point
The Prism is a pretty interesting take
Actually, hard disagree
