#Prototype Pattern Groups
1 messages · Page 9 of 1
which is why It evokes a lot of "defender" blood in my eyes - its all about forcing hard decisions, none of which are ever going to be good for you, but you gotta make the call
Depends on whether you’re forcing it to chase you, because it may not want to
I guess the double damage slash is better if it doesn't have other stuff to spend actions on.
do you shoot them to force them to drop the stance, but for reduced damage? do you move and bait the Overwatch, and take some damage? or do you just hold your ground and pray it doesn't instantly kill you?
Maybe toss in a condition or rider effect to the Unsheath Slash? If it's playing Defender some KNockback could be good
theres good texture here because of that
in what is otherwise such a simplistic package
I don't think its really lacking in any way because of its flexible nature, tbh
Fair enough
It’s playing Vanguard/rearguard, which yes Knockback plays with that gameplan
the slash can't be too good or it kinda defeats the other options existing
I'd expect the move-away-or-die enemy to be using a superheavy melee
is how I look at it
Demolisher already exists tbf
You could really do a lot with the optionals tbh
Either leaning into the parry, the Sheath attack, or just regular attacking
Not to say I can’t do it (I could) but more like “I’ve seen how Demolisher plays and I am trying to craft something different”
yeah I feel Demolisher is very good at that niche as is
Template Attacks immediately came to my mind
this feels like its trying to be more dynamic in how it can respond in lieu of brute force
Demolisher is a walking "eff you," this reads more like a mobile striker whose threats are more telegraphed+counterable but also much harder to walk past without consequences
Maybe something wind related for the Class Name?
Or steal from elden ring/general japanese culture and call it the Waterfowl
||well now you need to give them a pistol as a optional, don't you /j||
There's the Kensei
Mmmm there is that
Yeah that might be the name to use, thanks _rng for the reminder it exists
As well as Iaijutsu as an ability name
tbh out of all the PPG gimmicks this one seems the most... "standard." I say that to not elevate it above the others or below them, but more as a statement of just saying it's not as funky with the mechanics while still bearing a fun amount of depth, making it easier to cold read
but yeah thinking on the Saber I'm kinda like, unsure how to square the circle well of how to make it work out
obviously you want:
- it to be the first action taken, no moving. i get why that is for obvious reasons
- has to be a skirmish, to prevent skirmish -> skirmish plays and thus allowing it to really spike its damage output in an unfair fashion
- preferably is an action so its not really getting free action econ (though this wouldn't be too bad to leave out, though it depends on how you feel about slash -> lock-on -> sheathe or w/e. it already spent a QA for it, so ...)
Potentially yeah; I don’t wanna get appropriative though
could just be extra on the nose and go with "Jetstream" /j
Wondering if Ordnance tag but with “this can target adjacent enemies” is the better shorthand
thats what i was kinda thinking too, yeah
also: this is 100% the kind of enemy that would get my players going neuron activation
Yeah no unironically this was on my mind
Issue with this is, iirc, Ordnance specifically forbids overwatch?
thats the catch, yeah
Ordnance really is about 4 negative tags in one, huh
for real
i do enjoy what Ordnance does but there are days where I'm like "it could of been cooler if it was two seperate tags"
You could do something weird like "on attack: take heat equal to spaces moved this turn"?
split the "must be first action" and "can't use in engagement or overwatch" into seperate things
give more levers to pull for individual weapons
“Unwieldy”: can’t attack adjacents
“Heavy”: can’t use with Overwatch
“Stable”: must be used first during a turn
(Thinking about 3rd edition DnD reach weapons that were bad vs adjacents)
Might be a bit too much bean counting for each space… maybe an idea for an optional though
i think it'd be a baller veteran optional tbh
just "nah i can shuffle still, bitch" feels unique enough that it'd raise a brow
i think as a regular optional it might feel a bit too much like a "gimme" by comparison
kinda like deathcounter is to bastion
even moving 1 space for 1 heat could make all the difference
depends on its heatcap in the end
I meant that the NPC would suffer heat if they moved before attacking
but yeah - this means the best way to go about it is probably A: what you have now or B: saying "has to be the first action taken" or i suppose C: restrict actions that can be taken after
part of me almost feels as though it might be easier to just make it a bespoke action/protocol rather than a functionality of the blade but unsure
Right yeah I get you
i wish my brain could words thats for certain
I get the concept
Ya know, if we're in the realm of bespoke actions- can Short Cycle Lance target adjacent characters?
still scrolling through but adding that imo “asking tough decisions of the player” isn’t so much a defender only thing but is more just a mark of good npc design regardless of role
Maybe something like it forces brace rules? (Only one quick action next turn?)
Because if it can, then making it it's own System/Trait is a way to make it get around all that other muddy water with Ordnance
True but I do find it a good hallmark for defenders so I’ll agree with it
You could have the sheathing action expend overwatch
its more the scope of the hard decisions that reminds me yeah
Is this what’s going to actually get me to use the Dazed condition I made in an actual NPC
hahahaha
to be fair i was thinking about that
suffer brace downside could be funny
I’ll be real I’ve been trying to keep Dazed and Overheated out of my NPCs so they’re loosely coupled
But this may be appropriate
“I swore never to unsheathe this sword…” energy rn
Idk how you’d ever invoke overheated in another context but dazed has loads of applications as being less brutal than stun
I think I actually used it in a Brigand feature
Overheated just boils down to “can’t use heat stuff” anyway
You could slap it on a Pyro flamethrower
How appropriate
Smth smth "this isn't my sword"
i almost feel if you do Dazed, then it 100% should be a bespoke protocol
as a protocol, attack with the blade, deal double damage on hit, then move up to your speed after and become dazed until X
Huh I’ll look can’t say I’ve combed through all the brigand stuff
I forget which it is but I remember seeing it when I was doing the fancy styling pass and thinking “huh, I don’t remember writing this. Oh well, it can stay”
codifying a movement into the protocol means it gets its "standard move" still in a roundabout manner but one thats still restrained in a sense
can't stutterstep it between actions, has to make it in one go
Sure yeah… but now we’re hitting Weird Exception Land again
“It’s this except it’s not for xyz reasons”
I will stew on all this though
fair enough
its got good bones though thats for sure
it really is just a matter of wording everything cleanly
Thank you!
but the playstyle? yeah, its already there and works beautifully
i'd love to use one of these
makes me want to make more npcs myself but unfortunately still juggling Price of War NPC updates and trying to finish the Apex
And yeah. I will say I do want to avoid a 4th base feature unless it’s basic AF. May need to move the parry to an optional even
i like the parry as a base kit thing but i also understand
And yeah no I promised myself I wouldn’t make another NPC and yet here I am
we have to tell lies to ourselves now and then tbh
i told myself i wasn't gonna make more squad kits
then i took 60 optionals to 66
Worst part about adding another NPC is it’s gonna fuck with my layout……. 😒
I lucked out with my Late Four in that they were alphabetically adjacent and thus didn’t fuck with the layout of the rest
Squad kit?
for all your "turn infantry into bigger bastards" needs
Huh- Def will check that out later (my compcon will be screaming in pain but... I did want to use more infantry in Wallflower)
slightly off topic but: i do like how Squad Kits really is "heres stuff to make infantry cooler, more engaging, and powerful to a degree" and all the fluff i wrote for it is "there is true tragedy in the fact that we continue to send men and women to die on foot"
and yeah they'll be really good for wallflower for certain
theres some optionals in there that work well for Wallflower Spoilers: ||the large roaming subaltern hordes, both the armed and unarmed ones||
Ok this exactly yeah I have included exactly one (1) squad in my game and it caused such a whiplash in tone I haven’t looked at it again. Obviously a time and place for it but wow is it different then beating up other big robots
its definitely something i didn't want to shy away from, especially seeing - in my personal opinion - there is little difference between killing someone in a mech and killing someone outside of one: Why is the warrior on foot any different to the warrior in their angel of iron?
there is a human cost to warfare either way, and one has to remember it
BUT i also know thats a deeper cut than some people really want in their lancer games? and i respect that. Lancer 100% gives you the tools to reconcile with that cost, but also you should 100% do what you're comfortable with first and foremost
||I was planning on putting active subaltern squads into "The Horde" so Def gonna look further into it||
Ok getting really off topic here, while I am enamored with the grittiness of war that lancer generally refuses to shy away from, my current game is centered around a party of fugitives trying their best to survive a corpo-state manhunt. Fucked up in its own ways but evidently a different environment from themes about the cost of warfare
With how Lancers always survive their mechs getting wrecked, that's the standard I usually assume. Wether it actually applies or not though, yeah that's a Tone thing for sure.
It's just that no matter the Tone you're trying to set, there is no amount of Cope that can justify a squad not being dead when it is, so it can bring some tone-clash when you don't excpect it yeah.
I'd have more thoughts on this, but given how off-topic we already are, I'll refrain.
More on-topic : the [placeholdername] looks really cool already.
I also thought about maybe allowing the parry to stop involuntary movement maybe (and/or, you decide), to give controllers a way to force it to drop the charge; so it has both "damage on me vs. damage on them" and "positioning vs. damage on them" as accessible trade-offs.
I'm not sure about it, but figured I'd say it anyways just in case. Might also even have an idea for an Ultra trait, but I'm gonna wait until the class is a bit more defined before thinking on it some more.
Might wanna look at the terashima for inspiration btw, if you're not already doing that, could be interesting.
I did think about adding a “reduce involuntary movement by 1” rider on Sheathe but yeah
Like, this whole guy's deal being "fuck me up or I fuck you up" is really cool if you end up deciding to lean into it
But the more you lean into it, the more the striker/defender ratio leans towards defender; the less, the more it leans towards striker
Heavy Melee, +2/+4/+6
[Threat 2][5/7/9 Kinetic]
If the Kensei starts its turn with weapons sheathed, its first attack with this weapon on its turn deals double damage (ignoring bonus damage) and gains AP. Its weapons then become unsheathed.```
```Explosive Sheathe
System, Quick Action
The Kensei sheathes its weapons, assuming a defensive stance. While its weapons remain sheathed, the Kensei is SLOWED and reduces all hostile involuntary movement by 1 space. It automatically unsheathes its weapons after it uses a reaction or moves voluntarily.```
```Deft Parry
Trait, Reaction, 1/round
Trigger: The Kensei takes damage while its weapon is sheathed.
Effect: The Kensei first unsheathes its weapon and gains OVERSHIELD 5/7/9.```
okay, revised a bit
feedback welcomed for edge cases, I have a feeling I might've missed something somewhere
I feel like I've missed something because hot damn this is a lot more succinct than I was expecting
Any reason the resistance got replaced with Overshield?
- I like Overshield
- I wanted to differentiate further it from Rebound
oh, it should say "first unsheathes its weapon and gains Overshield", it's intended to be an interrupt, I will edit that in
so, voluntary movement and reactions break the stance, and the empowered attack has to be the first attack on its turn
Doing another edit, adding requirement that it's gotta start turn with weapons sheathed before doing a heavy slash
terms of base stats... this is feeling like a Size 2
Does it have to be though ?
nothing ever has to be
I just don't see it fantasy-wise personally, maybe that's just me.
Mechanically it makes sense but vibes wise it doesn’t exactly resonate
I've been playing Elden Ring and Sekiro so I've been fighting a lot of big guys with swords
Hell, experimental for experimental, might as well make it a "size 1 or size 2". We already have "1 or 1/2" so
Might have been too focused on the Jetstream Sam side then (he's like, the one normal-sized guy you fight)
Yeah actually that's my take for real.
Agreed
I dislike the "size list" tbh so I'd rather do one or the other
Fair
Still find that to be the best option imo, but it is your supplement, so don't let that stop you.
I am not going to design/balance an NPC around two size categories
esp when they're both not "variant of Size 1"
Fair nuff
WINDSTORM
Trait
After attacking with the HF KINETIC SABER using the EXPLOSIVE SLASH profile, draw a Line 5 area from the Kensei that includes the target. All characters in the area take 5 Kinetic AP and are knocked back 2 spaces.```
POSTURE BREAK
Trait
Targets hit with the HF KINETIC SABER using the EXPLOSIVE SLASH profile must make a HULL save or become DAZED (CONDITIONS & STATUSES, APPENDIX A) until the end of their next turn.```
Optional ideas
Ooh those look fun- I'm assuming Posture Break says Targets b/c some optionals may give AOE options?
I hadn't- good shout
Though, since Explosive Slash only applies to the first attack made with the weapon idk if it could apply to multiple targets
Yeah I was gonna comment on how I wasn't sure how to distinguish here
But it does follow Lancer's general principles
Oh, forgot this:
Backup Pistol
Auxiliary CQB, +1/+2/+3
[Range 5][Threat 3][4/6/8 Kinetic]
Attacks with this weapon do not cause the Kensei to unsheathe its weapons.
Glock Saint Isshin
I presume overwatching with the Pistol still unsheaths however, since Unsheath ends whenever an attack or reaction is made
I'm stealth-editing some things at the moment
Oh wait only voluntary movement or reactions end Unsheath
Wait if Voluntary Movement ends unsheath what purpose does slowing the Kensei serve?
right now Sheathe ends by default if it attacks or moves voluntarily. Deft Parry also explicitly unsheathes
It can still choose to standard move and shed sheathe if it wants to
though I see your point
Well if it standard moves Unsheath and thereby slow ends anyway
It locks it into ending Unsheath via standard move rather than giving the choice to end it with any other move
yeah, the Slowed may be superfluous
HF Kinetic Saber
Heavy Melee, +2/+4/+6
Normal: [Threat 2][5/7/9 Kinetic]
Sheathed: AP, +1 Accuracy [Threat 3][10/14/18 Kinetic]
If the Kensei starts its turn with its weapon sheathed, its first attack with this weapon on its turn uses the SHEATHED profile. Otherwise, this weapon uses the NORMAL profile.
Regardless, after attacking with this weapon, it becomes unsheathed.
Explosive Sheathe
System, Quick Action
The Kensei sheathes its HF KINETIC SABER, assuming a defensive stance. While its weapon remains sheathed, its voluntary movement counts as moving in difficult terrain, and it reduces any push, pull, or knockback from hostile sources by 1 space. The Kensei may unsheathe its weapon as a free action.
Deft Parry
Trait, Overshield, Reaction, 1/round
Trigger: The Kensei takes damage while its weapon is sheathed.
Effect: The Kensei first unsheathes its weapon and gains OVERSHIELD 5/7/9.
current iteration
what does HF mean?
High Frequency
neat
Blade vibrates veryveryvery fast to cut through stuff
if Deft Parry is intended to be an interrupt, could be good to add "before damage is applied" to Deft Parry
Since reactions only resolve once the trigger is fully resolved
that's what "first" means yes
Ah nevermind then
Thought on the HF blade's wording:
The condition for SHEATHED profile is starting the turn with it sheathed (presumably to prevent just going sheathe > skirmish every turn, which is smart), but it doesn't actually need the weapon to be sheathed at the time of attack
So a Kensei could start its turn with the sword sheathed, use Deft Parry (say it moves and gets overwatched), and still be able use the SHEATHED profile. Not sure if that's intended or not.
revising the pistol to compensate:
40mm Hand Cannon
Auxiliary CQB, Loading, +1/+2/+3
[Range 5][Threat 3][4/6/8 Kinetic]
Activating EXPLOSIVE SHEATHE reloads this weapon.
I love order of operations /sarcasm
good catch though
o7
it shouldn't get the best of both worlds so yeah
had a feeling there wasn't meant to be secret tech to let the kensei double dip on its sheathe payoffs
Regardless, after attacking with this weapon, it becomes unsheathed.
better?
How about "At the start of the Kensei's turn when this weapon is Sheathed, it uses the Sheathed profile until unsheathed"
that's a rough one to read.
Maybe something more like "If the Kesei starts its turn with its weapons sheathed, it may unsheathe it to attack with the SHEATHED profile." ?
yeah semantic satiation is hitting like a truck
For the sake of my sanity I'm renaming "sheathed" profile to "empowered"
Re: this: it depends on when the "unsheathe" is performed. Probably needs delineated as like, "a protocol" or "as part of the attack".
issue is that if it's "as part of the attack", it has the same issue as before of "lose stance, regain stance, pummel"
with a Protocol it works a little better, but there's still the issue of "now it can just fully move first before attacking" which is against the spirit of this
If this weapon is sheathed when it attacks, if it had been sheathed since the start of the Kensei’s turn, it uses the EMPOWERED profile. Otherwise, this weapon uses the NORMAL profile.
Regardless, after attacking with this weapon, it becomes unsheathed.
this reads better with EMPOWERED
How does making it a protocl allow it to move before attacking?
- Protocol: Unsheathe weapon to make next attack Empowered
- Move full speed towards target
- Bonk
I can try to tie the attack directly to the protocol, and/or tax a quick action as part of it, but it doesn't feel elegant
IMO I think this reads a helluva lot better and conveys the intent
You could also bring back the "unsheath if voluntary moves" aspect
Not saying you should but it would fix the "move before attacking" aspect
oh wait the issue is- nevermind
there was concern from someone in #homebrew-design that someone would just Skirmisher 2 just out of range, and that Threat 2 wouldn't be enough "objective control"
so I allowed for "slow movement"
Fair nuff
more Kensei tech:
Palm Strike
Auxiliary Melee, +1/+2/+3
[Threat 1][3/4/5 Explosive]
On Attack: The Kensei may move up to its SPEED directly towards its target before the attack.
On Hit: The target is IMPAIRED until the end of their next turn.
Hm. It's a cool optional but I feel like compared to others it probably won't stick around purely to keep it to 5 optionals
Plus the Kensei having more weapons feels contrary to it's gimmick, with the exception of the 50mm hand cannon
what if the empowered fully immobilised the kensei, but if it makes the attack while empowered it can first move its speed before making the attack?
if you want it to retain 'slow movement'' you could, idk, give it a quick action that let it move while empowered?
Yeah….. hm
- the kensei can move with its sword attack while empowered before attacking (losing immobilised first)
- sheathe is a QA that lets the user move their speed and then become immobilised. the kensei can ignore immobilised with this movement if it's already empowered.
this does give the kensei a double boost, idk how you feel about that
I don't like double boost tbqh
trying my best here to avoid "redpenning" existing mechanics
but like, is what I presented unclear
it sounds like you were displeased with it? i think it's alright even if the wording is pretty clunky atm
yeah there's definitely some clunk still, but I'm feeling it's in a better place now
the general intention, just to make sure i'm reading this correctly, is meant to be kind of a ronin by way of a sentinel, right?
Does this mean the kensei can have 1-3 weapons?
Also posture break is gnarly
(Not a bad thing)
Its also for some reason giving me vibes of those samurai dudes from hi fi rush lol
I'd have to double check that lol
maybe
it's renamed
yes that's what I was hoping you'd do lol
Haha
Its just making me think of the tone from titanfall because the tones gun is 40mm and thats like a mech DMR
i looked up 40mm and found artillery pieces, and thought "yeah that feels like the correct scale"
to be fair: pistol bullets tend to be larger calibre than rifle bullets
think how 7.62mm and 5.56mm are go to for full and intermediate cartridge and then you look at pistols and you're suddenly at 9mm and 11.43mm as the standard
they tend to be fat things
so its not that unreasonable to have a large-bore pistol comparative to what you'd expect of a rifle equivalent
I just knew I needed to be a smaller caliber than the Cannibal and I'd be okay lol
just big enough to remind folks this is a mech-scale weapon haha
i still wish the cannibal art had the actual 155mm instead of the super shotty
over the shoulder recoilless or something
a halo SPNKr
I wasn't going to until I realized it was actually a great idea lol
yeah you made it click well with the NPC as a whole
give it an overwatch weapon that isn't the sword yeah
last 2 optionals are still up in the air; I deffo want the Wind slash effect, the pistol, and Posture Break feels like a slam dunk (for me)
definitely feel that yeah
It's the one time I'll break my self-imposed rule haha
at the very least, those three do narrow down your choices at least
yeah; I want something to key off of Parry, I think
three optionals all hooking into Explosive Slash probably means "something that isn't keyed into Explosive Slash"
would be a natural venture
a potential might be an augment that gives an effect for as long as it has the Overshield
so what I was workshopping was "deal damage to a damage source equal to overshield depleted/remaining"
hmmmmnnmnm
i do like that effect but i'm also unsure with the HF Saber as it is
because it feels like that defeats the point of Explosive Slash
using Parry should not turn back into doing more damage, when what it gave up was the chance to do more damage
y'cypher?
yayaya
"if the Kensei still has overshield leftover, it kicks you"
"if you come at the king, best not miss" energy
that could be interesting tbh, especially if angled as a sort of future set up for another slash or just a default skirmish
even something as simple as knock prone complicates career ambitions
yeah, like a "step forward" sort of thing, knock prone was on my mind yeah
I think I'm gonna add an Ultra trait called Mortal Draw for the Empowered slash to attack in a burst 2
no reference to zandatsu? shame /j
mmmmmmmmm I'll be real it's been a minute since I've played MGR:R
@dapper goblet I fixed the Capacitor Reciprocity typo you mentioned the other day
released on itch now, patch 1.6.1
yippee
Used an anchor anomaly today. I'm surprised it has the ability to get yeeted by a sunzi but not everything else around it when lodestone is up
I figured it'd be less prone to getting teleported, but it was nice to mess with the sunzi right back for once
I don't think my players figured out they should dive on the anchor to bully it to death or heat it up, but the one time someone tried ended poorly with them eating a rebake atlas missile because the anchor pushed it into the zone, sooooooo
Spent most of the fight Immobilized from heavy gunner or in an enkidu's fancy threat, so it didn't quite serve its purpose, but that ended up making the team more the lethal, so 
tl;dr- keeping it locked down/moving it away from the OZ meant it could just keep all its artillery buddies inside lodestone safe and have them plink away
Thanks for the feedback! Noted on the weirdness of being able to teleport the Anchor, I’ll mull that one over. Strange how everything worked out in the end; how well do you feel the Anchor ultimately performed its role?
Unrelated: I think I wanna use a Disarm optional on the Kensei? I saw someone recently have a Disarm effect akin to “treat this as if it had Thrown” but I can’t remember the source and I’m a little worried of using the mechanic as a result… but game mechanics are game mechanics end of the day
I don’t think I’d be out of line using such a mechanic?
Ah yes it was Reconus’s Martialist
Hmm
Reason I feel it would fit well is that if Kensei can chuck someone’s weapon away, it leans well into the fantasy of “soft threat” and encouraging moving away from the Kensei and the objective
@inland pilot would you mind too terribly if I potentially adapted a similar mechanic to the Kensei, with attribution to you?
sure, go ahead
but yeah its the Martialist you're thinking of
Chamber
Reaction, Recharge 4+
Trigger: A hostile character within RANGE 3 makes an attack with a non-integrated weapon.
Effect: The Martialist fends the weapon to a free space within RANGE 3 and line of sight as though it were a resting thrown weapon. The weapon can not be retrieved until the start of the target’s next turn, and only while they are adjacent to it.
its definitely interesting, in practice, now i've gotten hands on with it a bit more
it being a reaction especially means that while its a good tool to "disable" a weapon, the Martialist can't actually punish the character on the turn it Chambered if they decide to, say, just use their movement to go for it
its a big reason why the Martialist counts as Size 3 for Engagement (though i might steal Minotaur wording tbh) - you can't walk through it without significant investment, or have to awkwardly swerve wide. it gets to play goalie, essentially
if you have an ally around though like a Sentinel, then it suddenly gets scarier as you can overlap (which is part of the design - Martialist works well with allies, and is vulnerable without them otherwise)
(this is mainly me going through the interaction space and how it feels in this one instance, in case its any help in defining some similar play space for your NPC and how it could key into it)
one thing i could soundly say is, for this reason, disarming as an action would feel VERY different than disarming as a reaction and enforce a different style of pressure
just finished running a modified control (using Valk's rules + my own) w/ a Vet Commander Zealot, first loss of the campaign, and a few thoughts:
- My modifications were a bad idea, and 3 control points would've been a lot more fairly in the player's favor
- Even including that however, fanatical charge if allowing benefitting allies to fly is way too much freedom of movement. That, and the Veteran Feature was not well recieved when in conjunction with Martyrdom, which like... I thought it'd be interesting but turns out it was just mean.
- Zeal psychologically is extremely threatening- in particular, the knocback gain + immunity to forced movement. It made my player's feel like they couldn't push the objective until the zealot died, something I didn't entirely agree with but they did feel strongly on.
- I will separately re-emphasize that the Veteran trait for Zealot was heavily disliked.
The way I ran it I was trying to be cheeky by having Fanatical charge allow the NPCs to all benefit from Zeal out the gate and get to the objectives by the end of round 1, and that strategy was... not enjoyed. Not to say there's something wrong with that strategy, but either Fanatical Charge as is makes that too easy, or the Control sitrep as I ran it made that too impossible to overcome. Moreso the latter is true based on what my player's said, and the 3 control points are much better
Also, Surgekiller on the Cataphract never came up, which was a shame
Still the reaction to the Zealot was heavily negative- however I do plan on using 2 more untemplated Zealots soon so they should get a second experience with them
The zealot also had anomaly which, again, wasn't really relevant
There were absolutely parts of this where I messed up as a GM, however I do not think the Zealot is without flaws here
It felt like a priority not purely because it was a threat, but no matter how you interacted with it it was a losing game
Oh unrelated but I feel like the torrent needs a survivability buff. I found it just got kinda munched extremely fast. Mayyybe like 5 more hp. I might run some that way and report back
This is funny to read because people keep looking at it and going 👀 at its HP line lol. Innate Soft Cover didn’t help much?
Thank you for the thorough feedback! Lemme go down the line here:
- What again were your modifications? 4 vs 3 control zones shouldn’t be insurmountable on its own, I would think
- This was in Low Gravity, treating FanCharge as a boost right?
- I thought I sacked immunity to forced movement? Is this using latest? That part is not present in v1.6
- Notes on combination of Martyrdom and Fervent Retribution. What tier was this specifically? Want to know if a flat 1 burn would be better, or if I should limit the burn to 1 turn per character or something. In addition I may dial Martyrdom’s burn back now that Zeal is bigger.
I do wonder how the players would fare vs a Kai Rebake Near Threat Denial Bastion in similar circumstances
Noted; I was thinking of potentially adding it as a rider for Deft Parry, but a dedicated action was also on my mind
Potential ideas for revising Fervent Retribution:
- have attacks vs allies raise burn without causing damage
- Change to simply be Save Vs 1/2/3 Burn at end of turn while within Zeal
I’m actually vibing more with that second one because it’s that kind of Soft Threat I’ve been mulling over with Kensei
“Continue to stand near the Zealot (which is near the objective) and suffer”
Yeah not a ton. The squad does have a lot of short range damage fwiw but each one got An Turn and then splatted
What tier?
Good to know, thanks
It works remarkably well for a backline support for artillery
It kept lodestone up for as long as possible, including a bit of a cheeky last NPC activation to first activation stabilize to maintain uptime. It kept pressure and disruption off the rainmaker as it hammered the party.
I could see a situation where it scoots long with melee strikers and serves a similar process. Doesn't suit multiple activations well but it works out with one and some commander reactions
I don't think players clocked that they could hit it through lodestone apart from the incidental sunzi-yeeting
Could be my description of how it seemed to work though
They didn't scan so 
- 2.5xplayer count to win instead of 2x, encounter budgeted for 5 PCs instead of 4, and 4 objective zones instead of 3
- Yea it would be
- Weird, I updated right before the combat. Must’ve missed that- it didn’t come up regardless but it might’ve scared the players
- This was at tier 1.
Thinking more about Kensei, and about tweaking the flavor from a "gunpowder sheathe" to a "coilgun sheathe"
And about an optional that lets it move past a bunch of enemies, deal damage to them, and then sheathe
As an additional note that I was mulling over whether it'd be worth including about the Modified Control (I don't agree with it but one of my players thought it): The urgency of the ticking clock + how quick it would be to get to the end of combat was not liked, since it made combat shorter and my players love the combat. Nevermind how by the time combat ended we had already gone slightly overtime
It made combat feel like something to be "rushed past" rather than something to be engaged with
I don't personally agree with it but the player's input matters when it comes to this kind of stuff
feedback noted
And it was likely more due to my modification of making 4 control points instead of 3
I'd suggest "make the clock bigger" but it sounds like your combat was long enough as is
so this sounds like a psychological pressure thing
Additionally, the outweighted action economy of Players vs NPCs made it, to them, feel impossible to outpace how fast they were gaining points, and using a quick action to gain points was severely unappealing as a consequence
This is definitely the most urgent sitrep type I've given them, and was a real "slap in the face" so to speak
you limited it to 1 point per round per objective per side right?
Absolutely, but the NPCs can always try again if they fail, and unlike the players they have many more opportunities to do so
so like, NPCs could only score a max of 4 points
and stuff like Impairing the NPCs or forcing them away from the zones wasn't working enough?
If I can be honest despite their negative feedback they appeared to be playing a lot worse than they normally do
They did 0 forced movement, didn't use their cores, and focused way too much on the Zealot
And we had a ZHeng, Kidd, Swallowtail, and Pegasus
Yeah the feedback on the Zealot feels more important than the Control feedback imo
one negative aspect of a fight can sour the whole thing, I'm well aware from my PF2e play
They just kinda got really psyched out, opting for a retreat pretty quickly
I as a GM had no trouble gaining points, only encountering some trouble with a few contested checks which I could force past with more actions, and with a Kai Elite Cataphract I could move people off points and take them with ease. among other things
Which I suppose could be something?
Yeah no Zealot seemed oppressive here
They had no problem on literally any of the other NPCs apart from the Zealot is the thing, and I asked them explicitly. Even the Barricade harassing the Zheng felt fine to the Zheng player
So that's definitely a sign
And the Zealot died first (not quickly mind you just first)
yeah... as an Ultra it should definitely Cause Problems but I'm not as enthused about the catch-22
you were using an older version, right? so "Gain Overshield on Zeal" wasn't included in this test?
No I was using hte most recent version (sofar as I knew)
It was gaining overshield on zeal
I was most likely just thinking of the older text when it came to the forced movement
Yeah I was just imagining forced movement immunity
But yeah definitely gaining Overshield upon using Zeal
How did the OS on Zeal feel? Like GM-side
It felt fine to me, but to be fair I forgot to add it up come the second turn- it's really easy for me to forget Zeal is a protocol rather than just an always active passive
The Zealot still died fairly fast but with the Overshield it's at least not a piece of wet tissue
To me it was warranted
okay, that's good then. so it sounds like they just grit their teeth through Martyrdom
yeah it sounds like they focused down the Zealot to stop Retribution
I think Martyrdom they didn't have too big an issue with
they were okay with taking 2 burn every structure damage dealt to the Zealot?
It felt more in their control, and to be honest at least with that there's a much lower cap on how much of that you can take
Meanwhile with Retribution you could theoretically take way more burn
got it. I think I'm gonna tweak/replace Retribution to just be a "burn area" to encourage folks to GTFO of Zeal instead of a pseudo-defender trait
FIRE AND BRIMSTONE (Veteran)
Trait
Hostile characters that end their turn within ZEAL’s area must make a SYSTEMS save or take 2/3/4 Burn (after making any ENGINEERING checks for BURN).
Hm, idk about forcing another save for it considering how big the AOE is. Would you be against "If they have burn at the end of their turn, it increases by 2/3/4"? Narrow in on the Zealot's theme
honestly that was also on my mind
Oh I was worried for a sec lol
like as an intensifier instead
I was just thinking about it from a "how much more bookkeeping would this reqiure" perspective, plus the Zealot's big deal with Zeal is about making having burn while near it bad
So a Burn Intensifier feels more in character so to speak
On one side yeah, on another it also inventivises "shitton of burn" OpFors as a consequence, if you really want to take advantage of it (more than the base kit).
Maybe that's not so bad, it's probably just that I've had a very bad experience with one of those before.
As long as that's not an actual concern, the burn amplifier does sound pretty interesting yeah ! Just need to make sure it's clear enough what that means.
Veteran Traits don't always need to be super relevant is the thing, and those kinds of OpFors are already incentivized with base Zealot
maybe I'll make it a flat 2 burn intensifier instead of scaling then
Makes sense
I did take note of that yes. It's just that you really don't have to for the base kit : the benefits are good yes, but they're not that crucial (most of the time), so the Zealot is already very good at applying relevant amounts of burn. You also didn't spend your optional on it, it's not as big a part of your ""power budget"".
But yeah like I said I may just be biased so pay me no mind
"Burn amplifier" really does feel like a cool concept at least
I will say gambling on targets failing their Burn check is uh... not the most reliable gameplan, without Impair at least
Which isn't a bad thing, it's just worth noting
I want to try Fire and Brimstone as an intensifier, as I have decided I don't like Fervent Retribution
if it sucks, I'll replace it with something else
I used to like it, but this combat changed my mind
I have never used it and have decided I would never want to
Looking to wheel out a support oriented elite capacitor to do funny things with grunts next combat.
looking forward to hearing the results!
Maybe they won't be grunts though. Unsure.
But the capacitor is definitely in the opfor
The ultimate comedy would be giving the capacitor soul split and use it on a rebake lurker with with umbral clone
Build your own grunt deployment
So i won't be surprised, if. I tend to find combat and sitreps are a balance. Regular sitreps work best if the opfor is oppressive and/or does their job. The basic sitreps means players need to think about it, unless the players can just wipe the board. If the players can wipe thr board then its better to do that. I think that making taxes and costs to sitreps using these rules makes it so sitreps dont need to be carried by a hard opfor. They can't be brushed to the side and NEED to be dealt with which allows regular NPCs to do stuff to prevent it as players need to be more active and can't just spend active time killing everything. From the sounds of it, you increased sitrep difficulty and opfor difficulty which tipped and seemed like too much for the players.
Also wanna state, this is totally speculative. I have no clue if this is the case or not and I also wanna state this isn't me saying you've done something wrong
Honestly valid, good shout
This is my first time using these types of sitreps so I thought I could just sorta translate it wholesale and was very wrong
When it comes to the Zone Based sitreps all actions made towards claiming them, at the end of the day, are directed towards the enemy. Here you need to take additional actions directed towards the actual objectives.
WHich is something I didn't expect tbh, I expected the action dedication from the NPCs to cause the sitrep to generally have the same difficulty level as normal sitreps
just to double check- is opportunistic salvage supposed to proc on mines?
No, iirc
Mines are not deployables but their own thing
Compcon labels them like that for convenience
Thought so but also wanted to check
Demonic idea: field one non-anomaly elite rainmaker or whatever, then 5 anomalies (making a normal opfor) with doppelganger
So your players
- think you've lost your fucking mind
- are very confused about target priority
For my players at least it would be a hornet
12 Elite hornets
If you do this please report back
Don't give any of them multi-action templates so that player's can't peek at the initiative tracker and wonder if something's going on
GOOD point
or - give the anomalies + the rainmaker spec ops so that they get one extra turn
and use it on a different character every time
Give only the anomalies spec ops JUST to fuck with em
(Or just em coordinated carnage)
Addendum. The copied enemy is a grunt
Pegasus player: "I ping them for 1 with omnigun"
GM: "okay great, anything else?"
Peg: "Aren't they dead?"
GM: "Not yet"
Peg: "but they're grunts!"
GM: "Are you sure about that?"
Make players scan: the sitrep
Had the awful idea:
"Cool, yhe grunt hornet takes a structure damage... system trauma"
Yep, the whole concept here is to say, and make the players say, incomprehensible sentences
"The hornet is going to grapple you, its larger so it will drag you off"
I think its worse if you say the hornet has heavy frame and is immune
Hmmm
Or 5 fucking ultras
I'm trying to decide if its funnier all mimicking a grunt or all mimicking ultras
and I genuintely cant figure out which is better. I think grunt is going to have smoother execution because the extra turns wont be on the initiative list.
"Why's that grunt got 3 activations?"
"Dw about it"
I think at one point I suggested a reading of Doppelganger as "If you doppelganger a doppelganger you reflect it's true form rather than what it's pretending to be" so you can have players go "wait then where the fuck is the real ronin?" so now I'm imagining a sitrep with """4 Veteran Operator""" and some grunts, but no one can find the actual Veteran Operator
I do find it funny how folk's fantasies for the Anomaly template have mainly been "Doppelganger- The Template" as of late
Because the template quite literally cannot do anything else for an NPC if it takes Doppelganger- it replaces the one base trait the template has while also taking up the optional budget
I think its literally just a demon i released
Don't worry the demon was sealed earlier so this isn't unprecedented, you more just re-released it
It doesn't take up the optional budget because anomaly traits aren't "may choose one from the list instead of other's" it's "choose one of these"
So if an NPC had a hard limit on 1 optional, if it was anomaly it can still take another optional whereas a spacer for example it says "may choose these optionals instead"
also doppelganger allows changing of expectations and can probably score as well as another optional by allowing a gotcha moment to happen
My point exactly- it disqualifies the Anomaly from taking any other Anomaly Optional. This isn't a bad thing it's just something I find amusing
Like "yeah each anomaly can do one special thing- let's let all of them do the exact same gimmick and confuse the fuck out of the players"
Like, pretending to be someone else is not as potent as becoming a decaying star
It can be if you play your cards right
But it doesn't matter, it's a wildcard template
YOU FOOL! YOU THOUGHT I WAS A DECAYING STAR! BUT I ACTUALLY WAS A GGRUNT HORNET!
A Grunt Hornet Anomaly copying another Grunt Hornet Anomaly with the only difference being one of them has Heliocide instead of Doppelganger
... actually that sounds fire hol up
The world's silliest game of russian roulette- 5 Anomaly Hornets but only one of them actually has Heliocide + is a Grunt, the rest are just Doppelgangering that one
The issue would be telegraphing to your players that one of them has Heliocide but you could always go above table and decalre it, or have a previous sitrep preview a Grunt Hornet with Heliocide to make them scared when you suddenly deploy 5 of them
Ya know out of curiosity, do y'all ever worry about whether it's narratively appropriate to deploy an Anomaly or not, or do you just think "that optional's funny, throw it into the sitrep"?
Because there's so many good ones I don't know how you could ever touch all of them in one lifetime
honestly as GM you can staple whatever you want on any NPC and nobody can stop you
I read the "choose 1" as a very, very soft guideline
tru but I like adhering to some semblance of rules as a GM
That's fair, but even the core book encourages you to crossclass, and way, way lowaballs encounter budgeting
@ashen crown @muted blaze @granite saddle and anyone else in here: interested in a playtest on <t:1750528839:F>?
Sounds good
FEEEEEDBACK... Just finished a combat... Anomaly's are very interesting, players liked them. Worst part was their name Not appearing in foundry due to them being secrets. This is not an anomaly issue and a foundry issue of how to hide it.
None of the abilities actually came up in play. The hades 1 ability sounded cool but never happened. Momento Capula was probably very mean to put into an elite spite... whoopsie good thing that didn't happen. Hunger made a player scared of the name but it missed. In concept they liked the sound of it
Vulture happened for like 2 rounds. Players liked the sound of it
Condition clear scared them and felt a tad BS. until I told them multiple NPCs can do it so honestly skill issue
Yeah, and it’s gated behind the Vulture destroying something anyway too. Thanks for the feedback! Sounds like Anomalies put a lil fear in folks but didn’t leverage their full potential yet.
Every fight report with Anomalies just makes me
lol
Momento culpa is, weirdly, a really good counter to stupid mobility stuff
So I appreciated that when I used it (ok maybe not that weirdly)
Thanks for the invite- buuut I've now reached the point of summer where my Free Time has been taken out back to be shot
Ive reached the point of summer where quite the opposite
Good luck and have fun to the rest of y'all tho!
Until free time goes because my free time is free so I filled my free with not
I als oneed to refind my mech idea I had planned for it which was a heatgunner Gilgamesh
Keep the plans penciled for now, got power issues at the moment. Worst case scenario I’ll have to reschedule due to lack of Internet
guh
Down if you’d have me again, I know I was a little slow to learn the foundry controls last time
oh foundry?
That's very short notice, so I might still be over at someone's at that time. I'll keep you posted.
If you can/are willing to push it back 1-2 hours, I can for sure though.
Assuming it happens at all with your power problems and all that, ofc.
Yeah apologies for short notice, understandable if it won’t fit plans
Terminally unemployed
Several hours late with Starbucks, but if there's still slots available I should be free.
If power issues resolve and player count is still low I can see if I have a friend who'd be willing to join
Trying to organize an evening activity with someone
It’ll only be 1 fight for sure
So ~3 hours or so?
Prepare for 4 imo
@granite saddle when you say push 1-2 hours do you mean earlier or later
@sudden cosmos @muted blaze @empty arrow pencil in this time; Al feel free to check in with your friend
All the usual house rules apply
What LL
6
(or is that-
)
What map is being used lol
This is important because my friend will not join if it's spoilers because she's a player in my game lmao
Part of me wants to give my calendula a second chance given how poorly she rolled the last time I used her on a playtest, but I don't get many opportunities to play at LL6, so 
I'm thinking lycan
@empty arrow @sudden cosmos @muted blaze okay there’s currently no estimate as to when I get power back. We’ll take a rain check on this
Apologies
I won’t be out 24 hours
I’ll be out for at least 48 lol
But yeah, back to work for me, I just wanted to let you all know NOW before plans were solidified
Oh jeez. I haven't had a power outage that long since the 90s.
Damn...
I meant later,
But given the circumstances, I guess we're pushing this back way more than just two hours huh ?
Shit sucks, hope you get your power back soon
Power came back 🥳
Still gonna take a rain check on that game for now though
Queeeeestion on 1 stress for all
If it is possible to clear exposed without clearing heat (Gilgamesh core power)
Do you stay at that amount of heat and just take heat as energy at 1 heat : 1 energy
... man it feels wrong just tossing a knight in as a supportive unit and not building around it but
like it feels like it won't work but I guess I'll have to run it to see
I’d say you only take the energy damage if you’re at heat cap
Yeah, ofc... I meant because its possible to clear exposed and not your heat
Now come think of it, with stuff like autocooler you can do the same thing
Just with having no heat but having exposed
Oh I misread, I’m sorry
Yes your interpretation is correct
I assume you wouldn't change Gilgamesh core power to clear Overheated, thereby making Stabilizing to clear all that nonsense still required if you wanna use Self-Heat stuff
The intent is for Overheated to apply whenever you’re going over your heatcap so yeah
It’s an anti heatcap abuse thing
I draw silly little sprites for all my enemy designs instead of using the retrograde mini ones. Here's my vulture and occultist I'm fielding together (the vultures are grunts with trash to treasure and oppsalv while the occultists are -engineering brigands with lead astray call from below and jailbreak)
hell yeah
I believe you were there when I was talking about how I was doing a sicknasty 3 way fight with two opposing opforces, with one coming in halfway through
yeah! this'll be interesting to see then
so when I saw t2t I was like oh i need to put these vultures in here to just swoop through the carnage picking up random bullshit
I have yet to see OppSal Vulture + Occultist cooperating, I think it'll be "fine" but please report back any findings
I have a pegasus and an enkidu so I'm prepared to go ham on grunts
tbh i think the real combo here isn't even opsalv it's refresh limited systems on call from below -> summon a moloch drone using the vulture that just fed me it's wing
The full unabridged, incredibly overcomplicated opforce (which lacks total numbers because I plan on just reinforcing the whole extraction mission) I'm looking at is
Enemy force 1:
Squad
Hornet Vehicle (transport)
Barricade Industrial (clamps, extrudite)
Engineer Industrial (rivet cannon, sheperd field)
Archer ship (impending threat)
x1 Support Veteran (+systems, Empowered Cloud, Defensive Pulse, Limitless, Self-Repair) [Named character, defects to the party after the 2nd army shows up, with a replacement mech if the party blew her up]
Enemy force 2:
Sentinel Brigand (-systems, Boarding Leash)
Occultist Brigand (-engineering, lead astray, call from below, jailbreak)
Ace Grunt (rapid response, missile swarm)
Vulture Grunt (oppsalv, t2t)
Sniper Vehicle Mercenary (flier, favors owed) damage type swapped to energy to represent the sniper merely being the spotter for an orbital cannon
x1 Inactive Priest elite commander (sanctuary, fortress, quick march) [enemy objective, only becomes active if left uncontested beside the main objective, who climbs in. basically a "you fucked up" extra boss]
The main win conditions for getting the objective away from the players here are the sentinel's boarding leash and the moloch drone, but side 1 can do it with the two industrial machines via rivet gun knockback or clamp grappling
this is an incredibly complex and loaded set of enemies given the total of 12 fucking enemy classes the vast majority of which have multiple optionals and I am taking physical notes to avoid forgetting anything
Any news on the [Jetstream Sam but mecha] ? I'm kinda out of things to rotate in my mind rn, so y'know, if that can help I'm down.
(I'm also just hyped about it in general.)
Thanks for checking in on this, it’s encouraging to me for the design haha. I haven’t worked on it for a while, kinda hit a low energy point and I’m just taking a break at the moment. Riding it out until I get the urge to continue. Otherwise no updates yet
Alright, gl then, and take care !
Anomaly, Soul split
Gives grunt template and sets structure/stress/HP to 1
It does not say it overwrites templates. Does this means veteran grunts/Elite grunts/Ultra grunts are legal?
Considering how the specific of “These templates cannot overlap” exists and Soul Split has no specific statement saying it supersedes this, it likely removes incompatible templates
True, but nothing in CRB lancer gives templates to things mid fight so there's no official ruling. Anything that does so from 3rd party states the interaction. Such as Puppeteer states it overwrites all templates and the Nergal class NPC says only overwrites templates that stop grunt... So it could be interpreted as "oops there's a veteran grunt now" is a valid take IMO despite the fact the template says it's impossible
Considering it states it sets structure and stress to 1 rather than overwriting traits that grant additional structure/stress
Another valid interpretation is "it can't be used on something to soul split if they're a vet, etc" in a similar way say barrel roll can't be used when slowed
It definitely sounds unintentional so it might be legal now but it’s a grey space that probably needs to be clarified
Yep
The important part to me is, I changed a fight
Oops all veterans
So if an anomaly dupes a vet, can they still overcharge with limitless for example
Go for it and lemme know how it goes
It might need turns per round reduced to 1 as well
Have people run Scapegoat Occultist with allied Operator Grunts before? If so, did it work very well?
Can an Occultist use Scapegoat to redirect an attack to a target that would be invalid for the attack due to Lodestone?
Like, which effect "wins" in that scenario?
Lodestone wins because the drone isn’t a valid target for a ranged attack
Does that make the Scapegpat attempt fail or does it force the attacker to waste their attack?
It means you can’t use scapegoat targeting them
Alright, that's what I thought, but I wanted to make sure
So I re-used the Zealot, this time without templates, and it was way better recieved. Being overtuned felt fine so long as it could die easily, that way you don't need to put all your resources into killing one enemy
It's benefits were still potent, but without the old Veteran ability, no more flying with Fanatical Charge (which was a considered change but with old rules was possible in Low Grav environments due to boosting), it felt more fair
To paraphrase my players, having a guy with strong buffs but who frontlines and is really weak makes them a good NPC because killing them decreases force multiplication even if it doesn't actually damage the damage dealers
It really distracted them from the objective too
Based on this, I will say I've noticed the Zealot has experienced changes to be more tanky from much earlier versions, and with this new knowledge I think those probably were not for the best. Making it squishier so that they're easier to deploy as sort of "pseudo-grunts" and allow templating them to not be overwhelming seems like a much better call
Also used the Holdout rules but slightly modified (where it's one size 2 objective that is contested if an enemy is adjacent to you, and you can ring it as many times as you want)- my players enjoyed having the ability to Overcharge and ring it twice and it made the combats possible. It was a lot more fun since they could actually funnel and sacrifice resources into the objective to claim it rather than just doing it once and having little recourse to being able to do so again.
As a more wider implication note, the overwhelming amount of enemy actions has made me realize that the Valk active action sitreps do require different design compared to CRB (and Finaljas) sitreps. These ones cannot be overbudgeted- if you're running for 4 players, run the 4 player sitrep, hell consider running the 3 player sitrep. Out action-ing the players puts them at such a severe disadvantage that it should not be done- 1.5x activations goes from the minimum to the maximum with these types of sitreps
I had reinforcements I intended to play equal in amount to the initially deployed forces, and yet I could only deploy 2 of them without ovewhelming the players (but promising mounting pressure since the combat had no round limit) so it was really bad
As for Brigands, finally got to use (most) all parts of the kit (reverse Veterancy didn't come up) I gave the NPCs. Dirty Fighting was interesting and not too much of a hassle, but it did make my players kinda scowl, mostly because I was rolling hot and they weren't.
I did love using Grav Amp once though, the prone allowed multiple of my NPCs (including the ace that used it) take advantage of the prone and lay down some serious hurt
Also Blazing Fervor was fun. Not overwhelming but not easy to discount either. Just fun. Though it did make me completely forget about Zeal's AP and Knockback.
What’s the team comp your players are fielding here
Orator-Spotter Swallowtail, NucCav Pegasus, Brawler Zheng, and Drone Commander Kidd
They aren't pushovers, and they've played smart a lot, but the Pegasus dropped the CRP recently and the accuracy loss + damage drop off is kinda hurting them as of late
They learned from last combat and pushed for the objective best they could but the SPite and Lobber hogging it were causing issues
The fact they did well here and not on the Control is imo due to the fact the only ticking clock were the trickle of reinforcements and the fact that they could funnel their efforts into one place rather than needing to split up to 4 locations
Thanks for all the feedback!
No problem! No chance to test the napalm unfortunately, cause I never really lost access to actions, but it worked out. Zealot felt way fairer to use when it was much more frail, so maybe that’s something to take note of?
Yeah noted on that
Really surprised about the objective actions thing but I suppose I shouldn’t be
Not as a term of feedback but a realization this developed when it comes to encounter design- for sitreps where I look at them and think “well the players can just rush in and finish the Sitrep in 2 rounds easily” is that, yes, they can… but it’s surprisingly easy to get blown to smithereens in the process. Our Pegasus could barely approach and the Swallowtail and Zheng camping the objective were getting blown to smithereens, while the Swallowtail and Kidd needed to overcharge to double tap the objective and avoid getting overwhelmed by finishing the combat as soon as possible
When it comes to these more actionable sitreps, I’ve kinda been overestimating my players, and having more appreciation for the zone based sitreps on how- yes, they are less actionable, but the pressure they put on the players is light enough that balancing contesting the objective and actually fighting enemies is balanced more easily
From a “engaging with the game perspective”, it encourages more actual fighting, which is what most of the player tools supplied in Lancer support
Just a design consideration I kinda overlooked- rushing the objective sometimes gets you (the individual) killed
But my players had fun with it so for Gauntlet style sitreps I’d use this format again
Makes more sense diagetically too- something about rushing and sieging but then just sitting on a point for several rounds never sat quite right with me
Yeah no this is ideal for my design tbh
It moreso just means I shouldn’t consider a Sitrep easier because you can rush the objective
Which I have been doing so far (albeit not fully consciously but it’s still a bit embarrassing)
Can’t just bum rush the objective and leave all the threats in the table and expect no punishment
Esp when obj requires action dedication that otherwise goes towards neutralizing threats
And you’re good
With this lesson learned I’ll probably try and drop another one of these styles of Sitrep into another mission.
I will say one benefit of the “one big objective” is that by condensing the area in which the objective is contested, it actually kinda punishes sitting on the objective more harshly while making it easier to walk away, making it so the battlefield isn’t so condensed to a “kill zone” so to speak
The Zheng and Swallowtail camping the objective got hit by Ace Missile Launcher after Assault Rotary Grenade after Lobber Mining Charge, and after a point the Zheng found it more advantageous to engage a Cataphract threatening to move the swallowtail off the point rather than camp the objective, leaving room for the Kidd to rush in and grab 2 points
Had the objectives been more spread out this would’ve been less of a threat
I guess I phrased it wrong actually
To circle back around to Zealot: Goal is not to have a Pseudo-Grunt like an EC Legionnaire or Suldan Conscript. Frail is fine, paperthin is not.
With that in mind: How do you feel about the Zealot’s power level? Does it feel like it needs to trade off between survivability and potency at this point?
The big note from my players is that when it had 1 structure it felt fine, but with 3 it felt bad. So perhaps trading off some survivability to make its potency less aggressive would be good.
And fair enough about the pseudo-grunt analogy. I mainly just meant “frail”, like perhaps borderline artillery levels of frail.
As a small note, it did get to make fun use of the “Burn disables invis” part of Zeal on the swallowtail, which was nice and made it a high priority target when that happened
I’m fine if it feels like an operator-ish that can survive 1 decent hit and then crumple on the second; that’s the biggest goal of the Overshield on it
Glad the disable invis felt good
How did the size of the aura feel this time around?
There were no comments from the players on it, and now that it was a less buffed up Zealot it felt more fair to have that kind of access
It still needed to rush to where it’s allies were but allies were typically hanging around the fringes, + never really reaching the same amount of Allies caught in the zeal it had at the start of the Sitrep
Ran some vultures in yesterdays encounter, generally unimpressed with my takeaways:
The Vulture’s stats push it to try and play like a capacitor, with it being surprisingly frail, even while refreshing overshield on itself. In order to actually leverage that however, its weapon and reliance on wrecks push it to the frontline where it just pops like a piñata. The weapon is fine, the mode for limited charges is a kind of unnecessary loop for it to maintain when it doesn’t actually have the staying power to attack more than twice (even when it’s eating a wreck every round!)
In my combat in particular, my vultures spent the first 2 rounds eating some nearby wrecks, giving out a bit of overshield to the backline. Then after that, they just ran it down and got themselves killed as a mediocre frontline unit. What else can they do when they run out of pre-placed wrecks? At closer range to a potentially soon-to-be wreck, players can always shoot the vulture first before turning its ally into a wreck. Or they can not bother, because the payoff is less impressive than a capacitor or an occultist, which both have real floors outside of their plan A.
The most compelling piece of the Vulture is the fact that it can cheat recharge costs, which is a unique and potentially very strong synergy. Your mileage for that will vary, but in my case I find that recharge usually finds itself attached to actions that can feel frustrating for the players to see used repeatedly, and letting the dice decide whether that’s possible takes away the potential for it to feel like the gm is “abusing” any particular ability. Crafting a sitrep such that a bunch of wrecks and a whole Vulture do a bunch of fiddly rules text to effectively turn off one powerful ability’s recharge strikes me as convoluted and uninteresting, but that’s more subjective than my takes on its frailty and range bands.
Want to note also in that that occultists are really really cool. They give out overshield in a more interesting way than the vulture, they control space in a more interesting way than the cone of flash grenade, they juggle mid-range without being a beefed up tank. Very impressed with them both in the playtest I attended and a half-combat I ran that ended up not getting finished for some narrative reasons.
oh yeah, returning with my findings on a Napalm and Capacitor.
Gauntlet mission, LL4, both of them had their Drone optionals. Capacitor was a Veteran with its Vet trait.
Generally impressed with the Capacitor -- the damage output wasn't great but it squeezed an extra turn of life out of several of its units. The Napalm was a bit underwhelming -- it missed every shot except its last one.
The Napalm's drone seems kind of overtuned -- blocking LOS is generally a lot more powerful than inflicting some AOE burn (depending on the party comp i suppose) so i felt no particular desire to actually blow it up. The capacitor's drone was more reasonable -- bit boring, but it acted as a force multiplier, which seems in line with the Capacitor's general role as a unit.
Also, totally forgot to talk about it when it happened, but I also ran a couple capacitors two weeks ago. Don’t have a lot of notes about them other than that they filled their role well! They were a high priority support target that added a lot of durability to nearby allies but were themselves vulnerable.
Most of the optionals were fun, but I found the second systems that gave a chunk of overshield with a bonus effect to overlap pretty significantly with the base one. I ran both and felt pretty quickly that trying to track them as different effects was not ideal, and looking at them both I don’t see why it needs both. I could believe that it’s based off the emperor license getting two beefy overshield systems, but in this case I’d rather npcs have more simplified options compared to a player license. Of the two, the base one that forced a save for shredded when a player did damage felt like the weaker link, lotta edge cases that feel unintended with how loose the wording is, and it’s so much easier to forget than free boosts.
In its place, would love to see it gain access to some light controlling effect for an optional, either to play (some) keep away or to have a way to set up for its own Line attacks.
And there was also a hatchet in that combat, not that I have much to say about it. For all its mobility and potential to kite players, the players in this case were a 7 speed Nelson and Lycan. Used a lot of abilities to have the veteran hatchet move around but nowhere was actually safe, and the Nelson wasn’t about to fail an agility save for the veteran trait. Didn’t really see its ceiling in action, which was fine but also didn’t really provide anything to give feedback for.
but yeah, general impression on the napalm is that inherent difficulty and ordnance and SHeavy and self-heat might be a bit excessive for what it is. i realise it's in line with the bombard cannon, but it's shorter range and it seems less prone to explosive damage bursts without Cluster Munitions so it might be safer to tune up a tiny bit
Noted; I wanted to make sure it earned the inflicted heat + save vs slow. I also personally think Cluster Munitions is overtuned so yeah.
happy to hear about capacitor performance; how did the Arcing feel on both sides of the screen?
the Napalm arcing was interesting, and I do acknowledge that part of the balance there is probably that it's easier to find an angle without cover to hit enemies from
with the Capacitor, after the second or so turn that enemies were in range i was basically running it primarily as support artillery and prioritising distributing overshield more than hitting enemies, so it ended up being less impactful overall
This was also a combat where i deliberately jammed up the board with size 2 Defender rebake grunts, so there were a few turns where the PCs were fairly boxed in and opened to fire
thank you for the feedback. Was surprised to hear Vultures were frail given their Armor and OS options. Goal is for it to destroy its own gear for Magpie in a pinch; did that come up at all?
and frankly I tend to design normal NPCs assuming they'll live 3 rounds tops, so perhaps I'll review what Vulture can do round 3
I'll be real though, I'd like it if more folks didn't preplace wrecks when running Vultures because that obscures what it can do on its own
I mostly meant Capacitor's Arcing; was it necessary to function, or could it live without it?
noted on drones in both cases
oh, on this map it definitely needed it, but i built the encounter around PCs advancing under arcing fire
Running for a party of 5 that’s pretty coordinated with focus fire, so in this case not really. Theoretically that bulk is comparable if it ever gets the time to give itself a second chunk of overshield, but in my combat they simply did not live that long once the players saw they were giving out overshield. (This was back to back with the last combat having capacitors, fwiw)
i deployed them alongside the rebake Hive optional that lets it hijack drones since i thought it would be funny; that trait ended up being less impactful than i thought it would be, but that's obviously not PPG feedback
well, it's a support at end of day
I could bump it to 13/16/19 HP and it would be as bulky as a Support (the class)
one thing i will say about the firefly drones is that i explicitly told my players that there's no splash damage if it's destroyed with non-burn damage, but they still ignored it, so this may well be a case of poor player prioritisation tbh
Noted, but I’ll be honest the fact that it felt weak while being fed a bunch of pre-placed wrecks and being part of the 40% of the opfor that was given Tier 2 (LL4 combat), dunno. I did a lot to try and push them to their limit and they didn’t do very much.
I can respect it being a midground between a capacitor and an occultist, but I don’t think I would be quite this harsh about the vulture if I didn’t think you already did a great job with those two individually
While I’m at it for full context, may or may not be helpful:
Gauntlet, 2x each npc plus 1x each in reinforcements
LL4 Players - Nelson, Lycan, Tech MC, Iskander, Artillery Tokugawa
Opfor (rebake) - Specter, Demolisher, Seeder, T2 Vulture, T2 Veteran Rainmaker
#1334655875679260692 message ok yeah outside of the rebake thread and despite all the criticism I just posted, yes. These are absolutely good enough to be worth money once you feel ready to do so. Godspeed 
issue for charging for it is I gotta check my licensing on the PPG github repo, because I'd likely have to go private
The deployment/packaging code is GPL v3 but the LCP data itself is all rights reserved, at least
anyway, added 16 new rows to the bug tracker, thanks for the feedback everyone. Not all of it was "stuff to change" and in fact a good chunk was "hey this worked well" but yeah a lot to chew on
btw weekly stats for PPG, in case folks were interested. June views+DLs bumped because that's when I asked Beef to add it to the CompCon listings, pretty huge bump
Wait 'til I get paid, and you'll see a nice 1-point bump on that Payment stat.
Assuming tomorrow goes well, I'll have a summer job, which means I get to finally pay for the thing with my fucking name on it. About time honestly.
I was always gonna pay for it eventually of course, but yeah
yeah no worries either way lol
You cannot stop me from throwing money at you
I just need to acquire such moneys first
sorry to bother you, but... comp/con listings? what's that?
- Open compcon.app
- Open Content Manager
- Click "LCP Directory" tab
- Scroll down to "Lancer Community Content"
- Peruse the community-made LCPs
Hey @vagrant grotto, let's say hypothetically for the lancer jam i wanted to use some PPG npc stuff how for/against that would you be?
I’m fine with folks just referencing PPG’s materials (especially as like an “optional enemies” sidebar) as long as you credit+link my project, but keep in mind:
- I may change things without warning in the future, like adding/changing/removing features
- I may choose to start charging money for PPG, meaning it could be less accessible for folks in the future
If you’re willing to accept those risks then sure go for it. I just want to make it clear that I do not guarantee that what currently exists in PPG will be perfectly consistent a year down the line
This especially goes for all the Template features
Triply so for Anomaly
Cool, if there's a chance money may be charged then I'm gonna pass. I was considering brigands because pirates cool
I get it yeah, in all cases
(Not disrespect to asking for money for your efforts. I just dont want to charge more money for a supplement to a 1 or 2 session mission lmao)
Absolutely understood
Wait, Napalm's don't have insulated
IDK why I'm surprised. I expected them to but it makes sense why they don't have it
you have just made me discover a new, infuriating rules interaction: Are Drone attacks "weapon attacks" or not
time to go bother #rules-questions
LMAO
Deployed turrets are characters, and zeal works on characters within range
So I'd say so
Went through the PDFs to see if I added a foreign concept of Weapon Attack to the game; largely, yes, except for one instance of Empakaai
Ah it states it's specifically a weapon attack
Ah so ram's and grapples don't trigger it, ofc
and tech attacks
I honestly sneak in several concepts into PPG that don't technically exist in the main game but hopefully are intuitive enough
Example: The X/scene tag
Mayeb I need to stop reading your book and finding things that it breaks
lol it's fine, I need the QA
The most risky stuff is probably all the pilot interaction anomaly abilities
Like turning a system into an NHP
Turning a system into an nhp is cool but probably not that weird to do compared to like, robbing the player of a license level or talent
It’s not “robbing”, it’s “borrowing, without asking, but with every intention of giving it back”
oh yeah it just clicked with me how many of these have parallels with 'classic' d&d mechanics. xp drain, rust monsters breaking gear, etc.
broad parallels, but still
Mhm
I just mean mechanically disrupting their build like that
Sure, I’m just putting it in perspective because some indignant players will earnestly frame stuff like that as an unforgivable transgression
Yeah absolutely, a willingness to treat nothing on the sheet as sacred
To be fair, I can’t imagine many other ways to do it. I’m sure it parallels classic D&D loosely because this is the best way to approach it given the system skeletons
I mean I have inflicted Awakening on a player it just hasn't come up yet
(the player also hasn't taken any actions to remove the awakening too anyway)
in 3 days time I'm going to inflict upon my players the grunts with rapid insertion -> occultist immediately taking a turn after it triggers combo sequence
go 5 overshield on the remaining 3 ace grunts who also have missile swarm which combos with the lock on application
next step is for them to spread the fuck out before the enkidu gets to that side of the map
i haven't even deployed the vulture grunts with opsalv yet
What is kensei supposed to be when it comes out?
I heard a bit about it but I’m curious
Striker/Defender focused on controlling space with threats of damage
how rude do you think it'd be to put Singularity Generator and rebake SCL on the same enemy?
It’s two showstopper abilities so I don’t know
So, unofficially speaking, I know Anomaly was designed with no inherent Bond interactions due to requiring 2 supplements to use… buuuuuut (unofficially) did you have any basic ideas for how that might work Valk?
Hit me with something more specific please? Like what kind of interactions
Oh I’m more just asking if you brainstormed anything before deciding the idea needed to be scrapped
Oh no I didn’t
I have barely read the bond rules beyond the stress and burdens
Like I know roughly how they work but they dont occupy mindspace for me and I didn’t design anything around it in PPG
Wanted to keep PPG as accessible as possible
Fielded some capacitors and mesmerists in an otherwise gruntspam combat yesterday. It was interesting but I feel like that ease of access to overshield really flattened player options a bit. It sort of either wound up with
- they had enough damage to punch through anyway meaning it wasnt very interesting; or
- tech attack them, doofus
I dont think this is a huge flaw in the design however, more just sort of a weird oddity. Turns out when you give a grunt witch 6 overshield (or more with the drone) you just... have a witch, more or less. Their single target overshield tech was kind of funny in this context though.
Mesmerist, however, really shined. I ran it as a commander with metafold riposte and it created a lot of fun catch 22s - do you deal with a grunt and eat shit? Can you even do that with riposte? Mesmerist fills a lot of my wishlist for a defender and I will be using them again
thanks for the feedback! I think I kinda anticipated that grunts + OS would be... something, but not a huge something
Very glad to hear Mesmerist tickled your fancy. Metafold Riposte though: It's a 1/scene effect yeah? Regardless do you feel the Mesmerist could perform well even without Riposte?
Yeah, the built-in burst tech sort of served as a soft-riposte anyway. Players didn't scan it so it was a little bit of a gotcha, but I want to see how the iterative mind game with riposte evolves if I use it more.
Hechatons going "I ignore its invis! And miss anway because of 14 e def..." is funny to me as well
I could see adding a line to the arc bow on capacitor that the OS cannot exceed the characters max hp, but thats probably clunky and overly targeted
I’m very tempted to throw a Mesmerist or Knight into my “random bullshit (and 2 Lurkers) GO!” Control Sitrep pickup game but I’m worried that’s going to mess with things too much to make me able to give good feedback on the Rebaked Wallflower NPCs or the PPG NPCs… and that it’ll be too overwhelming. Advice?
While there may be some degree of interdependence... I don't think it's always that impactful
I say go for it if it pleases you
like what sort of interaction are you expecting between the NPCs
Gotcha! I think I’ll go for a Knight over a Mesmerist to avoid having an “oops all invis” sitrep on accident
What's up with a mesmerist and knight? I'm having the two of them together in a combat in a week or two
(probably two)
The Heatgunning from the Mesmerist and atypical aggro draw from the Knight compared to CRB mainly
Combined with the Fact that Lurkers are Lurkers and are thus already really hard to hit
Frankly I'm not super worried about the mesmerist because there's a drone commander+lotus projector combo, so I'm guessing its invisibility will be made wholly irrelevant
There’s also gonna be a Hornet, which is the main concern
to not be heatgunned by the Mesmerist, simply do not be hostile to its allies after getting hit 😌
Honestly, some of this feels more at fault of grunts than capacitors. Grunts take all stats of an NPC and turns its HP resilience stat down to as low as it can go, anything that gives overshield then ramps up their resilience.
And all NPCs have different strengths and weaknesses. Those with low hp resilience such as witches normally have strenghts applied elsewhere. So by removing their main weakness that has been made even weaker then ypu just have witches with half health
But then again, invade exists lol
tbf I do not envy anyone trying to hack a Witch
But then again they're witches, with high e defence
Yeah exac6
I think the capacitor shouldn’t really be balanced too much around the extremes such and it should instead just be a warning at GM discretion. In a similar way to an ultra pirate ronin, industrial berserker or an rpv ship goliath
yeah I'm not too worried about it
Then again, an ultra Puppeteer capacitor sounds fun
If you want to play inti the gimmick
Yeah like I said, I think this isnt really the issue of the capacitor, more just sort of observable oddity
To be entirely fair though, I think "grunts with some resilience" isnt a wildly out of phase thing like 15 templates on a ronin clearly is. The most (most) id do is a mild nerf to the arc bow mentioned above but that introduces its own problems. Its likely fine as is, just a note.
It has a sword and Invade tho
Could be a handy thing to pop in the FAQ or something
Like “Lancer Core doesn’t have Overshield enemies, but it does have Grunts. Be cautious combining the two.”
PPriest has overshield
What I mean is there’s no NPC with Overshield as its central gimmick- CRB priest gives Overshield as an optional trait
And I don’t think there’s an CRB way for multiple NPCs to gain Overshield at once, with those being relegated to Avenger’s Fervor iirc. Meanwhile PPG has a few ways to do that
I'm seriously not worried about it, I at some point I have to trust the GM
Fair fair
this is fair, but like, is that really heatgunning on the same scale as a Witch
True, on its own it’s not at risk of going overboard- it’s when it’s combined with other Heatgun NPCs that I get worried. Hornets are scary good at heatgunning
Finished the mission today. The occultist and vulture were awesome! I never actually got the chance to oppsalv so I can't comment on this interaction but I love call from below and the vulture optional that lets you harvest systems/weapons to re-use
Next fight I'm running is a significantly smaller map and still has occultist + vulture so I will probably get some opsalv use
Thank you for the feedback! Glad they both worked well for you and I hope they continue to deliver
Talk about the CRT in #gm-corner reminded me
Prisim, Knight, Occultist, Hatchet, and Mesmerist for (sometime in the future schedules are TBD)
hell yeah
They're also anomalies equipped with elevator clip, heliocide, memento culpa, extrude knife (
), and Bottom of the Well respectively
Which reminds me, is the chattering text effect on things like extrude knife and memento culpa done in the LCP or is that formatting in foundry?
It's done in the LCP, so it's present in both CompCon and Foundry
if you're using foundry, you can remove the HTML tags if it's irritating
I am actually looking to do the opposite and add it to stuff
ah, then yes you can look at the HTML raw in Foundry and copy/paste where appropriate
hell yeah
Okay so I did some thinking and I think I found a way to adress my slight gripes with your modified brace. Interested in hearing about it or nah ?
Sure hit me
aight !
I'm thinking about it because I'm in a game playing my Sag rn, so I'll write this up when I'm done
So. It still needs some workshoping, but here goes :
Essentially, it's creating a new QA that like the base post-brace effect, gives 1 difficulty on all attacks against you until the start of your next turn, and gives you an extra use of your version of Brace for that same duration. It's essentially bringing back the BraceDownside but as a preventive measure instead of a reactive one.
That's the basic part though, what I'm unsure about next is :
- "should it also give +1 acc to saves while we're at it ?",
- "Is it bad that it stacks with cover ? And does it disincentivize using cover too much ?", and most importantly :
- "Should it hinder your movement in some way ? If yes (and I think it probably should), should it be quasi-ordnance ? Instantly end your turn ? Remove your standard move ?"
Maybe even remove the "gives you one more brace" part, I don't mind it so much if that part doesn't work out.
I also need to figure out a one-word name for it that sounds nice, since Brace is already taken.
I've been frustrated for a while that no real basic/universal defensive options exist, so I thought this up for that (especially since an Eidolon layer recommends "defensive measures" as a good course of action to follow, but you can't know in advance you need some). Your brace changes are great first step at that for making Brace more accessible and usable on all damage, but that's not quite enough for me (very personally). It also throws away the +1 difficulty on further attacks aspect that I quite enjoy about base brace. (and the repeatability aspect for brace-happy builds, though that's not as important to me)
Man I sure do talk a lot of words huh.
Something to consider: doing a “preventative” approach could wind up discouraging attacks outright instead of “defending” against them too
Also something I want to suggest thinking about: Look at PF2e’s shield block reaction
It’s a feature that can be equipped/built with, but not everyone gets it, just the ones that care. It gives some flat damage reduction thanks to Hardness
If you mean discouraging attacks against the person defending, yeah of course; That's not necessarily a problem, for the same reason GMS Projected shield is still useful even if no attacks fly your way.
you know what you're right. The whole shield array of options from PF2e actually. Been a while since I looked at them yeah.
Was thinking about an Overshield “raise shield” reaction (if not also a quick action to prime)
And yeah
But yeah move Brace from a universal action to an equipment action
essentially I'm trying to add a "Raise shield" equivalent to the existing "Shield Block" equivalent (which is Brace)
Yeah I’m picking up what you’re putting down
I'm (very personally) against making both of those tied to equipment, but adding my thing to even have two things makes me much less apprehensive about barring one behind some gear
Just checked AoN real quick and yeah this comparison is exactly what I was looking for, fits my vision perfectly : we already have a Shield Block, but I want a Raise a Shield too.
(finished checking that too, and raise a shield is a basic action. You need to have a shield yes, but even if you just pick one up from the ground it works so yeah.)
(Given the usual circumstances of Lancer combats, I find it very believable that most mechs would have the ability to do something equivalent, whether it's dodging or blocking or anything else.)
Ah yeah raise shield is basic, shield block is the feat
Quick action to impose difficulty (once?) seems cheap and clean
Compare/contrast to Fragsig
It's weird when you say it like that but I get what you mean yes
Like, you dont need a brace downside if the downside is already “you lose a quick action”
exactly
the downside is before not after now
just wondering if it should have more juice, if that extra juice should be baseline or come from gear, and if it should cost a bit more than just a QA.
And also whether or not to tie it back to brace or have it be independent
I’d make it the Raise Shield action and then tie Brace systems back to it, as their own reactions
Fair enough, but how does that work for Frame traits that enhance Brace (yours or your allies')
Reactive Weave
Reaction
Trigger: you are hit by an attack while your shield is raised
Effect: You become Invisible until the start of your next turn and may Boost
Sagarmatha gets “you get shield block 1/scene” for example
yeah I see
Not sure if that's the right direction for my table, but I see it nonetheless
At least we both agree there's something to do there. I'll keep thinking about my version for that one table I'm bothering to rewrite half the game for, but with any luck you'll make something of it on your side.
If (and more likely when) I do some testing of it, I'll keep you posted anyways in case it helps.
For now though, I gotta catch some z's; I'll have something to think about at least
Sleep well and thanks for your thoughts!
np, it's always a pleasure to discuss this kinda thing in here
So, I think im not a fan of that :P
Would this be a 3rd option for brace? All of then being
- RAW brace
- 1/Scene brace with no daze
- QA prepare to brace (but not the prepare action)
It feels off to me... like im thinking what situations would I want to use a QA for brace and I think just a lot of other QAs are just better
It fills a previous niche I think dnds dodge filled without being as big of an action. So I can imagine it being used on the approach for a striker for example
But when I think of brace adjacent systems, I cant think of when I'd use the brace QA instead of something else. With reactive weave I dont know why id prepare brace instead of just boosting away for example... why be resistant and invisible if I could have been out of LOS in the first place...
And armour lock Plating, why would I brace a grapple to end it if I could just boost away from the grapple ir do something else, armour lock Plating feels a bit jank when it's proactive rather than reactive
And lastly. My 1 and only thing I'm unhappy about 1/scene brace for which ive mentioned to valk... how would this interact with drakes core power... ofc it would need extra thinking but... make it a free action?
(this is why my version will probably end up being some variation of "QA for difficulty + one extra use of brace")
legit I'm mostly musing over stuff here and how one tactical game does it vs another
good points on brace-keyed systems; my brain says for Reactive Weave the benefit is being able to delay movement until absolutely necessary (like when you wanna hold/contest an objective at round end but otherwise want to be far away from the point)
I have no defense for Armor Lock under this paradigm
For Drake Core: I'd probably say Drake is perpetually in the "Raise Shield" state and can Shield Block 1/round while in Fortress mode
Actually I do have a defense for Armor Lock:
- Raise Shield confers an extra +1 Difficulty to attacks against them
- They can still use Shield Block even when Grappled. If they do so, they can break the grapple
I think the grapple break is largely niche in the first place so yeah
And these are 1 SP Systems too, let's remember that
I think it might be pretty good on Gilgamesh repair node...
You can treat it as a QA half a delayed stabilise if you activate it when you are low HP
Like, QA whilst on 5 HP, get hit by an assault that does 7 halved to 4. Then use a repair to go to full
Or "I really cant afford a structure check rn, but cant afford a full action stabilise"
Now I spell it out like that... repair node actually ain't too bad
Managed to run a Brigand that actually got its crit effect off, and now that I'm getting it triggered consistently I'm pretty neutral on the base Crit bonus. The consistent Hull saves made my players exclaim frequently as they kept forgetting about it, but generally it wasn't too much of a hassle to roll against. Free Prone is pretty devastating, and it kept showing, so the double gating is useful.
But after running "reverse Veterancy" a few times I can say I'm not personally a big fan of it
Because Brigand is meant to be a more "balanced" template you can deploy en masse having a trait that changes between enemies feels like a hassle to track
mmmmmm noted
And oftentimes when I made a Veteran Brigand I would just make the two cancel out and leave it at that
Just cause that was easier
If Lancer NPCs eventually gain automation for Veterancy or Jury Rigged, yeah that would be great
but altogether noted on fiddliness
If you had to pick a stat to give them difficulty on I'd personally say Systems, since that doesn't interfere with their Tech Actions anyway + a good portion of Anti-Tech tools (aka stuff that Jams) targets systems anyway. But I'd also be in favor of finding a different downside altogether
However as long as it isn't Hull I think you could make an argument for any of the stats- Hull is important for some of the optionals unfortunately, like Boarding Leash, but I don't think any of the others care
I will reiterate however (if I haven't already, I think I already have) I am a big fan of Grav Amp, that's fun
Full PPG opfor combat should be this weekend. Unfortunately, they're going into it so beat up that it could very likely TPK them
I set this stretch if the mission up with the opportunity to retreat and repair if a combat was going poorly and they're going in more or less totally attrition'd out
A specific ultra veteran right?
Or was it someone else?
yes
that's also what I usually did even before the reverse veterancy change tbh
Hmmm
I'm curious how ultra brigands and ultra pirates play out, cos ultra pirates have deadly anyway, whereas ultra brigands get deadly AND the brigand prone
Extremely late, but I have noticed something in this regard: you can get it to be automated in Witchdice (including with the rebake Veteran template) I've actually found out by adding the Mech Skill (HULL, AGILITY, SYSTEMS, ENGINGEERING) as a custom syste description to the Veterancy trait so if anyone uses that it can be a big help
I imagine this might be a hard-code on Witchdice's side of thing (considering Veterancy itself has nothing in its actual JSON which actually adds anything), but still
It would be nice all the same though to see that, yeah
digging a bit deeper: okay yeah its definitely Witchdice, but its not based on the trait. It's just how Witchdice reads systems and traits, where it tries to intelligently read for stuff like "+1 accuracy to systems" or "+1 difficulty to agility" and then adds that to the HASE roll buttons. Probably as a way to work better with Custom content and stuff
so you can, like I did just now, just add "+1 difficulty to Agility" as a custom description to ANY item and it factors it.
very much a side tangent but I just found this really funky
Ngl I kinda wish that the Foundry system would just bite the bullet and include this sort of thing lol
it'd be cool and simple!
@static kernel thoughts on this iteration of Firefly Drone?
Firefly Drone
System, Drone, Limited 2, Quick Action
Firefly Drone (Size 1/2, HP 5/8/10, Evasion 10,
E-Defense 10, Tags: Drone)
This drone can be deployed to a space within SENSORS and line of sight. While deployed, hostile characters in Burst 2 of the drone cannot draw line of sight outside of the area. If the drone is targeted by an effect that deals any Burn, it explodes and is destroyed; all characters in Burst 2 must pass an AGILITY save or take 2/3/4 Heat and 5/7/9 Burn.
Also, variations on Incendiary Grenade and Long-Burn Catalyst:
Incendiary Grenade
System, Grenade, Limited 1, Full Action
Two Blast 1 areas in Range 10 are set on fire and become difficult terrain until extinguished or until the end of the scene. Characters that start their turn within either area or move into one for the first time in a round must pass an ENGINEERING save or take 2 Heat and 2/3/4 Burn.
LONG-BURN CATALYST
Trait
Characters affected by ADHESIVE GEL gain +1 Difficulty on ENGINEERING checks and saves and cannot clear HEAT except by overheating.
Considering a slightly different take for Long-Burn, though:
While the Napalm is in the DANGER ZONE, characters hit by the SALAMANDER THERMOBARIC CATAPULT gain +1 Difficulty on ENGINEERING checks and saves and cannot clear HEAT except by overheating. These effects last until the end of the target’s next turn.
Also: I'm adding the ability for Skyburner (ultra Napalm trait) to target enemies up to 10 spaces above the two lines it draws
Thinking of revising Arc Feedback a little bit:
Arc Feedback
System, Overshield, Shield, Recharge 4+, Quick Tech
An allied character within SENSORS gains OVERSHIELD 4/6/8. If the target is hit by a melee attack while they have this Overshield, the attacker must pass an ENGINEERING save or be pushed up to 1 space away from the target and knocked Prone.
thought it felt a bit more sensible for this to trigger on something close range? Not sure if I'm happy with it though
Working out another Kensei optional, is this anything:
Daunting Grudge
System, Recharge 4+, Quick Tech, +2/+4/+6
The Kensei makes a tech attack against a character within SENSORS. On a hit, the target is IMPAIRED and cannot voluntarily move closer to the Kensei until the end of their next turn.
Huh, I suppose that's just Hunter Logic Suite: Terrify, but I'm okay with that
Last thought for now is whether Prism's gun is too good as-is, and if I should gate the "blind" behind consuming Lock On or not
okay actual last one for now, finally wrote down the Disarm effect I wanted:
DISARMING RETALIATION
Trait
As part of DEFT PARRY, after the triggering attack resolves, the Kensei may move its SPEED towards the attacker and SKIRMISH against them with its HF KINETIC SABER. On a hit, the attack deals no damage; instead, the Kensei disarms one of the target’s equipped weapons, flinging it to a space in Range 5. The target cannot use the weapon until they retrieve it (as if the weapon had the THROWN tag).
That sounds like it combos bad with the Kensei, since it would be less able to attack with its explosive sheath
I think this misunderstands the goal of the Kensei. The Kensei doesn't want to attack you. It wants you to get away and stay away from the objective (and is willing to attack you if you don't)
The Kensei isn't using this against nearby enemies, it's using it against midrange enemies
its Sensors are 10
It's like how Mourning Cloak uses Terrify to isolate targets
The Kensei doesn't want to attack you.
His sword is a tool of justice, not to be used in anger.
Unfortunately for you he forgot his sword at home and had to borrow this one from the Ronin.
anyway I'm heading to bed soon so I welcome all thoughts I just likely won't get to them until the morning
but I've got a lot of stuff above and I'm hoping to get a vibe check on most of it
Ah understood
Yeah Daunting Grudge isn't Knight's Compelled Duel, it's the side-eye the Kensei gives to That Fucker Over There to say "back off" while it deals with more pressing matters
Looking for Zealot and Vulture feedback, esp Vulture feedback without preplaced wrecks
Torrent and Mesmerist also could use some additional feedback, specifically how their durability feels
I am tempted to throw a Vulture into my “fuckface control” planned pickup
Mainly cause a second flying enemy would be good there
Running a Mesmerist in one of my games, will report later this week
Honestly I tlwohld rather nerf the blind effect a touch rather than buff the burn
Possibly prevent people in the area from benefiting from cover, something like that? Although it's questionable whether that's a nerf tbh
I feel like if you're having issues keeping track of different jury-rigged difficulties between different brigand classes you could just apply them to the same one for that oppforce in the first place
which is still be more variation that it just being built into a specific stat because for example the enemies I used brigand on has kind of been hacker pirates so I've generally been giving them -engineering but for a group of more generic brigands i might just default to -systems
Its me, your boy, Al... here to give some ✨ vibes ✨ based feedback
So, for something so vulnerable that just pops when hit and needs a 2 turn setup, I dont see why its limited 2... mmm it does blind everything inside though... weird, idk I'm not the biggest fan of limited systems on NPCs so...
I started writing this before I noticed the area blinds, so the blinded effect feels oppressive and it makes sense why it is limited, But the explode and how vulnerable they feels like it shouldnt be limited... hmmm idk what more i can say based on ✨ vibes ✨ than that
Alsoooooo, they dont work with your variant arcing rules
They need an ally inside the area to pop it
Long burn catalyst i can ask if that's stepping on spites toes, but thats just clears with time not until you kill the fucker
It’s a one-way blind
Ah I see
Ok thats less oppressive
Well, this really is a test of my fucked up reading comprehension IG
As for blind being powerful/buffing the explosion: I wanted to have something potent worth spending a quick action on when the Napalm usually wants to be Barraging
I guess the Limited 2 is… optimistic though
I'm just thinking in terms if like an ultra or an elite, they throw the drones down early, they pop... then nothing...
Personally, yeah...
Could have it like wolfhound recharge if you have doubts too
Next mission im planning on having 2 napalm in a breach and clear, lots of LOS blocking terrain
Ill need to double check but if you have some optionals you want tested LMK
Besides the above, it’s just that the main gun is now 3 Self Heat instead of 4
Ah, I had long burn catalyst equipped on them but thats the one thats been changed
Yeah Incendiary Grenade is now the sole proprietor of Lasting Burn Areas
Cool
I chose the long fuse because it still benefits from arcing whereas the grenades don't
I mean it makes sense
They’re grenades
Big question is whether 2 blast 1 areas in range 10 are worth a full action… I think they are?
Id say so
It feels like snipers mark somewhat
Like, you can just shoot asap or you can spend time setting up the Battlefield
Like, one is comparable to a hive swarm, but it has 2
And theyre better because theyre limited and not recharge 4
So place to for a full sounds good
They can also be thrown onto people AND raw can they stack?
They cant, because it says either..
But it does mean two napalms grenades can stack
sigh time to word it so it’s “while in an area that’s on fire…” or something
Like “characters that start their turn in an area that’s on fire must…”
Replace "either area" with "an area"?
👀
I mean if the changes are live before this Friday I could test it since I was already planning on running napalms in my next wf mission 👀
Napalms fit wf quite well from the souns of ut
Can confirm
(running them in the ||HUC Siege on Evergreen||)
I might have something ready by then, no promises though
I'm going to be running an encounter with vultures in this upcoming campaign. But i am using pre placed wrecks. I had briefly considered flooding the field with grunts but i settled on wreckage instead
Vultures make great reinforcements to large scale battles where bodies are already falling
Hmm. Vulture with a Spare Parts Rebake Strider.
Magpie Subroutines can’t be used on limited equipment without charges, correct?
Pre placed wrecks are pretty neat in practice
Tho Valk has been asking to get some data for Vultures without pre-placed wrecks
I used them once, it has a similar effect of them coming as reinforcements
Fair
It was cos grim mentioned
Maybe I'll consider running the encounter with a bunch of grunts instead so that they get wiped out quickly and run the vultures in as reinforcement
Do you think a Mesmerist would make a convincing Calendula analog?
Hypnotic Attraction is Mesmer Mine but an attack, Calendula aesthetically is commonly associated with being a Gish of sorts using a Charged Blade, there’s teleportation elements in there + plenty of hacking, and the invis can be reflavored as Firmament stuff
Honestly any fucky NPC that goes in and out of states could be flavoured as a calendula
Like, specter feels like the closest? But that's quite distant still
Mesmerist does feel better even though its still quite distant
I mean if you throw on Horror for Phase Shift Generator it’s like… it’s close enough
Doing intangibility right is honestly just tough
(Also ghost is also right there how did I forget about ghost)
IGF spoilers ||If Vex decides to put Lucas and Elvorix in the same fight changing Elvorix to a Ghost could be really interesting and befitting for her character||
I say no such thing in the rules text; recycle the Dandelion when it’s empty, that’s intended
I’d honestly look towards Suldan or other supplements for Intangible strikers and/or controllers
I was going off of System Trauma rules honestly
Phantom I think?
Yeah this is fair, but SysTraum is its own thing
Where a 0 charge limited system is an invalid destruction target
Do you think it’s something worth specifying in the FAQ?
Only if it comes up again imo
You are welcome to do this, but this is doing nothing for my confidence in the Vulture’s base skill set lol
I need to run some more Vultures myself I suppose
It’s ok I plan on running a couple
Think I should make them reinforcements or part of the main force?
Put one in main force, and at least one in reinforcements
Is it an issue that the vulture is meant to be used within very specific circumstances? It seems to me like it does what it says descriptively. I didn't expect them to be particularly strong until they had a corpse pile to pick apart
I wanna make them reinforcements because waiting for some allies to have structured first before entering the field sounds like a better way To deploy them
You’re absolutely right, but I wanna see how they fare leading up to that, too
Well for one I don’t think it was intentionally designed like that
They’re definitely meant for the long-haul of the sitrep, you’re correct
👉 👈
But I also intended them to do a lil bit of stuff leading up to someone biting the dirt
And/or sacrifice a system/weapon if necessary leading up to things
I’ll do both, and leave ‘em untemplated while I’m at it
I'm trying to think of ways you can help usher your units towards a useful death so that the vulture can do something useful in the rounds between
god this started as a multi-Lurker test how did i end up this far ._.
Legit I expect NPCs to die as a matter of course lol
Don’t void your warranty on my account lol
No the problem is Vultures would be perfect for this Sitrep and I wanna use them
As would Knights
And I need to stop myself from adding Mesmers to the pile
I will take all of this as praise for my designs hahahaha
What about being able to cannibalize systems in reverse. Give them some dummy systems that they can use as floating redundancies that they can use to repair npcs who lose them?
They’re very fun conceptually speaking
And my impulse control is, to put it politely, shite
There’s a reason I made the Condor wings a useful but shitty flight system and the gun limited 2
On the plus side Knights allow me to remove Scouts from the Sitrep, which I was unsure about including in the first place
Vultures kinda already have that, their gun and flying arent necessary to their function
They can also eat an ally’s gear too
"Mi lord, this gun shall serve as a fine offering for you mi lord"
Or have a vulture with EXTRUDE KNIFE that just stabs grunts then eats them
The necromedic
Upcoming encounter I have has a vulture, where it's in space and the enemies all have spacer so the flight system is redundant and is free food
Considering taking spacer away from the vulture and ace grunts who can already fly for that reason
Though there's an occultist and the vulture has opsalv so it's not particularly hungry
You know in that case you don’t technically need to give it spacer
Though also it's a gauntlet mission in 0g so i could just place the entire opforce around a single flock drone and give everyone overshield
I can’t read nevermind
Yeah I'll probably take it away just cause eating systems that matter is more interesting
Oh yeah and I do want to ask
Do systems tagged with tech count as systems
Depends on how they’re tagged in the PDF, CompCon isn’t good about differentiating
I think most techs are systems but a few are traits
scary
I'm just thinking for like, salvaging a witch and passing a one-use Tear Down to an ally using one of the vulture's optionals
