#Prototype Pattern Groups
1 messages · Page 18 of 1
I’m just looking at all these traits and thinking “these are wonderful rocks to deter attacking but you have to rely on your equipment to supply the hard place”
Rooted is cool but to be blunt, it existed because of Ferrofluid Lance and Pinning Spire and originally Retort Loop (guess what changed)
As mentioned several times upthread
its a License hook and thats it, and while its not bad for that reason ... well, I already said it. "thats it"
the White Witch doesn't even want to be Immobilized, necessarily, it just occasionally becomes Immobilized (mostly when its wrestling someone which y'know fair)
The 3 equipment mentioned are already good defender tools with Ferroactive Baseline anyway
without mention that both Ferrofluid and Pinning Spire just have much more reasonable timings for Immobilized than Rooted (seeing they're QA's, specifically, and end as protocols)
Rooted should’ve been “When white witch is immobilized gain 1 armor” smh 
and then Retort Loop ... well
again, that got changed
because frankly it sucked and ruined the pacing of bringing the weapon to begin with
so yeah. Rooted is cute, but I could not call it necessary nor signature
and if I was to retain Rooted ... maybe give it a better way to Immobilize that wasn't a protocol on a mech that wants to run things down or rush to an allies aid?
The conceit of the first 2 ranks of equipment already pair really well with Ferro Armor anyway so like there doesn’t really need to be any more license hooks period
ugh. god. I need to stop thinking about White Witch. this is exactly the kind of thing that drives me mental lmao
Yeah let’s drop it for now
If you’ve got thoughts feel free to write them down in a notebook to exorcise them
I look at it and go immediately into "i need to fix it" mode
but its a much deeper issue than just "fixing" it
lot of overlapping considerations to be made and such
well the next topic I was gonna go for was “does the Anchor make a good WW stand in?” but wrong time lol
including just "what direction should the frame go"
Maybe! It does the magnets thing
Lodestone is practically just Camus Razor in my eyes
I had one last idea but I’ll just spoiler it if it were put down, if that’s okay
Kay so here it is ||I was thinking about Valk’s change of “make it cap at 3 armor” and while that would give your room to buff everything else it does lose some of the identity of 6 armor. But it does make me realize- the 3 step to max scaling Black Ice does is a lot better for making things well paced and would make players feel better about spending armor. So- FerroArmor scales by +2 at a time but still maxes at +6. If it overflows past that, it resets. Then Fluid Burst works the same, but drops damage by 2 and costs 2 armor. So White Witch rides the armor redline. It’d need one last trait to actually redirect fire, but I think Guardian and 4 pieces of Aggro/Damage Draw equipment are already a lot. Still, if one more was needed, could just take a leaf out of Kutuzov’s brace stuff and make it so that Brace negates AP for WW and Adjacent Allies… that’s not aggro draw actually bad idea||
I just thought of a dumb atlas build...
Jockey does not discern friend nor foe
Jockey does not care if you're immobilised
Atlas can self immobilise on an ally and ride them
And unlike mule harness, you don't fall off when on their back
So the Saladin atlas pocket shield is a possible combo
-- SSC !V! Atlas @ LL6 --
[ LICENSES ]
SSC Atlas 2, HA Saladin 3, IPS-N Tortuga 1
[ CORE BONUSES ]
Superior by Design, Improved Armament
[ TALENTS ]
Bonded 3, House Guard 3, Spaceborn 2, Vanguard 1
[ STATS ]
HULL:4 AGI:0 SYS:0 ENGI:4
STRUCTURE:4 HP:19 ARMOR:0
STRESS:4 HEATCAP:10 REPAIR:6
TECH ATK:-2 LIMITED:+2
SPD:6 EVA:12 EDEF:8 SENSE:5 SAVE:15
[ WEAPONS ]
FLEX MOUNT: Charged Blade
FLEX MOUNT: Deck-Sweeper Automatic Shotgun
MAIN MOUNT: Deck-Sweeper Automatic Shotgun
[ SYSTEMS ]
Hardlight Defense System, NOAH-Class NHP, Flash Anchor, Personalizations, Expanded Compartment, Armament Redundancy
Step 1: find an ally that is 100% melee
Step 2: hop on their back
Step 3: pop all shield systems possible
Step 4: pop hardlight shield so no one can target you and if they want to leave they must take burn and decksweeepr overwatch
I think I could make it worse...
I made it worse, I replaced combined arms with iconoclast
Nice, unintentional lore alignment with Lancer, p. 413 achieved
I'm curious how good it would ne
Having a moving halo bubble shield that sets people on fire is probably pretty good
When it comes to running Doppelgänger and the fact that the actual vs projected size of an NPC works, how do you. Run that?
Anomaly innit
Ye
okay so I had many playtest thoughts from today, but before all that I wanna shout out @opaque crescent for making a dope foundry mod that implement's PPG's structure and overheating rules
made my life so much easier when it came to overheating stuff, like phew
I'll leave it to reCaste to decide when to share it broadly but I was largely satisfied with it
I’m waiting for Foundry to push it to their modules page proper
But if you want to run playtests or anything with it, just dm me and I can grab you the manifest url
What were the enemies and sitrep 👀
anyway, my personal notes:
- Revised Sunzi felt good, didn't break the Escort mission like I would expect a normal Sunzi would
- Capacitor is feeling satisfactory, probably add a caveat that Purifying Lightning only affect allies that already have overshield and add some damage scaling to High Voltage (Veteran)
- Napalm is good, Incendiary Grenades shaped the flow of map movement (good!), Though I think I may finally reduce its burn damage to 4/6/8 to make it less of a "priority target"
Escort
Vet Capacitor, Elite Cataphract, some Napalms, 6 billion rebake spites
Escort (Lift/Drag rules)
- Elite Cataphract [K] (Capacitor Discharge, Electrified Lasso) x2
- Veteran Capacitor (Purifying Lightning, High Voltage) x1
- Spite [K] (Feedback Shield) x3
- Thrall Squad Kit Squad x3
- Napalm (Incendiary Grenade) x2
elite cataphract #2 only came in on the last round or so
Ah, H0R_OS 1: Network Binding was pretty cool. Got used vs. Elite Capacitor, it had to be careful about when to trip the Jammed while working towards the objective. Purifying Lightning peeled the Jammed off before its next turn, so that was just team synergy
Capacitor Power Surge was mentioned as kinda niche for a base feature; I brought up adding Reliable as a tag, though I would probably be conservative with it (not the least because someone could use Capacitor with CRB multiattack stuff)
like, "AP or Reliable 1/2/3", or "AP and Reliable 1/1/2" or something
Give ap felt fine to me
Not many NPCs have ap so buffing to have it feels easier t
Mmmm
Ap archer
😩
The thing that was noted was that it very often can do nothing, especially at low LL
Some parties just won’t have AP armour and so it has a base QA that wouldn’t do anything
I'm not following...
Sorry, armour, not AP
Oh I see
only 1 GMS mech has armor, meaning that Power Surge means little for LL0-1
that's mostly it
Giving it reliable shouldn’t make it oppressive and lets it actually function at those low LL
mm. I could see it, it would be anti-brace tech at low LL
I don't like it clearing OS though
I wouldn't make it perma paracausal 😛
you're the one who mentioned paracausal, not me
Yeah
I was like "paracausal maybe??? Mmm it should clear if it does that"
I feel like... Sure there's other systems that are useless depending on party comp too
Ignore invis for example
Normally it comes bundled with ignore hidden too and anyone can do that
yeah no usually niche stuff has other benefits
But condition clear too is a thing that could be useless on a party that just wants to kill people to death
Scout Rebound Scan purges cover too
CRB rebound scan is burst tho lmao
Rebake rebound 🔥
"oh no, they're in cover"
"Bruh, they're 2 tiles away just fucking flank them"
anyway, good data for Capacitor and Napalm today
and Sunzi didn't drive me up the wall so that's a success in my book
I would like to retest it again with a party/sitrep that would benefit from its kit a bit more than today’s did
Not that my loop felt bad, Blink Anchor + Metafold Carver feels really good
But neither Accelerate nor Tunneler saw use
Accelerate might’ve been able to kick the objective around
Though maybe not safely
Lose grip on it
Yeah I was looking for somewhere to try and set it up and I don’t think I ever really had the chance
The objective is under a child-safe cap
Okay so I was thinking back on the White Witch !V! discussion.
I think, with any version of White Witch that decides to turn armor into a resource, it’s probably easier to make it work if the WW starts each scene with some armor rather than none.
Just thinking about it from this perspective- a White Witch that starts a scene with 0 armor will have to either take a lot of damage or spend a lot of time doing a new added mechanic to build up armor. By the time it gets enough armor to feel comfortable spending it, it’s low on HP and really needs the armor.
Whereas if it starts the scene with some armor, it feels more comfortable being a Defender and taking hits and spending armor before beginning to become conservative with it.
Imo, regardless of what direction you go in, if losing armor becomes easy or a resource, the WW has to start with some amount of armor. Maybe not all 6, but some amount.
going over the V houserules stuff and my players are roasting it in the qrts 💀
(the metaphorical quote retweets- (reference))
just going over the changes in a call and my players are not receiving the (mostly long rim) changes well
I mean yeah no shit, most of the changes are not for them
"Players be damned GMs will stand for this bullshit no longer" type shit, you know ?
(other than the straight buffs to the bad frames that need it [lookin at you, minotaur and Atlas])
And even the nerfed ones aren't nerfed to oblivion, they're atleast changed
Apart from the Sunzi, the "nerfed" frames would maybe be like, Caliban (and Balor ?) and tbh that's more of a sidegrade than anything
Yeah, I get it tbh, they’re allowed to dislike them. I will highly encourage cherry picking for your tables’ preferences at end of day.
In other news, this is one reason why I have no plans to share my house rules on a published level lol
Hm, start with armor but chip down and then reset maybe, and you spend armor to protect allies
You don’t gotta go to bat for me, folks, they’re entitled to their opinions and I’m fully aware that there’s some “taking away toys” aspect of this
For my part: Several of the reworked frames are new and untested so they might actually be ass! No idea yet
The nature of having it in an LCP unfortunately makes it easier to be all or nothing than cherry pick
But hey ho
I will continue to welcome constructive playtest feedback for whatever I’m brewing
One idea I had was to keep Stabilize as a “safety net armor reset”- this would depend on “how armor loss” works ofc. if each damage instance reduced armor the WW had, then yes this makes sense. If not then no
I am actually batting for myself, thank you very much (my players have the same reaction and it's tearing me apart)
they're valid too! even if they're at cross purposes with you
I just don't want the first response to hearing someone dislike my stuff be something defensive
I mean yeah sure. It just kinda sucks for me.
At least they like the minotaur changes
¯_(ツ)_/¯
Think imma cut a release today before playing some spider man
If anyone has more feedback that could make it into v1.13 then hmu
What changes we seeing?
Minor capacitor, napalm, and occultist stuff iirc
Occultist Jealous Flock Jealous Flock is powerful and prevents self heat.
Mesmerist Hall of Mirrors Fast to turn off when allies are attacked, especially drones
Vulture Magpie Subroutines May be slightly strong if it can be repeated with Overcharge
Zealot Undying Faith CRB Grunts get a lot of mileage out of this
Capacitor Marathon Arquebus Lots of power on Drones
Vulture Kit May be powerful with CRB Ultras that repair themselves
Squeezing Rules Would be good to codify squeezing in a public space
Interact Action Would be good to have in a public document
Capacitor Power Surge AP is "niche" and won't see much use at times
Capacitor Purifying Lightning Potent when it can be done for free
Capacitor High Voltage (Veteran) Low damage for T2
Napalm Salamander Thermobaric Catapult Damage still makes players' eyes bug out
Napalm Incendiary Grenades How to extinguish
Also have acouple Anchor thoughts re: Newtonian Amplifier and Magnetic Reversal
Newtonian Amp is hard to fit into actions alongside Lodestone
mag Reversal and Lodestone are competing with each other (maybe less so now that Lodestone is Burst 2?)
Ah so my playtest and yours
basically
So limiting capacitor to mechs I assume? And would undying faith be changed or was that just noted?
This weapon does not attack allies. Non-DRONE allies in the affected area gain OVERSHIELD 2/3/4.
thinking of bumping the OS to 3/4/5 nah
Power Surge
System, Quick Tech
An ally with OVERSHIELD within SENSORS becomes supercharged. Their weapon attacks gain AP and RELIABLE 1/1/2 until they lose all OVERSHIELD or until the Capacitor uses this action again.
started plugging in data into the Athena attack calculator to see how this would affect CRB Operators, and realized that CRB Operators at T3 have 100% chance of hitting an Evasion 8 target
same with Ronin and anything with +6 +1 Accuracy
minimum die roll is 1 on d20 and 1 on d6 + 6 = 8
So, that means that adding Reliable to those offenders will mean nothing against Evasion 6-8 targets (which seems obvious I suppose)
Now, I suppose the real concern in all of this is the high-evasion targets without armor
so if I did Reliable 3 at T3, that means that Operator/Ronin/Specter will always deal 9 damage to a target, at minimum
At T3, we're at LL9 at least, meaning 5 Grit. So Goblin/size 1/2's will have 11 HP minimum
mm. I think I stick to Reliable 1/1/2
the scaling is weird but I can't assume folks are using Kai's Rebakes (as much as I think they should)
How's this read for Purifying Lightning only triggering on allies that previously had OS:
PURIFYING LIGHTNING
Trait
Allies with OVERSHIELD affected by the MARATHON ARQUEBUS may clear up to one condition.
nvm, gonna go with this:
Allies that already have OVERSHIELD may clear up to one condition when affected by the MARATHON ARQUEBUS.
I lose a line but I have space to spare for this
HALL OF MIRRORS (VETERAN)
Trait
The Mesmerist starts with an additional 1 mirror image and may use MIRROR IMAGE an additional time per round. It gains the VANISH reaction.
Vanish
Reaction, 1/round
Trigger: An ally in SENSORS is attacked.
Effect: The Mesmerist destroys 1 mirror image to grant the ally INVISIBLE against the attack.
I'm doing what I swore I'd never do: Making a nested NPC Action
though... maybe I can just... make it just a Reaction?
if the Mesmerist has control over when it burns its mirror images then maybe it doesn't need extra
I haven’t used the modern Vulture yet but I do think Magpie, from an ease of use standpoint, may have one too many possible bonuses. Also was the Vulture Ultra Trait not meant to capitalize on Juggernaut, destroying 2 things so that Juggernaut may not quite catch up but also twice as many bonuses could be output?
idk, I welcome a playtest on it though
Also how was Mesmerist’s Mirror Image being 1/round btw?
seemed fine I think?
Huh, I Really expected it to weaken the Mesmerist a lot more
I’m not testing an elite Mesmerist anytime soon but I do wonder how the 1/round affects elites
part of the goal was to keep Elites from constantly being invisible
Ah yeah I didn’t consider that- idk why I was thinking that Elite would cause them to be more vulnerable
I will say I do miss the combo of Memetic Mag hitting multiple characters and making multiple mirror images but prolly for the best it got the sack
I do wonder if not affecting squads would be too impactful
legitimately I'm fine with this affecting bios and stuff that isn't mechs like Vehicles
I don't want it affecting Drones, that's all
I forgot vehicle was a separate character type… wait is that where Vehicle’s trait budget goes? Turning mechs into not mechs?
I just never really considered the implications of that. Wonder how much stuff that affects
JEALOUS FLOCK
Trait
While adjacent to a FLOCK DRONE, the drone’s allies gain RESISTANCE to all damage from hostile sources, and hostile characters are SHREDDED.
doesn't protect from heat, and only hostile sources now (burn is implicitly included)
Idk why Burn is often not included with "damage"
Lancer and redundancy, what can I say
Whatever, add another Skirmisher to the game
I'll say this: In practice, it's pretty obvious which option to pick at a given time
NPCs usually only have like, 1 of the first 4 options each
Also out of curiosity, when it came to Vulture getting multiple Magpie’s per round, did the heat runaway not impact it in playtest?
Imo a heat cap of like. 6 or 7 feels like a good way to soft nerf Magpie and keep the Vulture a little more in check vs giving it the 1/round tag but I’m no expert
I didn't see multiple magpies per round tbh
and i'm currently pondering multiple magpies actually being an issue
Ah I saw it in the big post and thought it came up
somebody mentioned it, as a thought
I think that overcharge will naturally curtail it though
even without my house rules
honestly I think that's what's gonna keep CRB Ultra Vulture from being obscene
Like, supreme maintenance already exists
Do you think Rapid Refab should prompt a second heat cost or no?
if it wants to be selfish, there's better ways to do that
Plus an Ultra is gonna be slightly less glut with wrecks to use than in a standard Sitrep, purely on the basis of NPC budgets
yeah no for the Ultra it's gonna be a matter of destroying/repairing its own shit
that's the abuse case
wrecks are an afterthought for them
which, tbf, may be its consolation prize
it's more self-sufficient in exchange for the fact that less wrecks exist on the field, because Ultra
The Vulture may use “MAGPIE” SUBROUTINES as a full action for an additional 2 Heat. If it does, it chooses a second option to destroy, then chooses a second benefit, targeting the same character or a different one.
Aight so: If someone runs a Vulture with Limitless and/or Ultra, lemme know how it goes and how Magpie interacts with things that let it be used several times per turn
for now, I'm marking it as wontfix
yeah, didn't mean anything serious by saying anything tbh, just more sharing how my table's roughly taking the ideas-
but yeah doing cherrypicking on rules anyway
of course of course
Btw typo in Coherent Entanglement (Ghost Ultra Trait) in v1.12 pdf: it says “every hostile action is taken against a character bonded with the Ghost”. The “is” needs to be removed
done
Reasonable Brain: “Ya know I wrapped up the combat prep for the playtest mission like a week ago, and they should be fine and balanced and hit all the required notes.”
Evil Brain: “Replace the Vultures with an Ultra. Make the Anchor an Ultra. Turn the Ghost into an Ultra.”
I'm not the biggest fan of this, because a veteran mesmerist can just not use the reaction
And then they have double the mirror images
got it, glad that I've reduced it to just the reaction then
I think personally, it should only destroy the mirror image on a miss
Just like in the mirror image
Sacrificing one of your resources you gain 1/round for it to just hit could just suck
done then
Mmmmm
I'm thinking of 1/round mesmerists mirror image... It's weird...
Doing the maths in my head idk if like in average it should remain at 1 mirror image or increase/decrease over time...
It makes 2 tech attacks per turn... One needs to hit for it to increase, so the amount it will gain each turn will never be more than one but can be less... So on average can tend lower... Yet depending on
Yeah 1/turn might be the good middle ground
It might just be that mesmerists are just vulnerable to focus fire
Which is odd because that's what most defenders want
Well, defenders that want you to shoot them instead of their allies
This is my personal vibes maths tho
(I thought it up and it made sense)
Yeah it means it doesn't skyrocket to oblivion yet doesn't drop immediately
Aux spamming mesmerists is funny and needs to happen more
Mesmerists are cool...
I like to think so yeah
I really need to use more PPG mechs. The ones I use I go "damn I love these" so therefore the rest must be pretty fucking neat
well, that's the theory at least lol
they can't all be winners though
Thoughts on an Interact action in Escort: I know I have this "grab first, then wrest" setup. Would it make sense to have the wrest be built into the initial grab, instead?
the way I see this going is "force a contested check, if you succeed you now are handling the object, if you fail you don't"
what happens here though is that an enemy could flip the object and run away with it easier
which may be disastrous
Mmmm
I think I like it but I generally am somewhat against enemies taking the objective in the first place
Yeah leave it for this release
To me it serves as a similar thing to how I don't like defence objectives unless executed well. An elite cataphract can undo turns of progress on a slow party with an unlucky contested check
That doesn’t stopper elites much, but it stoppers them some.
It means an elite gains 0-2 in a round instead of 0-4
Or their current 0-1
Or 0-6 if they get lucky with 2 Memetic Magnetisms + invade
That's true
It means it just needs to hit 1/turn and it's good
Rather than wanting to hit everything all the time to be untouchable
Yeah it definitely feels like a better middle ground
mm. forgot to look at Vulture armor
it'll sit for now
need more vulture feedback anyway
Vulture armour felt fine for me IMO
Napalm damage nerfed 😔
Weird looking at that and it feels like a massive change... No, it's only -1 it ain't much
wanted to touch on this, but I think this is fine scaling for reliable if you're of mind to use it
gifting an ally Reliable 1/1/2?
AP reliable*
This is a scaling I've used before for things, suldan's conscripts have an optional weapon that gives them this, imo it's a good scaling because even smaller packets of reliable have a tendency to add up
cool, sounds good to me then
it's hard to find a better way to scale it that doesn't become "oh at tier 3 this is Reliable 3 huh"
OH NO REBAKE RAINMAKERS CAN NOW HAVE AP RELIABLE BACK 😭
just shoot them lol
As long as I don't equip the capacitor optional "this enemy gains javelin rockets"
Engineers out of the CRB also just have a straight up "flat Reliable 1" option for their turrets
with the expectation that you're probably shooting with multiples
but yeah, I think that sort of scaling pattern (1/1/2) is fine because it does gradually scale upwards but not in a way that I think gets out of hand
This is PARTICULARLY relevant if you assume that this stuff will be in use for CRB units who might have multi-attack capabilities
that is, now your Ronin is doing 3x reliable packets at the upper tier end of play
I appreciate you weighing in, makes me feel more comfortable with this release now
Anyway here’s where I’m at in optional testing, unless I missed something:
Anchor
- [x] Newtonian Amplifier
- [x] Magnetic Reversal
- [x] Null-Grav Motivator (one big zone)
- [x] Slingshot (vet)
- [x] Tectonic wave (ultra)
Capacitor - [x] Purifying Lightning
- [x] High voltage (vet)
- [ ] Thunderfall (ultra)
Ghost - [ ] Superimpose Firmament
- [ ] String Theory Marionette
- [ ] Maxwell’s Demon (vet)
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Rocket Bola
- [ ] Reckless Dive (updated)
- [ ] Return to Sender (updated)
- [ ] Pull the Snare (veteran)
- [ ] Hurricane of steel (ultra)
Kensei - [ ] Gaussian Blur
- [x] Pommel launcher (vet)
- [ ] Mortal draw (ultra)
Knight - [ ] Hero’s Banner
- [ ] Punishing Blow
- [ ] Mighty Throw
Mesmerist - [ ] Mountebank’s Jaunt
- [x] Hall of Mirrors (veteran)
Napalm - [x] Incendiary grenade
Occultist - [x] Jealous Flock
- [ ] Harvest pyres
- [ ] Doubling season (vet)
Prism - [ ] Omniglass barriers
- [ ] Scintillating gleam
Torrent - [ ] Wash away
- [ ] Crashing tsunami
- [ ] Primordial (vet)
- [ ] Split the sea (ultra)
Vulture - [ ] Jumpstart
- [ ] Carcass bunker
- [ ] Rapid refabrication (ultra)
Zealot - [ ] Flagellant’s Cleansing
- [x] Rally the Righteous (reworked)
Not enough info on pommel launcher I assume?
It was funny and gave it a different role IMO
Instead of warning you to get away it just tells you to get away
yup, "I'm done asking"
I think someone tried Mortal Draw at one point but I forget if they sent a report to me
In this channel, looks like Isa was gonna, but I know scheduling was a thing
That spatial rend buff is actually insane what the hell ???
"Yes my Cataphract should do 7 AP + 4 heat + grappled on a +1
hull save."
Aight I’ll reword it to push/pull/knockback it
(Impale is a pull)
(sorry)
Anomaly mirage with that "swap positions with an enemy" optional: "POWER WORD KILL"
lol. Get wrecked then
Point blank impale strats
did spatial rend really need to be shadowbuffed like that ? It was already one of the stronger options I think.
Teleports you someone 20 tiles, give them 10 heat, expose them, give them 40 damage
I’m gonna ask you all to chill please
The report I got was that spatial rend didn’t do much for what it was
Scaling based on distance was discussed
I went through with it though it seems I didn’t think the abuse cases through
I’ll revise it in a future patch, as it stands I don’t get much feedback on anomaly to begin with
It’s really funny for some reason looking at anchor and just seeing everything checked off
Lol yeah I just copy pasted from my notes, more feedback always welcome though
that's fair.
And yeah if that was born from a playtest report at least we know there's something to look at at least
Seems like the only change that’ll affect my combats are the Magpie reword… which has no impact on that combat so literally nothing changes for me :p
Hey, you’re good
I’m the person who makes the patch updates
Please keep up the play reports, I appreciate them
to be entirely fair when I used the optional, I was coming from it from the "discouraging player teleport" angle and less "buffing enemy involuntary movement force" angle-
IGF Act 2 Spoilers: ||I’m gonna give Odin spatial rend and watch my Warper Zheng Squeal >:)||
Absolutely yeah
Scaling with a cap may even be reasonable, a la Minotaur Banish
Bottom line: I need to think harder about it
Starting to cook something
Asked a question about it in GM corner but then realised it was posted here 💀
Just in case it gets buried in GM corner :P
Answer for the folks here and not there is “yes”
Slip Drive
System, Quick Action
Teleport 2 spaces. This system can be activated even while Slowed or Immobilized.
Thunder Lance
Heavy Melee, 2 Heat (Self), +1/+2/+3
[Threat 1][6/8/10 Energy + 2 Heat]
As a full action, the Prototype may Boost in a straight line towards a hostile character and Skirmish against them with this weapon, ignoring engagement. On a hit, the Prototype and the target continue moving in a straight line together for a number of spaces equal to the Prototype’s remaining Boost movement.
Bleeding Edge
Main Melee, +1/+2/+3, +1 Accuracy
[Threat 2][6/8/10 Kinetic]
On critical hit: The target begins to “bleed” (whether that be blood, fuel, or another fluid). At the end of each of their turns, they must pass an Engineering Save or take 3/4/5 Kinetic AP damage. This effect lasts until the target succeeds on the save or Stabilizes to clear Burn.
Directional Hardlight
System, 2 Heat (Self), Quick Action
The Prototype creates a Line 4 hardlight barrier 4 spaces high with at least one space adjacent to themselves. The barrier can overlap with characters and obstructions; characters that end their turn in the barrier or enter it for the first time in a round take 2/3/4 Burn damage. The barrier provides hard cover and blocks line of sight. It moves with the Prototype, remaining in the same relative position and direction, and lasts until the Prototype uses this system again, or until it is Stunned, overheated, or destroyed.
Lightning Rod
System
The Prototype has Resistance to Energy. In addition, if a character targets an ally in Range 3 of the Prototype with an attack that deals any Energy damage, the attacker must first pass an Engineering or only target the Prototype with the attack instead.
EMP Shielding
Trait
The Prototype can still attack with its weapons while Jammed.
Rebaked Bioplating
Trait
The Prototype gains +1 Accuracy on Agility checks and saves, ignores difficult terrain, can jump its full speed in any combination of horizontal and vertical movement, and can remain Hidden while Boosting. Additionally, the Prototype can Hide as a free action at any point in its Boost.
Chain Surge
System, Recharge 5+, Quick Tech
Choose a character in Sensors and line of sight. If the character is an ally, they gain Overshield 2/3/4; if hostile, they instead take 2/3/4 Energy damage. Then, you may choose a different character not yet affected by this system within the target’s Sensors and line of sight and repeat this effect against them. This system may affect no more than 3/4/5 characters in a single activation.
Antigravity Uppercut
System, Recharge 5+, Quick Tech
One character adjacent to the Prototype must make an Engineering save or take be launched upwards 5 spaces into the air. Once aloft, the target is Immobilized and treated as if it were in zero-g; it may be freely pushed, pulled, and knocked back through the air. This effect lasts until the end of the target’s next turn, at which point it floats gently to the ground without taking damage from falling. A character can only be targeted with this system 1/scene.
Brainstormed stuff so far
Ostensibly if I brainstormed harder on my NPC class optionals, this is where they’d all end up lol
Tbf it’s a bunch of generic but neat features, not Weird™ or Illegal™, but Novel™
Thunder lance is cataphract light lol
They're neat
Putting rebakes bio plating on an assassin would be funny. And hiding as a free action during a boost is... Seems wild seems quite potent to me but like... Should see it in practice first
Anti-gravity upper cut is fun
As big a fan I am of the concept of the Novel Technology trait, having that be the only base trait makes me have a hard time conceptualizing Prototypes as “legally distinct” from Anomaly if I can be honest. That’s just a flavor/vibes thing tho not really a big deal- I just feel that if the scan is going to have a numerical impact on gameplay the base template could have just a tad more meat on its bones. Doesn’t really feel like a template you can use en masse since that’d prompt a lot of scans and the difficulty is a pretty tangible bonus compared to Anomaly. With Anomaly it’s distinct, but once the NPC uses enough features you basically get an idea of what you’re dealing with if you know what the base class is. Meanwhile you can learn what a prototype’s deal is in practice but attacks will still have difficulty against it if you don’t scan.
The concept isn’t bad, I like it a lot, but it’s not scalable, and keeping that in mind I think the Template could afford to have some more power to represent that
Also, do “scan adjacents” still bypass Novel Technology (ex. Athena) or does it HAVE to be Scan?
(There’s no good way to codify that so like. Just asking)
Small branding idea for prototype: make it explicitly trying to emulate the bleeding-edge tech of PC mechs.
A lot of these have rough flavor or mechanical equivalents on the PC side
(Ironically, except bleeding edge)
boost+hide is basically Specter's prowl, but without the permanent invisible it's harder to get that hide to actually stick
Engineer hides are potent
To be fair, I'm also a person who thinks templates that are distinct due to their optionals and name alone are not that fun, and a lot of people would disagree with that and swear by bare bones base templates (which are a lot more versatile I will admit) so it could just be a me thing
Hey Valk... Question about house rules not PPG
Is Overpower rounds meant to be unique?
GUH
why isnt it unique im so full of dread for our session 1 🥲
hmm yes I skirmish with my pistols aux/aux, whats that they both hit? Waiter? 14 averagge damage please :)
I have been reminded that the second attack can not have bonus damage but the point stands
Maria didn’t make them unique so neither did I, but if it’s a problem maybe it should be
Aye fair
I mean, it gets access to blasting 15 damagge on hit per scene, split into 5 damage chunks... But it also means I just have no systems
Unique may be good then, to keep players from optimizing the fun out of the game
The other thing I’d be willing to try would be “if you scan them you have permanent accuracy because they’re prototypes and you see all their weaknesses”
Because players hate penalties but love bonuses
I think that's really cool unless you're fighting loads of them then it's just free accuracy
But the exact same thing can be said the other way around
As for “not legally distinct enough from Anomaly” listen. Don’t tempt me
How often have folks scanned anomalies in y’all’s games
I disagree, it looks legally distinct from anomaly
The first time, when they had access to the action economy to do so
Yeah honestly that’s been on my mind too tbh
I like that, but maybe make it also come with a stat bonus for them, so it doesn't end up just being a straight downgrade y'know ?
Also yo lemme know how HMG performs
The bonus is neat new toy
Is that enough ?
We’ll find out!
Maybe it is, I just don't know yeah
What about scan beingg accuracy to that individual unit rather than all of the same type
Maybe just make sure they have access to a few reliable defensive options
The nice thing about difficulty is that I have reason to immediately reveal it
Yeah that's true
Absolutely not
If I wanted scans to be limited to one guy I’d just have 1 guy of that type of guy
You scan them, you get the bonus, that’s the incentive. Scan more, it’s worth your time
Fair... In my mind, difficulty across the board 1 scan bringing it up to nothing feels like a good buff or playing to counteract their strength. Whereas if you scan one guy and gain accuracy against everyone that just feels like... IDK
Floating accuracy is already good... 1 scan onto perma lock on onto one unit already feels like a good buff
1 scan into perma lock on onto EVERY unit of the same type feels like... Ridiculous
Usually after an ultra kicks them around for a turn but otherwise nah
✨ vibes ✨ tho... Not playtest
Damn, no respect scans for the weirdos
Was it an anomaly
No 😔
Then never mind, I’m in the right
😩
Maybe difficulty until they take their turn? Like npc sided Skirmisher 1
I’m trying to incentivize scan over brute force with this
Losing the difficulty for “free” won’t help with that
Hm something clever I just thought of that would only work in Foundry: Bonus Stat feature that you delete after it’s scanned
Just give it a flat +1 to every stat lol
Noting that for home table anomaly shenanigans
I think either way my opinion doesn't change that the template could use another base trait. It's an opinion, but I personally think Templates should either be highly impactful with their base traits or have very minor effects. Going in the middle makes them feel awkward
Tying in scan is something I think is an excellent idea and the mechanic is absolutely worth keeping around. But I don't think Prototype stands very surely without an additional base trait.
I understand where you’re coming from. However, part of what unifies Anomaly, Brigand, and Prototype is that they’re all defined by being undefined
See Brigand I think is fine actually
Anomaly is the Weird, Brigand is the Illegal, and Prototype is the Novel
Brigand’s two base traits are ones that I regularly question keeping
Then I think our philosophies on Template design don't align, in which case, Prototype is fine as is
Because Veterancy is hard to track and Saves are easy to forget/time consuming
I totally get where you’re coming from for like, a different vibe of template
And I 10000% see the value in such templates and want to see them exist in the world
But that’s not what I’m gunning for here
Ye I getcha
My constant struggle with templates too is like, adding too much to an NPC
I add elite and I get 4 filler traits
Which like sure they aren’t important but that’s the issue, it’s mental stack trying to find the needle
And even if I tear them out, I add 1 new feature to an NPC and now it has 5 features
NPCs are fuckin loaded in Lancer
This isn’t Dnd where I get simple goblins and orcs and then adding the HORUS template to the orc gives it a third Weird Tech action
Like , and that’s the struggle
Because I want the template to be defining
But often it’s just overwhelming
Yeah it seems like the middle of an "impact curve" is more desired than the extremes, which is fair. I personally prefer the extremes, since on one end you have spacer that cleanly gives some nice optionals, and on the other you have SpecOps which gives 3 whole features and a new way to build OpFors. But sometimes you wanna make a few guys in a sitrep weird and hence there's value in those middling templates
Prototype does feel like it lends itself to moderation more heavily compared to anomaly with its scan gimmicks
The goal of Prototype is that you either make a special NPC with it, or you make a broad deployment of them
No grapes in the middle of the road
If you have a bunch of anomalies in a sitrep you're better off just waiting to see what features a majority of the opfor have and only scanning high priority targets. But if you have a bunch of Prototypes in a sitrep the action cost of scanning all of them will be debilitating enough on the actions that there's kinda no good options
No “6 unique NPCs all with prototype in this fight”
So the sweet spot is probably "at most 4 distinct prototype loadouts" and even that's pushing it
If you made it so that Scan gave you accuracy against them you could easily make a full Prototype OpFor, but imo that's less interesting than the current idea
And like, this is mission long too
Hell, campaign long
You scan the Prototype Kerberos MK 2 you keep the bonus as long as they keep deploying them
So i do want to say at a skim I like most of these but the hard jam counter im not a huge fan of. Id rather it was a more common but weaker effect? Maybe impaired?
I dunno, it lives in the same bucket as steel jaw to me which I have weird feelings about
Noted
More stuff:
Specialized
Trait
The Prototype chooses two mech skills from Hull, Agility, Systems, and Engineering. It gains +1 Accuracy on checks and saves for one mech skill and +1 Difficulty on checks and saves for the other.
I Know Nothing, For Your Information
Trait
This NPC can critically hit. It may choose to reduce the damage of its weapons to gain a number of damage dice of the same damage type, as shown below:
• 4 damage: 1d6
• 7 damage: 2d6
• 10 damage: 3d6
Doomscroll
System, Recharge 4+, Quick Tech, +1/+2/+3
Make a tech attack against a character in Sensors. On a hit, they are inundated with ads, spam, and fake outrage posts, gaining 2 Heat and becoming Impaired. They remain Impaired until they succeed on a Systems save at the end of their turn; on each failed save, they receive an additional 2 Heat. A character can only be affected by this system 1/scene.
Xnopyt Potato
System, Recharge 5+, Full Tech, +1/+2/+3
Make a tech attack against a non-Drone character in Sensors. On a hit, they must choose one the following:
• Become Shredded and Slowed until the end of their next turn.
• They and all targets previously affected by this action gain 1 Heat, and they choose a different character in Sensors previously unaffected by this action to receive its effect.
ROKO-Class NHP
System, AI
The Prototype has the AI tag. If a character in Range 3 takes a hostile action against a target other than the Prototype, they gain a Gaze Mark. The Prototype can expend the Gaze Marked to gain +1 Accuracy on an attack roll against the marked character or force the marked character to take +1 Difficulty on a save inflicted by the Prototype. This increases to +3 Accuracy and +3 Difficulty while the Prototype is in cascade.
AUNTIE-Augmented Minigun
Superheavy Cannon, AI, Reliable 2/3/4, Smart, Seeking, +1/+2/+3
[Range 8][8/12/16 Kinetic]
The Prototype gains the AI tag, but cannot cascade. On the same turn as attacking with this weapon, the Prototype can take one of the following actions as a free action once before the end of the turn: Boost, Grapple, Hide, or Ram.
Firewall Molt
System, Deployable, Recharge 5+, Reaction
Trigger: The Prototype receives an effect from a tech action.
Effect: The Prototype first creates a holographic afterimage in its space with the same Evasion and E-Defense as itself, but only 1 HP. While the afterimage exists, when the Prototype receives an effect from a tech action, the afterimage halts the effect, preventing it from affecting the Prototype. Track each effect halted in this way; once the afterimage is destroyed, the Prototype immediately receives all halted effects as normal.
Auntie minigun is killing me
That’s its job 😉
This is the first time ive been compelled to point this out on the npc side but this almost feels like a cousin (hehehehe) to the integrated superheavy issue on player mechs
You no longer have a Breacher when this optional exists. You have a platform for the auntie minigun
Me, imagining Hades 2 Hestia powering a minigun
The industrial superheavy gets away a bit more with this because its melee
Maybe I add “Activate” to the list of quick actions
And/or quick tech
Maybe
Will mull it over
It’s 1 optional at least
Thats a notable power bump to its current existence, but i think you could get away with it if you kill seeking
Yeah I mean i dont think its NEARLY as bad as your average first homebrewers 5d6 pacerless range 20 superheavy
I don’t know, I think players need to memento mori sometimes
“This is why I nerf seeking”
The phrasing on reverse I know everything is a bit weird- took me a couple tries to parse that "Oh it's averaging out crit damage"
Sounds like it needs work still. It’s supposed to work like a PC
I think you just have to decide if youre ok with an optional basically rewriting an npc. If you are, then thats reasonable, please move about the cabin
“This is how you add damage dice to NPCs”
Xnopyt Potato is such a good name lmao
This is another kitchen sink template so a broad range of things is fine
Wait
oh- ok I see now
I tried to go for a deep cut meme that HORUS would be all over lol
I may just be illiterate oops
Add an NPC void husk /j
Spitballing some stuff, what if scanning the prototype swapped the generic +defense/stat bonus for a different thing, and that "locked" that optional into place
Hm maybe
Just thinking that it seems like you want future scans to carry over to similar units and how you might play around with that
so if you scan a Prototype Assault or something, the GM decides "okay, this has X optional" and from now on, that is what the Prototype Assault has in that campaign
that sounds kinda annoying to track
About Xnopyt Potato, if you're hit with it and you choose to pass it on, you are supposed to be able to send it to an enemy, correct ?
Also, for I Know Nothing, can you for example take a 16dmg weapon and split it 10+4+2 for a final 4d6+2 damage ?
Also, when is the choice to die-ify the damage made ? Before the attack or in the "rolling damage" phase ?
Currently yes
impossibly funny then, carry on
And no you make the single trade from the offered options
I know nothing of your information: Wacky and weird and cool. But can someone take a negative of 10 and deal negative damage?
Doomscroll: Lmao what... Also do you still suffer the effect of ragebating if someone clears your impaired? as orator explicitly says impaired can't be cleared so does the effect end if the impaired is removed?
Roko-class: Sounds like a lot of words for a new status which is just lock on+, sorry it's kind of blunt but... It is just lock on plus
Prototype enemy: Shows ragebait and horrible social media
Harrison armouries: Immune to propaganda from superior by design
It stacks with lock on but yeah I wanted it to affect saves too
But yeah stuff to think about
might want to make that even clearer then. Also my question about resolution order ? Before or after you know it's a crit ?
"Immune to ragebait because I am the ragebait"
I've been so busy trying to get my printer working that I missed WW talk over the past few days 
“Over” is a strong word
Anomaly’s Soul Split doesn’t override incompatible templates like Ultra, rights?
Soul split "[keeps] existing templates" so yes
Neat- 3 grunts with supreme melee and Devestator
yup, lemme know how it goes
This is mainly just theory but I do hope to test the concept in the distant future
I think it'll just fuck up your ultras unless you do something cheeky like wait until the end of the round to have the Anomaly extend the tail
Which could be anywhere from half a year from now til never
I mean it’s not like you’d use it until the Ultra was on its last structure anyway
ah good I caught the "turns per round" to 1
so at least it can't make 1 ultra with 2 turns into 3 ultras with 2 turns, at the end of the round
though, I may change it so the copies can't act this round
I mean the thing is is that it turns whatever you hit with it from an enemy with HP to 2/3/4 activations that can each be one shot
So yes maybe it would be better to let them activate later, but the soul split target is nine times out of ten going to become far more vulnerable- it’s essentially a last ditch effort regardless how you spin it
Gauging interest for a playtest on <t:1762624847:F> 👀
Can also be very easily convinced to push this back if that’s better
I will be out, but go for it
Tbh I think all my weekends from now to end of year are spoken for
Yall should play and have fun haha
Wouldn't the first devastator wipe out the other soulsplitted grunts, since it's indiscriminate?
Rebake devestator says "I destroy objects" not "I destroy grunts"
@vagrant grotto sorry for the @ but I was wondering if you had anything you wanted tested in the Brigand template since I got a good excuse to use it
I am happy to be pinged, thank you for doing so! Go for it, I think Vandalize and Surgekiller have yet to get a good test, and probably any of the Techs that aren’t Grav Amp or Rescind
I'll give enforce limiters a shot then
The encounter ended a bit too quickly to gather too much play feel of Enforce Limiters but it did force my Sherman player into popping both core and redundant systems upgrade in a single turn to circumvent the Overheat after she got hit with Limiters
Lol nice
Should spatial rend stack if I have multiple anomolies with the same trait?
No, should not stack
Cool... I assumed so...
Cool
I'm curious if that needs to be said in the trait or not lmao
Probably
I'd say no with the whole "effects with the same name don't stack", but I am also a fan of adding stuff to the faq so try there
actually I did have potentially a dumb question on Enforce Limiters
I was wondering if the specific phrasing of clearing Overheated circumvent the clear overheat on stabilize?
It’s meant to circumvent it yes
But good catch, good to think about
Can it still be cleared with a stabilize and choosing to clear it as a condition?
It’s a status so no
ok talking with my players after this clarification, they think it's a bit steep in terms of action loss punishment (bringing up comparisons to Lock/Hold Javelins from hornet)
I'll probably give it another crack in a (hopefully) longer lasting encounter for some more solid playtest feedback, but I just wanted to bring it up now
That’s fair, maybe it should require a quick to clear instead, and allow stabilize to clear it? Maybe
Oooh yeah, NPC QA for PC FA is rough actually
Yes, if Overheated is an issue at least
True yeah. Question is, are you really bringing this if it's not gonna do much anyways ?
Valid!
I think if you make it a QA to clear you don't need stabilize to clear it too, if it's doing its job the target probably won't mind stabilizing anyways so it ends up not being much in the end
Not sure I make sense but you probably get it enough
I get it
Another thing about the brigand and Occultist I noticed
Lead astray - recharge 5 - Occultist: tech attack at 2/4/6 against a drone to gain control for a turn (quite potent because it's a drone ebased person and can eat the drone)
Commandeer - recharge 4 - Brigand: no tech attack, control drone for the rest of the scene until contested skill check is made
Feels a bit odd
Commandeer is just better lead astray, in a lower recharge for a longer duration with a guaranteed success chance. At the only cost being that the person using it may not love to eat the drones for Jam's or bennies
Yeah it’s odd for sure I agree but you pick up on my justification for it
I think the bizarre part was when making the playtest I ran when I had brigand occultists :P
Which I think is the strangest part is when they overlap
I. Eat. Your. Drones. I eat 'em up !
I could see justification for potentially lowering the Lead Astray attack modifiers and removing Recharge, but that’s a “learn in playtest” thing
And potentially increasing the Commandeer recharge value
I do think making Commandeer’s effects be mechanically more potent than Lead Astray is a good idea, but I also think there’s a merit to making Lead Astray be a more regular action sink, especially because it introduces the possibility of using Lead Astray on allied drones
(Still needing to roll to hit ofc)
I think the ordnance jammed when a drone pops just wants an allied drone
Not an occultists
I'll double check that
No it isn't
Reap the chaff is a controlled drone so you're right. But it's also an allied grunt...
Ooooh, puppeteer Occultist sounds fun
Yeah any drone = multiple occultist/occultist + engineer nonsense which could be too much
I mean I did that last time
Unfortunately players are very good at noticing that engineers are problems
Yeah it is a very "all or nothing" usefulness depending on the party
Like either it's a minor inconvenience of not being allowed to overcharge anymore or it completely shuts off large parts to all of your mech (ex. A Sherman)
@vagrant grotto
Question.
If an Operator Mech gets mogged
does this trigger first or does self-erasure
and if so, can the other trigger?
They resolve simultaneously
“If any” is to handle cases of Self Erasure
You know Brigand got me thinking about it- I do think Merc isn’t necessarily in need of a alt/update, it’s one of the better designed CRB templates imo, but if I were to go about doing something like that for Merc I think more optionals that are like Favors Owed and focus on Limited or 1/scene stuff could be cool
I beg to differ. It’s a very accuracy stack-y template that also encourages specific gank tactics, which naturally leads to targeting the weakest link.
The base trait opportunist encourages allies to get near the PCs in order to buff the merc, Bounty Hunter and Efficient Killer highlight high priority targets to focus efforts on and hit them while they’re down, and the limited ones all punish grouping up of some kind
All around a solid template that feels cohesive in my book
Then beg.
I… just did
I always sleep on merc and spacer
(Sorry whenever anyone says "i beg to differ" I have the impulse to say that)
I dunno, merc feels very personality-less and unimpressive to me
Things suddenly became very tense
Spacer is a very good template to the point where im not sure it needs an expansion
I can understand the personality-less part even if I don’t agree
People keep saying that and I just don’t see it
You can always build more in but it doesnt feel begging for it
It’s competing with the bonkers pirate optionals on the same page
75 guns that send your players to Narnia
Imo, it feels like it has too many clashing personalities, feeling like it steps on Pirate’s terf in terms of flavor to a degree
Turf?
Pirate is status control, spacer is movement control
It has 4 optionals and a base trait that only does things against Tesseract users and specific maps
The base trait isnt something i ever consider tbh
Spacer can definitely be built out but I dont feel like its limited as is. Just a tight package of punt-guns
That’s something I for sure don’t agree with- a good template in my book has to have a solid base trait or two
It doesn’t need to be big, just solid
I really should use spacer to its full advantage more instead of the "I'm running a zero g campaign so all of my enemies need to be spacers" template- there's a lot of fun prone shenanigans in there
I just think of non-structure templates as packets of stuff
And Merc does have a strong mechanical identity- apart from last word, every one of its traits contributes to gaining more and more accuracy
And favors owed
Prone gives accuracy
I guess but ime favors owed always amounts to "okay time to leave"
Nobody is looking at favors owed going "ah, the prone-inator
Can you elaborate? It’s instant so I don’t quite get what you mean by “okay time to leave”
It doesn’t deal Knockback and is limited 1
So unless the players know about it in advance it doesn’t actually discourage anything, just punishes grouping up one time
My players scan a lot i guess
Then that’s where I disagree. The big appeal of templates to me is how it’s able to take several distinct NPCs and tie them together with at least one trait to make their mechanical identity more cohesive
Anyway this is just a difference of opinion on how we view templates i guess
I just think if you wanted an optional package then the optional is more defining than the template itself, and therefore there’s not really a reason to have different templates in the first place as opposed to just a single “custom” template that indicates the NPC has an extra optional
aight so which PPG mech would you love to make a Merc
Hm. Weirdly, Occultist
Say an Ally is by an enemy- well now you have accuracy on Diviner Darts against them, which means you have higher odds to move a Flock drone next to both the ally and the target. And since you can diviner darts multiple characters, you can do that against 2 possible targets and really spread influence with a lot more effect
Moreover the Last Word optional can really lean into jam, you can use the Merc drone to good effect, and stuff like Bounty Hunter and Efficient Killer allow you to really condition control one guy in particular to scary effect
It’s easier accuracy than other templates and traits while also leaning into the Occultist’s preferred playstyle, which is really useful
Vulture also enjoys being or being around Mercs due to the surplus of Limited Optionals
Knight is also a good option thanks to Compelled Duel either doubling down on the “kick someone while they’re down” mechanics, or to let allies that are giving them their accuracy not immediately get murdered thanks to the Mark while also applying their Conditions better
If you made an all Merc OpFor, Occultist, Knight, and Vulture would fit in very well
I'm having too much fun making a final boss
good luck have fun
"an unknown enemy appears"
"Cool, I scan it"
Drops 50 page document on table
"Good luck understanding what this thing is capable of, because I sure as hell don't know"
Anomaly MBT with the copy another enemy and mimic their appearance is funny
Cool, two priests enter the field. This one has its armour plating facing this direction
The other one has a visible crackling field around themself
It be a prototype adaptive von-neumann deep space satellite
The anomaly trait is "Bottom of the Well"
My issue with Mercenary is that A). several of its optionals are basically just slightly different versions of things you can get elsewhere (it has a flare drone analogue off the bombard, it has an orbital bombardment analogue, etc) and B). I think the idea of "the mean dirty tricks crew" has a lot of overlap with Pirate, and then outside of that you have stuff that rewards going for a hard kill against units which are already in the lowercase danger zone, which feels like a weird thing to be pushing GMs towards
I think the most "yeah this is neat" thing off the Mercenary template to me is Bounty Hunter which creates its own little mini-objective (one of the PCs is marked by all Mercenaries) and it's the thing I think I'd want to see expanded on the most
I think for my tastes Mercenary has a bit too much Accuracy floating around, mainly I don't think it really needs Efficient Killer on top of Opportunist and Bounty Hunter
Yeah i think the incentives to focus down a single player are ultimately what bother me the most. I hadn't really found words for it but "pour the fire on one player" doesnt feel like great gming
Lord Horrik Canorem, High Prince of House Canorem, Son of High King Valorik Canorem, Master of the Blade of Gaia, Keeper of the Gates of Loralo, Wielder of the Kaloric Flame, Bringer of Hope, Herald of the Holy Order of the Adamantine Lance, The Paladin of Koto, Slayer of the Lion of Essa, the Triumphant, the Light of Stars, the Eradicator
I have a bad habit of making final encounters more like climaxes of action films
In this case i absolutely stole inspiration from time crisis 2's prototype satellite final boss
You know that’s fair, and I will agree on that “mixing theming” bit. I still think it’s still a very cohesive template with its mechanics and themes, but the themes it taps into can be both Pirate Coded and Mercenary Coded.
I would be interested in potentially inverting Efficient Killer and maybe changing its effects- something like “bonus on weapon attacks against characters with full HP,” encourage the opposite of ganging up.
Though I will say I like the theming of Favors Owed, but that could easily have its effects changed to differentiate it. The flare drone I also am not the most interested in when it comes to the template even if in theory a Template Drone is fun
Terrible Orchis Analogue Idea- Size 1 Anchor w/ Omninet Grounding and Cross Class Leech’s Lonely Chassis
Once more I am down a person for one of my Lancer sessions and have a chance to test some PPG stuff.
@vagrant grotto gimme something to get data for
With the understanding that it'll be played into a white witch (so probably not kensei)
This should help: #1254229800952922193 message
Literally next week (FINALLY) I get to test Vulture and Occultist, so that’ll be fun
Fun thing about that- giving my players time to strategize by previewing the map, the Hydra player was considering popping his core power that combat.
Ya know.
The one with Lead Astray Occultists
:)
I’m gonna have a lot of fun using Reap the Chaff on Snare Drones
@sudden cosmos yeah this is the best I have atm, Anomaly and Brigand stuff notwithstanding
I'm struggling to think if what I could use atm since there's a 100% chance any important NPC is going to get JK1 grappled into combat irrelevance as fast as possible
A regular Torrent also works I think
if the worry is "the JK1 user is gonna kidnap someone and bring them back to spawn all in 1 turn" then yeah I don't have much here
Bonus context: avoiding torrents because they're gonna be used in an upcoming campaign
other than "have you considered nerfing JK1 to like, 3 jumps per turn, as Tom intended"
I have. Substantially.
If you're okay with putting a limiter on JK for the test, I'll happily do it.
I'd be doing it already if I wasn't testing SWD for as-vanilla-as-possible Lancer conditions (a loathsome place to be ngl)
yeah no I purposefully restrict wild shit during playtests too
All 3 PCs got a structure stun last night so round 6 was incredibly funny
I forbade Sunzi in Technophobia because... Sunzi
specifically for a 1-off combat in the Engine Room
Player turn! You're stunned.
NPC turn...
Player turn! You're stunned.
NPC turn...
P l a y e r T u r n
like yeah okay I'm not testing against "vanilla Lancer" in my playtests, but I'm doing that mostly because a lot of vanilla Lancer can be very swingy, to the point where aspects of the system can drown out the rest of the test
I don't wanna be in an arms race with official content, trying to build around Sunzi and JK1 shenanigans to the point of warping my brews around that stuff
Well Kensei is a big grapple punisher considering its force move resistance and whole “start your turn next to me and you’ll regret it” thang
Oops wrong reply
Meant to reply to Isa
the force move resist doesn't apply to grapples tbf
which is intended, it's wack otherwise
Well then there’s still the other half
indeed, that's the real kicker
(Coulda swore Charged Minuano did Knockback but maybe that was an earlier version- no Knockback makes sense if the goal is to punish enemies nearby anyhow)
legit I'm assuming that the worry was JK1 one-turn kidnaps, where the knockback doesn't matter as much since they're already in Oz
with no easy yellow brick road to take them back home
There's a WW on the table so no kensei for the purposes of not providing wacky data
Knockback could break the grapple which forces the grappler to regrapple + the Kensei gets its reactions back for a bit
yes, but that's not the goal of the grappler
Kensei has to hit through 18 evasion in this case, so unless I give it swarmlink (which would be funny) so knockback is iffy
the grappler has done their job, now the team is gonna kick the target like that one jo jo meme
Suffice to say, no kensei data from this party
It would provide a little bonus to the Kensei even if it doesn’t mitigate the grappler’s goal
in any case, this is just Vanilla JK1 + SMN being Vanilla JK1 + SMN
the counterplay from the GM is "build a map that fucks over JK1"
Puts mass inversion on and make the atlas smell toast for a few minutes
Do any of the PPG stuff that needs testing do stuff with with terrain destruction and/or Slow?
I do say this with a bit of acrimony but also, it's part of the "players deserve to be challenged" philosophy
Also, technically speaking Anchor is immune to that nonsense while Lodestone is active because the grappler would be slowed and thereby prevented from using JK1
A map that counters JK1 in this case is smash brothers final destination, which isn't an especially good map for Lancer
not currently? but like, ASquared, have you seen how this build operates
the issue is that it goes first and abducts someone, then the team focus fires (assuming it takes more than 1 striker to kill the abductee)
it's hard to fuck over a plan that's akin to "Step -> Grapple -> Step"
Yeah I get the goal and how RAW JK1 operates (I have a Grapple Kidnapper Zheng so the general idea I’ve seen), I’m just trying to think over ways you could fairly resist it without rewriting any player mechanics
Even if rewriting stuff like Zheng or JK1 is probably easier from a game balance perspective
It’s more just something I’m thought experimenting than anything
Legit, if I wasn't allowed to house rule JK1 + SMN, I'd just ban the combo
but I'm me, and I'm one person
A part of me wonders why the JK1 limiter isn't included in errata as a Word of Tom fix but that's 
I'd say to check with #gm-corner or #mech-hangar for strategies there
it was off-the-cuff iirc
like a lot of Word of Tom
Also Word of Tom errata tends to be changing no more than a single word or clarifying intent
AFAIK Massif has no plans or desire to do an official errata to Lancer
(also Discord is trying to auto detect users when I type them and it's scaring me that it'll accidentally ping Tom )
It was mentioned as part of CompCon v3 updates
It would be nice. Especially some of the more dire things.
Oh really? I didn’t know- when it comes to Long Rim stuff like Blink Charges and Wandering Nightmare that’d have to mandate an LCP update tho
it's mostly "lancer-faq gets incorporated"
See: mag canon, soul vessel, blink mine/warp grenade
Yeah Mag Cannon is probably the biggest CRB one
Turns the weapon from “really difficult” to “really fun” in just a word
Someone who plays Lancer without pnet as a resource gets a substantially different experience than someone who doesn't because of how broadly things like errata are shared here, and I think that's one of the worst parts of Lancer (imo)
Especially since, as my thoughts with JK1 are concerned, there is a bit of gatekeeping-
(which isn't the right word, so I mean gatekeeping in the media studies sense than the social/behavioral sense)
-aspects to what is deemed sufficient Word of The Authors errata and what is just "author is freestyling so we can ignore this"
Tbh the only major errata I’ve heard about are just Blink Charges and Mag Cannon (there’s Nightmare but that’s just giving it a Unique tag), so I feel like it’s not that severe
From what I’ve heard about JK 1, it was less than it was intended to have a limit as it was just expected to not trigger that often.
Soul Vessel not mentioning status immunity is also functionally colossal, imo
but yeah, to bring it back around to PPG: There are some egregious interactions in Vanilla Lancer that will cause issues no matter what gets thrown at them. If a GM doesn't want those interactions to coat a playtest in noise, I recommend they ban them or rework them to get a clearer signal on the playtest
An incomplete list for me that will cause noise is:
- The Structure and Overheating tables
- Sunzi
- JK1 + SMN
ASURA HMG Everest of various flavors probably goes on there too, as well as Everest with CP or Gorgon with CP up
Really looking forward to using the Occultist and Vulture this time around, I think for the setup I have they’ll be really fun
looking forward to the feedback!
I think with your custom Gauntlet rules + my Gate Gimmick for the Sitrep I’ll have good opportunity to trigger the Flock Drone effects
Go for it, it needs more feedback post damage nerfs
I'm not running lancer atm
Oh
I don't have any active games
Rip
Yeah
😔
Also if I start doing more playtest stuff it's probably gonna be post I've actually started doing stuff for my talent rework rather than the theory and blog part
Which is important
But I realised I'm curious what something like a mirage or desant hard points support would be like with a kensei. Because they would negate the movement and slowed penalties... Then again that's just like demo+mirage
✍️
Right now I'm thinking about a pair of veteran knights with punishing blow and mighty throw (but not valor) for this combat (sitrep TBD. May be testing my my own-ish one.).
Are there any buddies you'd like to see a knight have?
I’d say Ghost but I think that would break Compelled Duel
Like, in a “this ceases to work” way
Capacitor wouldn’t be bad, neither would Occultist for keeping the big lads standing
Vulture and Zealot also have a few toys to test (jumpstart and flagellant’s cleansing) that Knight might like
Hopefully this has given some ideas?
Are the control alt. rules documented anywhere? Wanted to try it out with my group tonight
not currently but lemme break it down:
- First team to 2x PC count points wins
- To score a point, use an Interact action (1/turn, can be a protocol or a quick action) on an objective
- If no hostiles adjacent, you automatically get the point
- If yes hostiles adjacent, you must pass a contested check against one of them (and only one) to score the point
- 3 Control objectives, each can be scored 1/round per team (so Red team and Blue team can score the same objective in a round)
- No time limit, but should last around 3-4 rounds (teams score about 2 points per round in my experience)
- Otherwise runs the same as default Control re: Deployment and Reinforcements
fixed my point count bullet; 2x PC count points to win does the trick for 3-4 rounds of play
3x PC count goes to 5-6 rounds-ish
if a Hatchet RTS-es a weapon that causes self heat or stuff like that, it also takes those, correct?
but it wouldn't apply any talent modifiers on the attack?
Hm, yeah probably
The hatchet is throwing it back so heat would make sense I suppose
Limited wouldn’t but we would have to accept that it could just work
well, limited even works if we accept that it just snapshots whatever value the attacker had and then immediately loses it
eg- if you have 2 charges, i have 2 charges when i repeat the action, and then i have 0
Yeah
uhhhh, what about weapon mods or core bonuses? would it copy those?
Yes to weapon mod, no to CB
Cb isn’t built into the weapon the same way
Honestly I’m understanding why Rebound makes the attacker repeat the attack now
yeaaahhh i kind of figured it was the simplest way to do it in general
I might reword it to “hatchet interrupts, changing the target to the triggering character, moving AOEs as appropriate”
Probably cleaner
hmmm, i'm gonna run an RTS hatchet (which is going to be a very nasty surprise for my pinaka tagetes lol) so i might just try running it with the updated wording for the sake of clarity
👀
@vagrant grotto anything outstanding that needs a playtest?
I set up everything for a knight test and then the player I thought was gonna be missing became available 
Guess I'll keep that in the back pocket
@muted blaze
Sick
Felt cute, might playtest some house rules and PPG content later
<t:1763924400:F> pls react if interested
We've had a drop out, send me a DM if you're interested
Doing an hour earlier in the day may also be viable
Is 2 the time I listed?
Yes. I was more saying "doing an hour earlier in the day may be viable"
so that time works. earlier does not
Sick, then we can have it at the time listed 😛
First comes first served. You say can't do earlier therefore we can't do earlier
Unfortunately I really can't, but good luck with the game anyways !
@vagrant grotto Just did my Elite Occultist + Baseline Vulture Playtest, here are my thoughts!
Occultist was very fun, the Heat on summoning the Flock Drones helped keep it in check, and the limitation of not destroying drones that were deployed that round was good (though I think I made an incorrect ruling assuming the "on deployment" drones didn't count as being summoned that round). Even got to use Lead Astray, hitting once and missing the other time + getting to Reap a Snare Drone after Leading it Astray. Players liked it, and thanks to Reap the Chaff the tech attack + recharge feels extremely warranted.
Was also running Pyres, and those felt fun! The players were on top of wrecking the drones, and because it was 1/round the Pyre damage only came up when the players destroyed the wrong drone rather than any drone. It was a fun tactical element.
I will say that the negative effect of Reap never triggered, but while the players thought that the Overshield was fine, the Condition Clear was too much (and it did come up for clearing Lock On + Shred). Since it affects all adjacent characters and isn't as expensive as, say, Magpie (which is Single Target), it could be a little weaker while still being an AOE, which I'm inclined to agree with. Can't say anything about the offensive effect but the Overshield feels like enough to me - as a GM the condition clear made me feel dirty.
Running out of characters so Vulture will be in next message
The Vulture had absolutely 0 critiques from the players. I used two of them, both of them got a chance to use Magpie and fire their guns. The guns' AOEs and lingering effects were significant, I even used the LoS block in some nasty ways and didn't mind occasionally pinging an ally with it. Moreover their flight felt fair and fun, even in 0g. The players also really liked Magpie, and I loved using it- I only used a Wreck as a source once, the rest were destroying a Phosphorus Cannon and destroying a half-used Marine Barricade System.
The only critique I as a GM have is that 2 armor could be a bit much, it felt wrong when the vultures kept taking hits and having 2 armor because the 15 HP was surprisingly tanky. But the players didn't complain much about it so that's a little more up to opinion.
Finally, the Valk gauntlet rules-
Very fun, only critique is that if you plan on making write ups for your sitrep rules, maybe make the "Claim" action a bespoke action with its own description, would make things far less confusing. And knowing you Valk, you likely already have in your own internal documentation lol
Thank you for all this feedback! Here’s some follow up questions:
- How did Ordnance feel on the ally-mode of Reap the Chaff?
- What options did you pick when you activated Magpie?
- What do you mean by “claim” here? And to be clear was this a bunch of persistent objectives, or a bunch of 1-time buttons?
-
Ordnance on ally mode felt great! I even had the resident Demolisher give up a Demo-Hammer attack to move next to the astray Snare Drone in order to get the ally benefits. Couldn’t really get it to trigger on enemies but that was okay- the Heat felt like plenty regardless.
-
Mostly the Overshield, where the condition clear was consistently useful, but I did use the Recharge option for Lead Astray once, which was also the time it triggered. Great success!
-
So the way I interpreted your rules, there were 3 objective points. Each one could be “claimed” once per round, and claiming one would immediately allow the players to gain 1 point towards the objective. All 3 objectives would have their “claims” reset at the start of the next round. So I think they were persistent? Also- a player could claim an objective as a quick action or protocol, but couldn’t take that action more than 1/round (eg, can’t protocol one objective and move to claim another as a quick action, can’t attempt to protocol contest an objective, fail, then quick action try again). I spent a good amount of time deliberating over this so I’m hoping I got it all down as it should be.
- Follow up: Ordnance felt great, but not enough of a trade off for condition clear?
- Who were the beneficiaries of the Overshield?
- Yes you got that all correct
- Yeah it didn’t feel like enough of a trade off specifically because both ally and hostile mode would hit everyone adjacent to the destroyed drone, meaning that I could consistently get Reap off on Allies, I just had to make specific sacrifices if I wanted to make it more high priority targets- but it would often be easy for me to settle for destroying a regular FLOCK drone instead.
- The Demolisher 2-3 times, one grunt, and a vulture twice
I’ll also say the Occultist felt Tanky in a way comparable to the Vulture, but for it that felt more fair because it had to spend a lot more time to get going compared to the Vulture and had a more meaningful presence if it had a longer shelf life, vs the vulture which felt fine if it lived fast and died well
Okay noted then on Reap, and noted that Vultures are commonly getting the OS here too
The Magpie bonuses for the vulture felt fair because I was giving up meaningful options to get that benefit and it was only single target, which made the Reap benefits stand out a lot more as “too much”
If players felt the Vulture armor was fine then I’ll trust em
Part of me felt the Armor was a bit high buuuuuuut I think it’s passable
Fair enough, as mentioned that was something we didn’t necessarily see eye to eye on so keeping it at 2 is fair
Also really funny thing that happened during the playtest- the Elite Occultist took 2 stress before taking a single structure, and self destructed on top of two PCs as a death throes
Can someone give me a quick run down on how the prisms projection resistance stuff is supposed to work? I'm pretty sure that when the actual prism is targeted via the projections space the resistance kicks in but the wordings a bit complicated so I'm not 100% sure
Also took a full structure off the demolisher in that explosion but ya know give and take
Think of the Prism as a size <1 token, except that the spaces it occupies are the one it's in, and also that one way over there (the projector). When targeted through "that space way over there", it gets the resistance.
Hope that helps !
This is correct yes
Thanks both of you!
Glad I made sense !
@vagrant grotto not PPG but your house rules. I think reworded Osiris is a tad unclear. It doesn't state what value Osiris starts on and as per the reading the first tech attack does nothing because it starts on 1, but first gate was axed and the effects of second gate happen on 2+
Sorry, starts at 1
After they hit once, it’ll increment to 2 and then they can do that gate
So gate 1 does 2 heat and nothing else?
... Any reason why?
Because it’s your initial value
You use Duat to cash out
You don’t use it to ramp up
Wait
It also says it never ticks up
So it starts at 1, stays at 1 and never increases
Personal house rules and rebalances for player-facing rules in the Lancer RPG. - msprijatelj/valk-lancer-houserules
If I fucked up my LCP then whoops
I do feel like giving it something niche for first gate would be nice- like instead of heat shut down reactions on the target. You'll use it very rarely but if you're gonna have it be outright weaker than standard invade then you may as well go the route of Apoc Rail and make it so it does nothing- that's also worth considering I suppose
Ok sick
But the docs here lay it out in explicit terms
I basically say “screw second gate, I’m shuffling y’all around and making you cash out rewards like Jolly Roger”
Because second gate is literally just fragsig
I was reading the LCp, then I read the house rules and the part explaining the die was separated from the rest so I missed it
So yeah, the point of !V! OSIRIS is to use other tech attacks to charge up OSIRIS’s unique tech attacks
(And the HOROS1 EPC nerf is to keep folks from just spamming only that Invade in response)
Then when you cash OSIRIS out you gotta build it back up again
I like it... Some upsides: It also nerfs iconoclast
Cons: my player is having fun with that build and I don't wanna fuck him over
I’m fine with hitting iconoclast but yeah I get it
The upside is that if they’re going iconoclast they probably have other options to fuck around with
Yeah you still charge the gates at 1 tech attack per round, now you have a spare Memetic Spark Action you can use to build up Ascendance til you activate it with a third or fourth gate OSIRIS
Then immediately benefit from an Ascended Spark
I mean tbf I guess you’d OSIRIS and Memetic Spark every round normally to tick things up rapidly
It’s 1/round per NHP, not merely 1/round
So it slows down Transcendence speed for sure. That said, if a player is just windmill slamming those two actions every turn… I’m personally fine with kneecapping it for my tables
Not as easily below LL6
Like I'm also fine nerfing iconoclast
But I don't want to nerf someone who's having fun whilst they're having fun
Do as you see fit for your table
I’d preface a check in question “how are you feeling about your build?” And listen for if they’re bored or something
If they feel like they have to do the OSIRIS-Memetic turn all the time and it’s exhausting to them, then yeah maybe offer this alternative
Otherwise I’d let them be for now unless there’s other concerns about it at the table
Yeah, it's a future concern and I'm currently on hold. But I'll deffo ask them beforehand
@vagrant grotto Hey Valk, some recent discussion in the IGF thread leads me to ask, how do your objective rules interact with:
A) Realspace breach (can teleport objects)
B) Ace 3 on the object handler
A) The rule of “teleportation deals 1 damage to the objective per space crossed (in real world not the 1 space of movement teleport movement)” would still be in effect
B) That’d be flight so I don’t think you could do it
well, unless i'm misreading something, you can still fly 1 space off the ground with an objective
Can you end your turn flying with an objective? I thought you couldn’t
uhhh idk, lets see what valk says
Lost forever, objects cannot perceive themselves and thus cannot find their way out of blinkspace /jokeI’d make it cost 3 AP damage regardless of where it gets deposited- You’re Slowed while handling an object, so you can’t use the Supersonic reaction
Yes you can
Okay so I got confused when it came to the restrictions
i assume if a sunzi then decided to pull it to blink anchor instead, it takes a bunch more than 3 damage?
I knew there was one but I thought it was the usual grapple ones not slow
Depending on how far away it was, likely yes
Like if it were 20 spaces away, that'd be 20 damage
Sunzi can’t use it on objects
So point is moot
oh blink anchor doesnt work on objects huh
I fear the day I run for a Sunzi
Looking at the IGF thread I’m afraid to comment on my Sunzi changes… lol
Genuine question- why?
i mean, idk. i think differing opinions are cool and good actually
Because it’ll lead into my other long rim changes hahaha
As beloved as the Sunzi is it's also very clear to everyone that maaaybe it's a bit much
oh yeah i can see those being less liked tbh
I have Thoughts™ about Long Rim’s design
So if I link my Sunzi changes someone will see the Zheng changes and declare themselves my sworn enemy, this I have foreseen /joke
Plus I’m sure there’s Sunzi enjoyers out there
I do think Long Rim is probably the most swingy 1st party supplement when it comes to player options
the main IGF thread literally has the biggest Sunzi fans out there
precisely
Anyway, no need to stir the pot
yeah, sorry if i started anything there
I don’t think so
I just hopped over to see how things were going, and they sure were going haha
The solution is to simply ignore me, I am a silly little guy with silly little ideas 👉 👈
I at least tried bringing up the changes once for my party 😔
I feel like a near complete majority of the PNet users are able to be like "I don't personally enjoy this, therefore I will disengage" is the thing
Like personally- I have no plans to use the Valk optional rules. I still like 'em tho and don't talk about the ones I'm not a fan of
Back to PPG scheduling
Anyway Anchor playtesting! Just a week away! (lie)
Don't click people who I have goaded into a game ||Knight, Hatchet, Slinger, Voider, Legion and Sitrep testing just a week away||
||OOOh, you doing a Slinger+Voider playtest combat too?||
damn it
Yep
It's kinda fucked what I'm doing
oh no
||No yeah I'm doing the same thing||
no why is there a solomag react im scared
||Tho the PPG NPC I'm fielding w/ them is Ghosts||
I got a one shot for new players coming up tonight and I couldn't help myself as I have substituted the Bastion from the Tom Special™ with a Knight
||Can you give some unhinged reaction to this to scare Cat?||
i'm just a silly little girl with a silly little defender atlas
dont kill me al implo dd288 enjoyer
Hell yeah let’s go
||Thank you, amazing||
I just gotta go back and say I really had a lot of fun with the Occultist and Vulture in my most recent combat tbh. Like the Occultist was WAY more fun than I expected it to be on paper
Very very happy to hear this, thank you
0G made it especially nasty because "above/below you" was a near consistent option for positioning FLOCK Drones
That combat probably involved the most extensive use of 0G I've ever experienced
when I get back to my personal long rim campaign I will def have to steal that idea
also: I may have found something incredibly funny I may have to inflict onto my regular party
comboing mighty throw knight with a solopsis swarm hive for a fastball special
0G becomes really fun when you involve drones, Knockback, and only half of the map having a floor
reading through this for the first time and, as a sunzi player, i am happy to see that there's finally an easy answer to the absurd things it can do
Happy to provide solutions haha
Playtest relevant for PPG and house rules:
- ||Knight with mighty throw and punishing blow||
- ||Hatchet with rocket bola and Ultrakill Parry||
- Reworked Kobold, Atlas, Lancaster (May be subject to change)
Wanna see how it goes... Apart from the other stuff I'm testingg so it might be a kitchen sink...
May have overloaded myself with unique NPC types... ||But double budget sitreps kinda do that||
Do either of those NPC types have a ||vet trait you'd want tested?, I've upped the striders to vets but I may up something else just to reduce bodies on the board||
||I realised after Cat decided to go be an atlas... This may be quite funny||
||Pull the Snare on Hatchet Vet hasn't seen use yet iirc||
Cool, I'll give it a spin
wait...
Does prone break rodeo?
BRB I'm going to rules questions
please report back when you get an answer!
I don't think it does...
same yeah
prone, but still Jockeying yeah
(Oh I finally get to do this from the other end)
Hi Meow 👋 neat to see you in this neck of the woods pilotnet
i was inspired by the talk earlier in the igf thread
i was considering using some of these NPCs for wallflower act 2, and i know you've used a few of them already yazzy
That I have, that I have
@vagrant grotto off topic but you might know and idk a better place to ping you: who was it that was doing the system for NPC faction lists in lancer that had units unlocking for factions after various milestones etc
was it suji's arms race?
https://discord.com/channels/426286410496999425/1290781751777427519
Yeah that was it, thanks
oh sick nasty
Yeah coco’s got the right of it, otherwise the “original” faction roster post comes from dodgepong
I know I got my VSAF faction roster blog post out first, technically, but it had been constructed from convos with dodgepong on the topic
I've used it, but it was a few months ago. Was it reworked since then?
No but I must’ve forgotten to write down it was tested whoops
Well, I'll restate my thoughts 
In vanilla conditions, it seemed fine enough. The obvious counterplay is to be mindful of where dropped weapon are against where the hatchet is. There are situations where a player might get caught out by it even then, but I don't think that's an issue since they still have to fail the save.
As expected, when paired with an anomaly and getting to extrude knives, the ability is kinda cracked
But also, worst case scenario, it's a long distance prone behind a save that the hatchet can't exploit because it's too far away to meaningfully exploit. Also requires it to be a veteran anomaly.
So in general, I think it's well-rounded. It can maybe be a nusciance skill with hassling more PCs for saves, but requires a fair amount of actions on the hatchet's end to do so.
Thanks for the feedback!
@vagrant grotto also re: the hatchet; does the flight from flip kick apply specifically after the weapon is retrieved? Generally with order-of-operations stuff like this the owner gets to choose, but that doesn't feel in line with the intent of the ability, right?
i ask because, theoretically, if the hatchet could fly to an enemy and then retrieve it, it gets a lot more latitude in how it triggers cleaving retrieval
I had a dream Valk was axing the Anchor from PPG because it was just not working and my main concern was “oh no! I gotta rework my next combat!”
Which I guess is the type of stress dream I have now lmao
Are you on v1.13? Flip kick specifically says “After the Hatchet retrieves a THROWN weapon…”
The implication is that the retrieval’s gotta happen first
Hm, weird interaction I just realized with Anomaly and Horror’s Abominable trait.
If you scan an Abominable Horror with Anomaly, you’ll reveal its class and templates but nothing else about it.
I might try that exactly once.
wouldn't it only reveal it's a horror and nothing else?
No 😩
Tbf Anomaly is my referendum on Abomination but I really can’t stop you
Yeah I understand the Abomination trait is well disliked, but for a singular digit number of contexts- like you do use it that number of times per player not campaign- it can be fun
It is a fun trait if you use it almost never
Anomaly’s scan trait is more fun to use in general
Hence why I said I might use that combo “exactly once”
Specifically as an In Golden Flame Spoiler- you know the one
Technically “not gaining any info from scan” and “revealing class + templates upon scan” are two separate things
Return to Sender
Trait, Reaction, 1/scene
Trigger: A character targets the Hatchet with an action with the THROWN, ARCING, SEEKING, or GRENADE tag.
Effect: The Hatchet interrupts the triggering action, changing the action’s target from itself to the triggering character, regardless of targeting restrictions or RANGE. If the action would have affected an area, the Hatchet moves the area of the action to include the triggering character and exclude itself (if possible).
@static kernel how does this look? NOTE: Edited slightly
@ashen crown for the condition clear on Reap the Chaff: Is the concern that any condition could be cleared? Would limiting to only some conditions, like Slowed or Impaired, be preferred?
Thinking like:
Reap the Chaff
System, Ordnance, Overshield, Shield, Quick Tech
Destroy a controlled DRONE or allied GRUNT in SENSORS not deployed this round for these effects:
• Allies adjacent to the target gain OVERSHIELD 3/5/7 and clear IMPAIRED and LOCK ON.
• Hostile characters adjacent to the target gain LOCK ON and must pass an AGILITY save or become JAMMED until the end of their next turn.
I suppose? We hadn’t really thought about it more beyond “AoE Overshield + Condition clear was a bit much”
Clearing specific conditions could work, in my opinion it’s only slightly stronger than clearing no conditions
sounds like that might be the way forward then; I'd like it to clear at least some conditions
i like it i think! 1/scene is probably fairer than a 50% roll as well, considering how (potentially) strong it is
yeah it's 1/scene as of 1.13
i can update my wording for the combat i'm running this weekend and see how it shakes out if you like. it's definitely going to come up
please make sure you're using v1.13 when you do so haha
What's new?
this is v1.13:
Oh so it just uses the attackers stats
basically yeah
and doesn't incur limited/self heat on the Hatchet
basically gets rid of weird edge cases
Oh
Haha
"Hey watch this"
Kicks siege cannon round out the air
Explodes from self heat and dies
I've started transcribing my Prototype features to the v1.14 doc
already taking up 2 pages and a little bit, maybe I can constrain it or cut some things, though
Any significant Anchor or Ghost changes?
Asking because those are the last 2 PPG NPCs on my docket
not on v1.14-alpha, no
if you have v1.13 you're good
so far the only 2 changes to the NPC classes in v1.14 is Hatchet's Return to Sender becoming less finicky and Occultist's Reap the Chaff getting restricted on condition clear
1.13 didn’t affect anything I was using anyway
btw, what's the functional difference between Limited 1 and 1/Scene? I guess it gives immunity to recharging, but why opt for one over the other?
Vulture exists, mostly
Vulture can restore Limited charges, but not 1/scene uses
If I want it to be 1/scene, period, full stop, I just say so
right, my question is how do you decide that something is too powerful to be limited rather than 1/scene?
i would personally have made RTS limited 1, so i'm curious as to your reasoning tbh
I also use Limited for stuff that's deployable/grenade-like
for "dirty tricks" I tend to just keep it to 1/scene so folks don't get mad about it
fair enough! I wouldn't think RTS is that dirty since it's reliably avoidable but ye
"you ruined my Siege Cannon shot!" "well at least it can only do it once!"
But, yes, at one point I did make RTS and the like Limited 1, before I published the Vulture in the same supplement. So a lot of those things I looked at and said “yeah no I don’t want this happening more than once a fight” and changed them accordingly
The other hatchet I have in reinforcement reserve
Well, at least you can see it coming lol
Hello PPG, I am once again asking if people would like a(nother) playtest. I would be looking at running at <t:1764529200:F>, just gauging interest for now. Please react if you're interested 
You know, I am interested. Just, not available.
Good luck with recruitment !
(I'll set up a campaign channel for this after my session)
My weekends are currently cooked due to my own playtesting
Watching a how-to-play video on MAC Attack and I'm seeing this is how they handle ranged weapons (1 inch = 1 space in Lancer parlance):
- [S]hort: 12 inch maximum distance
- [L]ong: 6 inch minimum distance
- [A]rc: 12 inch minimum distance, plus an ally must be within 6 inches and line of sight of the target
MAC Attack coming soon to Backerkit: https://www.backerkit.com/call_to_action/8ccdea54-24c2-45bc-aa2a-5c30e633fdc9/landing
Find out more at www.bastionland.com
so there's a thought: a drawback for Arcing in Lancer could be "you can't attack something too close to you", or if you want the Arcing benefit it only functions at range 10+ for example
