#Prototype Pattern Groups
1 messages · Page 23 of 1
Is this a demand or a request?
This is a request that you treat the playtest like it might be an actual campaign
I suppose, but it kinda makes Gilgamesh look like a chump in comparison even if Gilgamesh has a little extra going for it
It's "clear all conditions and some statuses" vs "clear a condition over time"
Fair nuff
Over time needs to be done proactively, unless "Pop core as protocol -> clear condition from protocol" works if you can clear the condition after popping the protocol
But in truth, as a Gilgamesh you're gonna pop core when stunned, jammed or exposed and you wanna do something about it. You're not gonna be jammed and go "I should pop core, but I won't because I'll wait until I'm jammed, stunned, exposed and prone to make better value out of my core"
Yeah no this is 1 condition per round over time, vs Gilgamesh shedding everything + prone + overshield + limited charge die all at once
If you get dogpiled as a Gilg you can Psych Burst it and be set
It is NOT uncommon that gilg gets multiple value
So yeah, I subscribe to this being a valid distinction
thinking about the tarax that was stunned, prone, impaired, and on fire in my game last night
Its fine they all tried to fight Jane Armory and theyre probably gonna win but turns out someone that can chain fire an Andromeda, displacer, and krakatoa is pretty good
I actually think this is one of the more interesting peices of this. I do worry that there's some frames this kind of dunks on but most of the one mounters aren't really reliant on the weapon anyway. I think the big thing here is caliban but "use your flayer, moron" is a pretty fair response.
As someone who fired his Cannibal once per combat when he used a Caliban, “use your Flayer moron” is a pretty fair response.
Warm take: Zealots makes decent Manticore Analogs
Hotter take: I don’t think Zealots really… earn the striker mantle? You have vanguard force multipliers like Leech and Priest and point takers/holders like Aegis and Barricade, most of which have offensive output stronger than Emberlight Nexus. Yet they aren’t really budgeted as strikers. I don’t really think the Zealot is a striker even when you go into the Valk classifications of Point Taking and Force Multiplication tbh.
Like ultimately it’s semantics and a bit arbitrary but it feels like it could confuse people who pick up PPG out of the blue and give it a quick read
Zealot makes the damage dealers more damage dealing and moves them up faster
It’s an off-striker in that parlance, in the way that a Cataphract is a striker that mostly takes points instead of dealing damage
Yes, and ultimately I think that’s still support more than anything. I don’t think putting a Zealot in a Sitrep requires you to put one less striker to maintain balance for example
That’s why it’s main Support and off Striker 😛
Classification is fine for now
It’s a statement of intent of where I want the thing to stand
This ain’t a priest
I suppose I could always run a playtest where it’s budgeted like that- I understand it’s a statement of intent but idk if it fully translates accurately to the mechanics
I could see a newer GM getting tripped up by that and trusting the classification more than their understanding of the mechanics of the class
But yeah I probably shouldn’t say more on this without giving it a try
The classification is fine, I’ll worry about new GMs getting tripped up when said GMs come in here to complain
Surely it's as striker as a scout is artillery... Striker... Assailant, dps
I used the Zealot a while ago so it’s been changed pretty significantly since then
Poking this so I have it pinned in my thingy
if you mean "what is this in game terms" it's just flavor as far as I understand it
that is correct yes
but its in Jager Kunst I !V! which does not say how much movement is on it
For the rest of this turn, when you start movement adjacent to an object or free-standing piece of terrain larger than you, you may flip kick off of it; the movement ignores engagement and doesn't provoke reactions due to the resultant momentum. You can do this multiple times a turn, but only once for each unique object or piece of terrain.
It isn't adding movement, it's making movement non-engagement/reactionable
"what you start movement next to objects, that movement now ignores this stuff"
Valk isn't a fan of JK1 giving you infinite free extra movement and this is their reworking of the system
It’s a sick-ass kick flip, thought that was self explanatory
But yeah what Kai said
Default JK1 has similar “flavor text” describing what’s happening
I actually would have a pedantic wording suggestion for clarity here, is that something you'd be interested in valk?
I’m probably going to revise/rewrite my take on JK1 in the future so go for it
I think the thing that might trip people up is "the movement"
as it kinda (if you squint) implies there was some special movement granted
I might suggest "that movement" or "this movement" to more firmly link it to the movement which prompted the system
i.e. "when you start movement adjacent to etc, do a sick flipkick; that movement ignores etc"
Yeah makes sense
Can I suggest another wording clarity suggestion idea?
Sure
When move near rock, disengage, as you flavour text
Instead of
When move near rock, flavour text, disengage
Found another edge case 🔥 @vagrant grotto If a ghost is bonded with a target, and the target has lock on and is hiit by a tech attack that triggers hacker 1:
- Both targets are affected by SNOW_CRASH and share the chosen choice
- Both targets are affected by SNOW_CRASH and make their own unique choices
- The ghost is uneffected by the SNOW_CRASH
#3
snow crash is technically not a tech action
but! youre welcome to rule otherwise, that's just my strict RAW interpretation
Funny thing I did notice that’s related: if you lock on to a Quantum Bonded character, the Ghost is also locked onto… sorta indefinitely. Since there are few immediate ways to cash out on it
Yup, kinda funny
o7
@sudden cosmos https://foundryvtt.com/packages/reCaste-PPG-structure
LANCER: PPG Structure Rework, an Add-on Module for Foundry Virtual Tabletop
i havent finished the combat but
next week i'll have feedback
so far antigrav uppercut missed twice
and Auntie just hit an exposed player
this would have instantly structured if he didnt brace
also wow Scintillating Gleam with Double Vision
that's a LOT of spaces
was honestly fine though we had a chom system crusher it and delete the projectors
can I say, I find the 7 heatcap on Prism pretty genius with the Chom interaction,
that's exactly enough heat to overheat it with a full tech fragsig + system crusher if it used projector once
if that was intended, well done, it feels very good
sadly return to sender didnt trigger since the grenade user just didnt bother throwing at the hatchet and preferred hit other things
the story of my LIFE
Al: "Coolest thing ever to never happen
"
i even baited him into it by sticking the hatchet near a prism and hive but he placed the blast in a way that didnt hit the thing
the MVP in this fight so far are the two basic untemplated hives somehow
which is average hive moment tbh
considering buffing Knight HP to 20/25/30, any strong feelings for/against
could also consider 18/22/26 since I lightly buffed its evasion iirc
I’d say 18/22/26 personally
yeah I'm leaning towards that
it doesn't need to be as chunky as an Anchor
(which, IMO, finally feels pretty good)
Clarity for where the Ghost appears when the Bond ends
questions/comments/concerns?
i admittedly havent felt them be particularly squishy or anything compared to other defenders? i'm not strongly opposed but i also dont see the reason to go that high
i agree with 18/22/26 myself
yeah there's just been a couple cases where it sounded like they got rocked, plus the question arose of why they're nominally flimsier than Hatchets
i think this is quite clear how it works now
actually I am curious as to why the ghost shares specifically one of the targets spaces versus the Mule Harness wording
whats the current #s?
15/20/25
20 feels high at t1. 18/22/26 is my vote
also 2 armour across tiers
this is important for when the host gets knocked around
ya i've used a bunch of knights just forgot what the numbers were off the top
ohhh that makes sense
Which provides more clarity over the Kensei's goals, this:
The Kensei positions itself near objectives with its “MINUANO” KINETIC SABER to discourage opponents from remaining nearby. MASS DRIVER SHEATHE serves a versatile role by preparing a defensive MACH PARRY or a punishing CHARGED saber attack. Despite this flexibility, Kensei mechs boast below-average E-DEFENSE, leaving their strategies vulnerable to disruption.
or
The Kensei aggressively projects threat over objectives with its “MINUANO” KINETIC SABER. MASS DRIVER SHEATHE serves a versatile role by preparing a defen-sive MACH PARRY or a punishing CHARGED saber at-tack. Despite this flexibility, Kensei mechs boast be-low-average E-DEFENSE, leaving their strategies vul-nerable to disruption.
sorry, edited one of them slightly
My vote would be for 1
String Theory Marionette
System, Quick Tech
As a reaction, a character bonded with the Ghost may BOOST, SKIRMISH, or use the QUICK TECH action, dealing half damage, Heat, or Burn.
Does this read clear?
also thinking of renaming to "Action at a Distance"
Also gonna add the 1 Heat (Self) tag, this is decent but I don't want it spammed
I believe 18/22/26 is Sentinel Bulk iirc
More bulky than CRB sentinel
which is fine, this is a melee guy
Well the Sentinel has speed and doesn’t have a dedicated taunt
yup
Sentinel is also the least bulky out of all defenders, with no Resistance or Invisibility ability
I think String Theory Marionette sounds way better than “Action at a Distance” tbh, the latter sounds kinda clinical + like RPG rules terminology
Reads clear to me but I’m not what I’d call a fresh set of eyes
every time I read String Theory Marionette I just cringe. I don't like it. It reads like word salad
If that’s the goal I feel like “Action at a Distance” is worse
I was considering "Action at a Distance" in reference to "Spooky Action at a Distance"
Action at a distance is the concept in physics that an object's motion can be affected by another object without the two being in physical contact; that is, it is the concept of the non-local interaction of objects that are separated in space. Coulomb's law and Newton's law of universal gravitation are based on action at a distance.
Historically...
it's a direct reference to a physics concept
Just doesn’t sound as cool to my ears I suppose :/
Honestly I’m thinking about it- “Cat’s Cradle” randomly came to mind as a name based on “Schrodinger’s Cat” and “String Theory Marionette”
“String Practice” also came to mind as a name lmao
Both of those are probably too far removed from the mechanical concepts tho
“Quick and the Dead” maybe
That’s probably a physics reference but I’m still getting a “too many conjunctions” vibe from it
It’s not this time
I don’t really get how that connects to the mechanics tbh
maybe "Degrees of Freedom" ?
iirc it's related to ghost fields in Quantum Field Theory
or more rather the other way around, like (possibly incorrect info from a course from a couple years ago inbound) ghost fields are unphysical states that account for discrepancies in the physical degrees of freedom of a system
maybe this is too much of a deep cut either way
I do vibe with that tbh
Degrees of Freedom is a little broad
“Geist’s Guidance” came to my mind
something that has to do with Quantum Entanglement and Superposition comes to mind but I can't form that into something cohesive atm
base it off how entangled particles interact
like when you observe one in the up state the other entangled particle is in the down state
(it's been a while this may be wrong)
“Puppet on a String Theory” would be worse which is why I think it’d be a great idea
Yeah, no lol
"Flyby Wires"?
I’m this close to renaming it “Ghost Puppet” and never touching it again
Last thought for tonight: it’s a tech action, so I’m thinking about remote access or control and “quantum locality” or whatever that means
String theory Marionette is a real cool name
"damn, this word salad has got some content"
Smh should’ve thought of that one myself, but yeah it’s on the nose
Fine, the name stays 
Once again in the debate with myself over Firefly Drone's Recharge vs. Limited tags and I can feel myself growing further and further away from God
Recharge or No limit: If you blow it up, the Napalm needs to redeploy it. It gets immediate effect when it does so, but it keeps the Napalm from firing the STC same turn (unless folks are playing with the CRB overcharge rules and it's a veteran with limitless)
so I guess because Napalm is a sibling to Bombard the question I should ask is "how does flare drone, a quick action no-limit drone, fare in comparison"
it negates the difficulty for Bombard Cannon as well as peels off Invisible and Hidden
It doesn't affect the damage ceiling, just expected value of damage (due to accuracy)
Firefly Drone in comparison makes some off-brand dangerous terrain, but that terrain doesn't immediately affect folks within it
So Overcharge Firefly Drone + Barrage with STC doesn't immediately pile on the damage like Overcharge Flare Drone + Bombard Cannon can
Limited 1: rewards killing the drone, which is hard for CQC attackers to hit
How badly do I want players to cope here
bombard is ordnance yes
Wait is the Napalm Cannon not ordnance?
it is too
No it is ordnance
so i think the OC Firefly -> Barrage isnt an issue
i wouldn't mind seeing how it plays with no limit
I think the point to fixate on is less that characters aren’t effected immediately and more “the Napalm sees the benefits immediately vs the Bombard needing to wait a turn”
technically it’d be the other way around
So, here's the thing: Napalm doesn't see the effects immediately
if it runs a line of fire over someone with Firefly, they do not instantly take damage
characters need to actively move into the area or end their turn there in order to take the Heat+burn
which means the counterplay is usually "walk out of it" or "walk around it"
Let’s compare an untemplated Bombard vs an untemplated Napalm.
The Bombard would need to deploy its flare drone during the first round, then it gets to fire and benefit from Cluster Munitions on the flare drone (because it intends to target it if it has it typically). Ideally it wants to tail end activation then activate ASAP to get the benefits as soon as possible, but regardless it can’t really obtain the primary effects of Flare Drone the same turn and therefore loses a turn of damage.
A Napalm will be deploy a Firefly Drone, and it’ll immediately lay down a line of fire. The Firefly drone’s effectiveness does not depend on the Napalms Attacks- it is completely independent of the Salamander (which is what I mean by “the Napalm sees the effects immediately”). Furthermore, unlike Flare Drone, it deals damage (about half of the Salamander), and the fact it flies 5 spaces in the air gives it a defensive bonus Flare Drone lacks. This outright increases the Napalm damage output on subsequent turns, and doesn’t require nearly as much upkeep as a Bombard which will keep destroying and needing to redeploy its flares, and the Napalm (potentially) can recoup its damage losses.
Now let’s give both of them limitless. A Bombard firing the Cannon and then overcharging a Flare Drone is still not going to immediately benefit from the flare drone since the Flare Drone inherently depends on the Bombard Cannon. A Napalm firing the Salamander and then overcharging a Flare Drone does immediately see the benefits of both since they’re independent of each other, increasing its damage output outright- however, the Napalm is also at greater risk of Overheating.
I think something to note about the Bombard's Flare Drone here is that allies can immediately capitalize on the drone as well
Breaking it down like this, I will stand by that Firefly is a stronger optional than Flare by a good margin. But I can see it still being recharge regardless of that, though perhaps Recharge 6 imo
so I honestly fullheartedly disagree with the whole "immediate benefit" angle of things here
Question: how?
ah okay, the accuracy doesn't help anyone but the bombard. But it does immediately peel Invis and Hidden, which is more niche but notable
That’s more build dependent rather than being universally applicable like Accuracy or just straight up damage + difficult terrain
I'll concede on that, at least. Though I will once again point out that the damage from Firefly is avoidable by sidestepping
Tho I guess if you look at scout which is strong regardless of if a team has armored + infiltrator teams… yeah there’s that
Ofc, but it’s still direct damage output and area denial vs flare drones. Furthermore it moves on its own, whereas Bombard has to sink actions into moving its flare drones
This makes Flare Drone area denial much more active than Firefly’s
I think you meant the reverse but I understand what you're saying
unless you meant something different by "active"
Active as in “requiring a lot more actions to upkeep”
More active for the NPC- a Napalm can fire and forget and therefore it’s more passive
And once again, I’ll reiterate that due to Flare Drone being 5 spaces in the air, if you’re attacking a flare drone, nine times out of ten you’re not attacking anyone else with those same actions. That’s not necessarily the case for flare drone, especially since one of the big appeals of Flare is being a good Friendly Fire target for the Bombard.
It sounds like I should keep Firefly Drone at Recharge or Limited, then
I’m more in favor of limited personally, especially since the point of “flare is stationary and the bombard often goes out of its way to wreck it” is a variable I never considered, but I suppose recharge 6 is also good
on an untemplated Napalm, destroying the drone means that redeploying would need
- the system to recharge
- sacrificing STC barraging
The more salient argument for Limited 1 at this point for me is that if it's Recharge, the GM is just gonna give up and fire the STC anyway
That’s a fair reason. It also somewhat patches the “Napalm can make 2 firefly lines at once” dilemma without actually changing the text- if that’s something you wanna address
I'm already changing the text to end the line when the drone dies
I appreciate that because it rewards targeting the drone more
I refuse to change the heat/damage now though, it's staying 2 Heat + 2/3/4 Burn
Oh I agree with that wholeheartedly
I think the effects are as potent as they should be- walking through the firefly should feel bad
The difficult terrain is also a good touch- when it hit me in the playtest it hurt but in a way that made perfect sense
Moving on: I'm reducing Occultist's Lead Astray to +1/2/3 tech attack bonus
I could do flat, but Hydra's drones do exist, and 1/2/3 is mild enough scaling that I think it's fine
Made me regret choosing to do so which is exactly what you want players to feel
I was gonna say Hydra is one frame out of like 50 but I also remembered people balance around Sunzi all the time so fair.
You could also drop it to +0/1/2
Have it start flat and then scale to +2
I'm keeping it at 1/2/3
Fair
Lead Astray
System, Recharge 5+, Quick Tech, +1/+2/+3
Make a tech attack against a DRONE within SENSORS. On a hit, the Occultist controls the target DRONE until the end of its next turn. This effect ends if the original owner recalls the affected DRONE.
Allow the owner to recall the drone to end the effect early, since the alternative is bursting down the Occultist
Okay that’s great, and also a good reason to let Lead Astray Scale- it’s a lot easier to undo Drone Control than “oh it’s a pile of slag now”
yeah I don't want it to be an ultimatum of "kill me or lose 1 repair"
Well if it’s a Limited Drone it’s “lose 1 charge” but tomato tomahto
Diviner’s Darts
Auxiliary CQB, +2/+4/+6 | [Range 5][3/4/5 Kinetic]
This weapon can attack 1–2 targets at a time. For each attack, a controlled DRONE within SENSORS may move adjacent to the target as long as it otherwise is incapable of movement.
Rewording to prevent double dipping drone movement
if it's limited, it can't be recalled anyway
I don’t actually recall if there are any exceptions to that
This weapon can attack 1–2 targets at a time. For each attack, a controlled DRONE within SENSORS may move adjacent to the target as long as the DRONE otherwise cannot move on its own.
there, reworded it
this was to remediate the Wolfhound issue right?
yes
okay awesome
darts are intended for stuff that can't usually move
it has some knock on effects with like, a Lead Astray Orochi, but that's whatever
that's fine
i cant think of any other self moving drones than that and the -hound missiles
it doesn't need Darts for Orochi, that's all
probably more elegant than my suggestion of call Moloch a flock drone
BTW for Prism and Scintillating Gleam: How is it?
… ya know I should ask in #rules-questions if stuff like Orochi Drones moving violates Ordnance
I don't think they do since the Drones move on their own, but yeah ask
That would mean numbers for Reap the Chaff (and Anni Nexus I suppose). It’s niche enough to not matter to Occultist Balance but it’s still interesting
so, I'll need to ask my players next weekend for their thoughts but:
very good, probably not too much
maybe too much specifically with the Veteran trait
Prism's Burst 3s are a little wide I suppose, but if I reduce them to Burst 2 then I'd probably want to reduce the Range on Shattered Glass, Omniglass, and even Shardsplitter's threat to 2
i covered about Half of one of Al's maps with the zones
which I personally thought was okay bc the counterplay was to overheat the prism, easily done with most dedicated hackers
it doesnt turn off gleam,
but deletes the projections
which was ultimately the counterplay
I say the burst 3 feels big but it's probably okay
Jury says “does not violate” so yeah Lead Astray vs a Hydra is pretty damn potent
it's not full blind like shroud charge
hm. Prism gets resistance to Heat through projectors....
it does yeah, but the Chom was near the real one in this case
I'd kind of want to see how it would play on a team without an easy way to shut off projections
in a team with one I can say it does it's job well of making the prism a problem NOW
which I assume is waht defenders are meant to do
Good, that's good Tank energy then
in short i could say my thoughts are: Serves its purpose well, very good with the Veteran optional, want to see it vs a different comp
thank you!
Ya know it occurs to me that the Knight has a relatively high save target.
I’m not saying that’s an issue but it’s definitely something I’d be interested in interrogating in a playtest sometime eventually (idk when unfortunately)
Also question about Champion’s Greatsword: it’s shred effect is triggered on targets “effected by Compelled Duel,” but Templar’s Shield refers to “its Duel opponent.”
Does that imply the target is only shredded for rounds they failed their Duel save for?
it does not
they are still affected by compelled duel even when they succeed on the save
Gotcha
otherwise they wouldn't make another save later
It also occurs to me that against the correct Pegasus, a Knight Compelled Duel-ing a Pegasus can be really mean lol
Why is it more potent against a Pegasus than any other artillerist?
Autogun and Smartgun against an armored target mainly
Combined with Templar Shield
aight I've churned through the bug tracker and now the only remaining issues are "write down the sitreps, you madman" 
lemme dig out the list of stuff that still needs tested
Stuff to Test
Classes
AnchorCapacitor- Ghost
- String Theory Marionette
- Wavefunction Collapse
- Coherent Entanglement (Ultra)
- Hatchet
- Reckless Dive (
) - Return to Sender (

) - Hurricane of Steel (Ultra)
- Reckless Dive (
- Kensei
- Mortal Draw (Ultra)
- Knight (new statline)
- Mesmerist
- Hall of Mirrors (Veteran)
Napalm- Occultist
- Lead Astray
Prism(but more is welcome)- Torrent
- Provisional change that changes Undertow to not require a Save vs. Prone
- Crashing Tsunami (feels like I need more data)
- Vulture
- Aggressive Refabrication
Zealot
Templates
- Anomaly
- Anything, really
- Also, if you're building an Anomaly, read a feature, and gut-instinct feel like it's something you'd never pick it up, tell me
- Brigand
- Surgekiller (this'll require some actual Core Powers available)
- Shredding Claws
- Formation
- Prototype
- Again, anything here
- Again, if you're building a Prototype, read a feature, and gut-instinct feel like it's something you'd never pick it up, tell me
Great news im about to do roguelite testing hurling people through a metavault so time to treat this like a shopping list
cool, many of the things on this list are gonna be updated in v1.17 as a note
idk if I'm gonna write up the sitreps today tbh
...specifically anomaly and prototype will get a workout
PPG V1.27
Return to sender:
Trigger: A character targets the hatchet with a grenade, arcing, seeking thing
Effect: the triggering character fucking dies
It's still underpowered
next time I run a playtest I'm requiring people to bring arcing and seeking
It's the only fucking way to be sure
The monkeys paw curls. I throw a smoke grenade at a hatchet
The monkey's paw curls backwards:
Effect: the triggering character fucking dies
A hatchet can parry a nanocomp melee weapon
correct
As it should
oh did we get any more data on Hurricane of Steel hatchet
we did not, gonna add that back
anyway i should have some feedback on AUNTIE, Antigrav Uppercut (if it fucking hits) and ROKO soon
added Hatchet Hurricane of Steel and Mesmerist Hall of Mirrors to the testing list
as a heads up, Auntie is getting Ordnance and innate +1 Difficulty, and the free actions are limited to after Barraging with the weapon
okay good, i was running it that way already
Brick
Aux melee
Thrown 5, unique
1d3+1 kinetic
On attack: brick
It's time, I'm doing it, I'm making new optional rules
MECHS
BRISK FRAMES
Mech frames with a SPEED stat lower than 3 often struggle to get to where they are needed on the map, often resorting to various “movement tricks” in scenarios where SPEED is paramount. For these sorts of frames, consider raising their SPEED to 3 to preserve their slowness without relegating them to the sidelines or requiring intensive build investment. The Brisk Frames reserve can quickly apply this change in Comp/Con.
SENSIBLE SENSORS
Mech frames with SENSORS lower than 5 are almost universally better off avoiding anything that relies upon their SENSORS. This greatly constrains those mechs’ build options, and it pressures GMs to design scenarios to accommodate this stark drop in SENSOR range compared to most of the frames in the game. To relieve this pressure, setting the minimum SENSORS for all mechs to 5. The Sensible Sensors reserve can quickly apply this change in Comp/Con.
You already have a "give more repairs" one right?
I do yes, but it's intended to be a blanket
though you don't have to read it that way I suppose
Imma be real- I’ve used Brigands 4 times, deployed surgekiller in half of them, and somehow it’s never once triggered, and that saddens me
I think I'm gonna sit down and write down all my thoughts on the anomalies optionslas
Legitimately I think it’s a tool I need to run in a full mission
Both of the contexts have been a full mission
Oh 
First time in the first combat of the mission, second time in the second combat of a mission
It’s mostly been bad luck and simply being unable to crit tho
Time to make it an on-hit effect
Yeah I was gonna suggest- 2 Heat for both of those gate conditions feels pretty weak if I’ve not been able to trigger it once
Either that or make it more impactful
And it’s gotten my players to say “oh watch out” when they’ve scanned it but it’s never forced a core power usage
Gonna make it 1 heat on weapon hit then
Sounds fair- some NPCs can get some wild Multiattack nonsense even with the rebake
It’s meant to be light pressure at the end of the day
went over everything in the Anomaly and gave it my thoughts
thank you, writing a couple things down
- Feedback Lash: It has yet to get testing, but I think it's less mean than Horror's Disruptor whip or Leech's "I eat all your Overshield" option
- Harbinger: This is to be used on the Anomaly's allies, not its enemies, to be clear
- Everything else: Noted
my main issue were primrarily messing with "hard" numbers, like armor, stat triggers, and the like, things that would be difficult to remember
i think its a really cool design space and i think ill try to run one at some point to test it
Starting to codify some objectives:
Transport (Escort or Extraction variant)
VICTORY CONDITIONS
• Total Victory: All PCs and the objective safely extract.
• Partial Victory: The objective and at least one PC safely extract while the rest surrender or retreat.
• Defeat: The objective is destroyed. Surviving PCs may still extract or retreat.
OBJECTIVE
An object no larger than the maximum SIZE the PCs can drag, either with their mechs or with appropriate equipment (such as a transport VEHICLE). For rules on moving objects, see OBJECT HANDLING under ACTIONS, APPENDIX A. Enemy forces want the objective and avoid damaging it if possible. The PCs must drag the object a distance depending on the desired duration:
• Short: 18 or fewer spaces.
• Medium: 19–24 spaces.
• Long: 25–36 spaces.
Right now my revised sitreps are looking like:
- Blitz (Control/Gauntlet)
- Repel (Holdout)
- Sweep (Push buttons)
- Transport (Escort/Extraction)
- Triangulate (Recon)
Uh... This implies the enemies objective is to destroy the objective
"Enemy forces want the objective and avoid damaging it if possible."
The enemies want to stop the players
Ok cool
I can't see round timer listed so the only way to lose is implied to get it destroyed
they admittedly have a rough job in that regard, but I'm abandoning any pretense that fights in Lancer are "in-universe balanced"
and yeah or retreat
Partial victory is cool however
I'm adding an "introductory" section on how I'm defining these sitreps, so I'm working on defining Durations (1-2, 3-4, or 5-6 target rounds), introducing the Interact action, giving guidelines on Reinforcements, and establishing Retreat rules (and what that implies for the fiction)
"Here's a sitrep toolbox and here's 6 sitreps that use said toolbox"
but yeah adding Partial Victory here because so often I see Escort objectives just be "get the payload outta here!" and then it's "welp, guess we're all gonna walk home now"
like, lead isn't gonna stop spraying just because someone got away with the ball
there's a fuckin Sekhmet Blackbeard right in the middle of our squad, that's still a thing
also, each of these sitreps is intended to be its own sort of toolbox, too
I think what I'm gonna try to do here is take Enemy Forces and Reinforcements and make them standalone guidelines, then have each "sitrep" just have the rules necessary to the specific in-fiction objective
here's my current writeup for Durations
DURATION
All of the sitreps in the Lancer Core Rulebook automatically terminate after a set number of rounds. However, this hard cutoff is not a requirement. Often, an encounter can instead target a desired number of rounds and forgo a hard cutoff. I use the following terms when describing durations for this section’s sitreps:
• Short: 1–2 rounds.
• Medium: 3–4 rounds.
• Long: 5–6 rounds.
When using these targets, encounters may run shorter or longer than expected. Unless there is a reason for a cutoff time (in the fiction or in real life), it is not required to have one. If a hard cutoff is desired, the following are recommended for each duration:
• Short: End after 4 rounds.
• Medium: End after 6 rounds.
• Long: End after 8 rounds.
Soft cutoffs (i.e., factors that make completing the objective after a certain point more difficult or taxing, but not impossible) can also be used. This could be the introduction of additional Reinforcements, or it could be an environmental effect like damaging sandstorms or rising water levels. If the cost of continuing seems too great, players can choose to Retreat.
Did V!orator get tested with "one hostile action goes through convincing rhetoric before it gets turned off"?
Not much yet
For a second the cursed thought of “Vore-ator” came from reading that and I refuse to be Atlas today
HAH
Next Lancer game is looking to have a prototype and two anomaly buddies
The prototype is an ultra and taking advantage of being allowed to cross-class for sure
Thinking about making 2 atlas enemies in the future- one of whom is more focused on the Terashima Blade stuff and the other of which is more focused on the Hunter + Jager elements. They’ll be a duo of Elites, and while I was originally thinking of having it be an Assassin+Ronin pair, I was wondering:
Mechanically speaking, how would replacing one/both of them with a Hatchet and/or Kensei sound? If I had them as a team, how do y’all think that would go? (The 100% PPG version would be a Hatchet + a Kensei, but different combinations are also being considered, like Assassin + Kensei)
Hatchet sounds great for the hunter. Kensei is a bit too beefy for an Atlas imo
But don’t let me stop you
Legit there’s no wrong answer here
I was thinking “Kensei Shred Supports Assassin”, but also “Rebound + Return to Sender is Hilarious”
IMO, the double PPG roster sounds the least interactive, but having one of them be PPG sounds fun
Also if I made the Kensei size 1/2 it’d make Mass Driver Sheathe’s force move mitigation funnier
The Assassin + Kensei combo would be more force move, setup, and condition oriented, meanwhile the Ronin + Hatchet combo would be more able to be threats at multiple range bands, and the Assassin + Ronin combo would- admittedly- be most on theme.
I’ll probably go Hatchet + Ronin- seems more in tune with what I’m looking to do
interest gauge for playtest on <t:1769886000:F> or the day after
waitlist me for this, either day
saturday i cant, sunday i can
maybe saturday yes if something ends up cancelling the normal lancer
i can do either day
I can do Sunday
filled, unfortunately

@sudden cosmos Isa can take my spot, I was waitlist anyway
Valk i may have an old PDF so maybe this question is outdated, but do you have plans to add some generic encounters that put together some good unit comps using some off your npcs mixed in with vanilla npcs? Or is that not really something you're interested in?
I think maximum threat did a really nice job with that. Would be cool to have some examples of the synergies your units have with the old npcs (or just entire encounters composed of your npcs)
I don’t have that yet, but your feature request is noted
Cheers. Would be cool!
Dunno if I’m gonna go through with it but this is what I have so far
Dive Protection
• Capacitor
• Specter
Capacitor Overshields Specter from Reliable damage, and provides them with AP for their attacks.
Slippery Skirmishing
• Ghost
• Hatchet
Ghost gives the Hatchet additional defense and unfettered mobility for retrieving its Thrown weapons.
Red Hot Onslaught
• Zealot
• Pyro
Zealot motivates Pyro to advance with Fanatical Charge, primes foes with Burn for its Flamethrower, and adds Knockback to the flamethrower for good measure.
Oh this is an even better idea. I like that you're creating little couples that you can inject into a larger composition
Yeah I’d rather make micro-comps than full encounters here, I think
Just to showcase the synergies
That's clever. I think that's cool actually. That's an even better way to arrange things - little duos or trios
Exactly exactly
Think you might make ones with specific Optional Strats/combos?
I don’t know, I’m making no promises here
Capacitor specter is evil
Especially on rebake
Zealot + Pyro is mean tho. Hm. I wonder if giving one of them COmmander + Press the Attack would be fun too
it is mean! I ran the (igf ch1) ||Andros Capella fight replacing the Hive with a Zealot, carnage ensued, as it should||
i do not envy your party
look they won
two mechs down but
they won
one of them exposed himself with OC and then got crit with a Boarding Leash for 22
Risky Business
• Ghost
• Berserker
Ghost bonds with the Berserker to make it harder for opponents to Invade and Skirmish them on the same turn while generally remaining an invalid target for Aggression. However, care must be taken while the Berserker uses Phase Shift, as the Berserker's random attacks could potentially target the Ghost while active.
Nothing Personnel, Kid
• Kensei
• Mirage
Mirage layers additional protection upon the Kensei via Warp Sensors and Dataveil, and helps it move while Mass Driver Sheathe is active.
Protect the Wizard
• Knight
• Witch
Knight challenges the most deadly threat on the battlefield while Witch debilitates them, capitalizing upon the Lock On granted by Champion's Greatsword.
Turret Nest
• Anchor
• Engineer
Anchor provides the Engineer with safety from hostile artillery while the Engineer does what it does best.
Sting Like a Bee
• Hatchet
• Hive
Hive grants soft cover to the Hatchet and forces its targets to choose between staying Immobilized for a Cleaving Retrieval or getting pushed a long distance while Slowed by the Monomolecular Axe.
Sturm und Drang
• Torrent
• Archer
Archer Impairs opponents, leaving them vulnerable to saves inflicted by the Torrent. Torrent knocks enemies out of position, allowing the Archer to pick them off. Positioning is critical for this, as the Torrent could inadvertently knock an opponent outside the Archer's line of sight.
- Sting like a bee
- no hornet
Fake AF 🙄
(Joke)
good joke, now hold this razor swarm for me, thanks
Alliteration Annihilation
• Prism
• Priest
Priest uses Investiture to empower the Prism's attacks and Abjure to dissuade attackers affected by Diffraction Beam. Prism draws aggression from a forward position while affording safety to the Priest.
hehe it tickles
these are all so cool! part of me thinks that this format should be used to construct entire encounter sets. gives prefabbed instructions to the GM
Take your bug pun and get out /kidding
Firebug
• Napalm
• Hornet
Hornet Impairs opponents to be more susceptible to Napalm's Salamander Thermobaric Catapult, while being unlikely to be hit in friendly fire.
"These two operate this way, these three work best this way"
Cool pairings also work well because they can make a good foundation of an encounter, but will also just get better as you give them more templates
Can't Get a Lock
• Mesmerist
• Operator
Mesmerist holds down Artilleries that try to shoot the Operator and Strikers that try to chase the Operator, all while the Operator Skirmishes at a safe distance.
Revised Protect the Wizard:
Wizard, Thief, Fighter
• Knight
• Assassin
• Witch
Knight challenges the most deadly threat on the battlefield while Witch debilitates them, capitalizing upon the Lock On granted by Champion's Greatsword. Assassin deals double damage thanks to Shredded from the same weapon.
it's a little committal to have 3 NPCs dogpile 1 PC, but way I see it, the Witch can shift targets if necessary
Also the Knight and Assassin sometimes have it in their best interests to mark someone and then just completely ignore them while they focus on someone else
You could probs keep it as a duo and just remove the Witch from this combo and have the Knight/Witch be it's own
I'm fine with a trio
Valid
idk which are staying and which are going
Survival of the Fittest
• Vulture
• Goliath
Vulture keeps Goliath protected and Crush Targeting charged with "Magpie" Subroutines. "Dandelion" Phosphorous Cannon creates a Catch-22 with Crush Targeting if the opponent cannot safely leave the cannon's soft cover zone.
Threshing Advance
• Occultist
• Ronin
Occultist protects the Ronin with FLOCK Drones and Reap the Chaff's Overshield. The combination of threat from Reap the Chaff and Ronin's Carbon Fiber Sword encourages opponents to fall back or risk their ruin.
there that's at least 1 for each PPG NPC
Unkillable buzzing noise
- Hornet
- ghost
Ghost bonding with the hornet allows the hornet to be more of a problem than before, avoiding all reactions due to intangibility and making it even harder to hit with paradox state. Allowing it to traverse through walls and not limiting it much due to it's condition application not being effected by it's heat and damage application being halved
yeah seems good
Ya know my mind was brainstorming “fan optionals” for prototypes, so here’s one:
Blink Puncture (Displacer Analog)
Superheavy Rifle, Ordnance, AP, 4 Heat
[Range 10, Blast 1] [10/15/20 Energy Damage]
After firing this weapon, the Prototype immediately becomes Exposed and Overheated. If the Prototype is critically hit while Exposed in this way or after being Scanned, the attacker can forgo the benefits of a critical hit to rupture this weapon’s power cells, destroying it and dealing 5/7/10 Burn to the Prototype.
sounds neat, sure
As soon as I saw the Prototype my first thought was “this bitch needs a Displacer” lol
How about we add this:
ASURA-Class NHP
System, AI, Unique, Heat 3 (Self), Protocol, 1/scene
Take two additional quick actions or one additional full action this turn. These actions must obey restrictions on duplicate actions.
Pfft
I mean I’d be in favor if stuff like Elite and Ultra didn’t already exist
Tru, but giving just the flat out Displacer to an NPC felt a little unfair, so I thought I’d add something that matched the flavor but not necessarily the mechanics
I could in theory drop the Exposed element of it if I ever used it, since the power cell puncture is already there
Exposed in itself works pretty well
honestly I'd just hand the NPC a displacer and tell them "go off"
10 self heat = exposed in most cases anyway
you know, this reminds me of @muted blaze 's creation which was an NPC ASURA, but instead of being just the same thing it was 1/scene the NPC takes a second activation
Other fan optionals I was thinking of:
- Ferrostasis Armor (a mix of White Witch’s deal, Kinetic Damage resistance, and Stasis from Breath of the Wild- perhaps not always active)
- Sundowner’s Shields
- Something with Explosive Resistance (I thought this could be Sundowner’s Shields but… no, it don’t work :( )
Lightning Rod inspired me and I thirst for symmetry
yeah just give the NPC the white witch core power what could go wrong
/j ofc
nah fr the stasis idea is cool
what are you envisioning there
I mean an Eidolon layer basically has the WW Core Power IIRC
Listen I could just give NPCs PC abilities and it would be fine, but I like the idea of stuff that’s adjacent flavorwise but not the same
That's why you call the NPC ASURA the DEVA instead
yes but it goes down instead of up
also if I wanted my players to feel the agony of a WW all i need is an argus armour ultra
First thought that came to mind:
Protocol become Immobilized, gain Kinetic resistance, and have a d6 charge die or something. Each time the Prototype takes Kinetic damage, it gains a charge die. At the start of its next turn, it deals 4 damage times the value of the charge die kinetic damage in burst 2.
Another thought came to mind of “every time it takes damage it gains Overshield equal to half the damage taken (overriding previous Overshield instances if necessary)”, but that’s best saved for some other optional prolly
Armor is not something I’d wanna keep in it tho- White Witch only in vibes
oh this feels a lot like Maria's White Witch if youre familiar, which is great imo
i do generally agree with there maybe being more damage type optionals but like. idk if valk is willing to add any more to prototype
it already has a ton so
Ofc, again these aren’t suggestions these are fan optionals
you all should absolutely do these and say they're Prototype
“Wow this Ferrostasis Armor is super imbalanced”
“HAHA yeah, g-good ol Valk will get the feedback
“
counter asura-ing my players would be funny
Prototype is my way of giving GMs permission to void their warranties themselves
I thought was Anomaly
anomaly is giving GMs permissions to do some absolutely batshit insane stuff and interact with parts of the game you dont see otherwise
yeah im going to rewrite this guy's backstory what about it
Anomaly is my way of helping GMs void warranties myself
what is brigand in this case
Underhanded, but fair game
This won’t be for PPG but I’ve started making 1-trait faction templates
# Faction Templates
Templates that provide a small but defining mechanic to represent unity within a faction.
## Curseborn (HORUS Cell)
Impaired targets receive +1 difficulty on saves inflicted by this character.
## Observers (SSC group)
Attacks that consume Lock On deal +1/2/3 bonus damage.
## Mauve Phalanx (HA AMT)
Gain +1 Accuracy to Attacks, Checks, and Saves while adjacent to an ally.
## Breakers (IPS-N crew)
Prone targets hit by this character are Shredded until the end of their next turn.
## Automatons
Gain +2 HP, but tech attacks gain +1 Accuracy against this character, and they are unable to carry out complex tactics.
## Bounty Hunters
Pick one PC most likely to be in trouble with an authority figure. All members of this faction gain +1 Accuracy to attacks against that PC.
## Professionals
1/round, one NPC with this template who has not acted yet may take their turn immediately after another NPC, without an intervening PC turn.
## Snakes
Reaction, 1/round
Trigger: An attack misses the Snake.
Effect: The Snake may move 1 space, ignoring engagement and reactions.
## Ambushers
If this character started its turn Hidden, they gain +1 Accuracy to Grapple a target.
## Stealth Ops
On their turn, this character may Hide while within line of sight of hostile characters. They must be in cover or outside of line of sight at the end of their turn, or they are no longer hidden.
## Amphibious
This character moves normally through water or other liquids.
## Shrikes
Attacks that consume Lock On deal +1 Heat.
## Hedgehogs
Attacks made against this character while within Range 3 first inflict 1/2/3 Kinetic AP damage to the attacker.
I may steal this concept for the game I'm planning on running eventually that has a lot of little groups
Should NPCs having PC abilities be normalised?: yes
Should they be tweaked to account for the paradigm of how lancer functions asymmetrically: also yes
In emergency operation parameters as Cat mentioned I ended up making the template: Legion which is a vet/commander/ultra/elite exclusive template which grants access to a PC NHP. But because PCs gear should function differently to NPCs some I kept the same and some I scratched my head to make more NPC like and more like choreographed charge up abilities. Like Cat said Asura just gave that NPC another activation that round... Because how many PC traits can you give NPcs before you cross the line of "don't make PCs fight PCs"
(Also I'm not the pinnacle of game design. My NPC asura has seen the light of day once and PC and the feedback was "that's cool", there must be many more unbalanced combos I've not thought of so the usual
)
Also this is cool as hell
first thought is flavour, like a black ops member jumping out of hiding to restrain a target for their allies to attack
This recent vid involving bugbears was on my mind
https://youtu.be/L2koRWVJXec
I've developed a small bugbear about D&D monsters, it's when they fail to tell a story. Thinking about the 5th Edition Bugbears I realized I had to go make some changes to tell the story about the special forces bugbears!
🎬 Created by Daði & Anna Birna ♥
▼ DOWNLOAD THE STATS ▼
Grab the Goblinoids PDF on Patreon: https://www.patreon.c...
I agree that it’s niche right now though
Might be better to let them grapple automatically on melee hit after starting turn hidden or something
And yeah reCaste is exactly right
Getting the mechanics to tell a story of how they operate
They hide, and then they grab ya
But yeah acc on grapple is a little niche for the benefit
You know, I think I’m starting to see Clem’s “oops all bastions” comp as more than just a meme
They all have predictable stats and features, sure, but each is fulfilling a different role thanks to their cross class stuff
Ok ngl I just skimmed over the hidden part and assumed it was first round of combat, because the squad ambushers trait exists
Interestingg
So, Lancer it feels like without 3rd party additions the floor to support this is higher than DND due to the modularity of the existing NPCs yet the ceiling is also lowered because of the lack of Uniqueness across the NPCs (Monster manual, howver many hundred monsters vs Lancers 30)
And templates deffo assist, I think thought to properly encapsulate the "fighting" a specific army such as a bunch of group of spec ops bugbears in mechs a template and the ambushers trait will help yet to have the modularity as explained in that video that one trait would work better with optionals
And then your faction roster can be kitted out to be more akin to complimenting one trait granted rather than other things that work adjacent...
And I think that opens a cool door for how to manage template design...
OEP has the covert template which is all about hidden which I think can play cool into making a faction roster all about one gimmick, which some mechs will need the template as a crutch and some might not even need the template
Thinking of the video and how a "Here's an action that can define a faction" and had an idea for the KTB.
I hope whatever is cooking in you brain relates to one official art of the guy onehanding a zweihander walking by a mech that I'm 100% sure he could take in a fight
Unfortunately my idea for a KTB faction trait is not "Titanium Balls"
But yeah, for these, I’m currently waffling between “leave each at just one trait and let the rest of the expression be NPCs that fit the theme” and “make the base trait and some optionals so that more NPCs can be squeezed into the theme”
They’ll also go in a different supplement than PPG tbh
Valid tbf
It's a decent amount of content for a project that you yourself have said should be closed at some point lmao
Yeah no, I can entertain sample combinations and sitrep rules, but I’m drawing the line at these
This almost feels like reverse Kai Veteran, which is neat
I like it, except for Hedgehogs. These templates look like they’re intended to be deployed En Masse to the entire Sitrep, and for the most part they work really well as optionals made for that purpose. Amphibious in particular feels useful if you decide to use Enhanced Combat Liquids.
However, Hedgehogs feels too potent to be deployed En Masse, and that it would severely screw over anyone close range regardless of who they were fighting. It feels too much to be a template optional rather than a class or structure template optional, and even if you nerfed it to adjacency rather than range 3 it just makes CQB better and melee worse. Plus, as a faction trait, I just don’t really see the theming. So idk if it’s a good trait to attach to specifically this template.
Noted
Oops all vlad
## Hedgehogs
When a character becomes Engaged with this character, they take 1/2/3 Kinetic AP damage.
How about this
lot more fun looking than "everyone has shrike armour" imo
just uh
if the hedgehod engages a PC
do they take the damage still?
Yes
okay good
Clunk, clunk, clunk, clunk, clunk, clunk, clunk, clunk, clunk, clunk, clunk, clunk, clunk
Mm good point I can maybe drop the damage slightly
"I think that damage can be very abusable"
"You're right, it should be heat instead" /j
Potentially a 1/turn clause to prevent a cataphract move boosting and proccing it 8 times max a turn
Anything that disengages
Honestly a clause about movement that ignores engagement ignoring the damage would be preferred I think
Me when I propose to my partner and they fucking die because they're a grunt
Does this wording imply that larger characters are immune to this? I may be misremembering, but larger characters aren’t engaged on adjacency, right?
Grazie
yeah smaller characters than you dont cause Engagement (lose movement) but they cause Engaged (1 difficulty on ranged) iirc
A lot better- still messes with Melee and CQB but now ranged characters can also get punished + the enemy can prompt it, and the counterplay to it is either “don’t get engaged” OR “tank the damage once, then never stop being engaged”
How? I physically cannot see how it can get any lower
Would it just not scale?
## Reactor Cavaliers
While in the Danger Zone, this character may Boost or Disengage as a free action.
## Steampunks
While in the Danger Zone, characters making a melee or ranged attack against the Steampunk must roll a d6. On a 4+, the attack automatically misses. This does not stack with Invisible.
## Star Eaters
When this character hits a target in the Danger Zone with an attack, the target loses 1/2/3 Heat but takes twice the Heat lost as irreducible Energy damage.
Is this for a dedicated template?
Remove scaling maybe
Huh? These are all individual templates
I’m just riffing on danger zone here
Ah okay
One faction does not have a monopoly on Danger Zone related effects
Tbf though there could stand to be more danger zone features in Lancer, period
Plus if these features were on their own most of the NPC roster (without Limitless) couldn’t willingly activate them
“When a target isn’t in the danger zone” too
Unfortunately the ones that exist RN are VERY POTENT
But yeah...
For players, NPCs don’t really got any of those
Legitimately just need a +1 acc vs danger zone feature or something, like cmon
Assassin’s Heated blade could add danger zone to its list of things that double damage
I'm usually more averse to NPC facing danger zone abilities purely because NPCs don't have the same modularity and fine tuned heat management control PCs get access to (self heat traits being all or nothing or 1d6 for example) especially when granted via templates. But these look neat because the bonuses aren't insane
Well....
Steampunks looks kinda mad tbh
Gain fake invis while in the danger zone?
perma invis in danger zone (except for tech) is scary
idk i guess i'd want to see it in play
I’ll add a “but not exposed”
I like NPC facing Danger Zone because of that exact reason actually
how easy it is to overheat them is the real question here
Those reasons I listed to me make it feel clunky but to each their own
bc i see that being the main counterplay
Yup that’s the goal
Reactor Cavalier should probably specify a round limit
It feels overtuned to me based purely off ✨ vibes ✨ But also like... I'd also say don't touch them until they see play just to see how they actually function
I also love Star Eaters conceptually
Steampunk scourer
I know multi activation exists but like… does it? An NPC can always get overheated between activations.
big fan of the idea of leveraging the opponent's reactor to hurt them
It needs 1/turn at least
i assume it doesnt work if you dont have any heat ofc
so the counter is staying cool
Yup it’s for punishing reactor criminals
Though they can also set it up with a cheeky invade
Which may lead me to reevaluate
I coulda swore unspecified free actions were 1/turn by default
Probably a flat 2 heat/4 damage thing
I’ll check but part of the Lancer house style is being redundant (un)fortunately
Read Free Actions on p. 61
Scourer enters the dangerzone then proceeds to travel 386 spaces like I do when it's after a playtest and I get a guy to just run around the map for shits and gigs
Huh, yeah I guess it doesn’t. Must’ve been confusing them with protocols.
@shut yew hope you don’t mind the ping but I’m cooking something you might like
I’m a sucker for Faction Templates
@ pig
its so funny im literally elbow deep in a proof of concept myself. its not really similar to this but it is NPC work and its dope to see our little community toil together
Still looking for an excuse to use Cornylius’ Faction Templates and DataMoth’s Stellar Codex Faction templates but I guess I’m throwing this into the pile lmao
I now wish I had the time to just run pickup games on the regular
Well i really like these Faction traits because templates usually confer so much strength and utility to a unit that templating all units on the field will probably break combat, even IF it's thematically appropriate to do so (if I'm fighting a pirate gang, intuitively it makes sense to give them all pirate templates but dear God don't)
This is a better way to give mechanical flavor to an entire encounter without imbalancing the whole kit n kaboodle
## Star Eaters
When this character hits a target in the Danger Zone with an attack, the target loses 2/3/4 Heat and the Star Eater gains Overshield equal to twice the Heat lost.
## Ouroboros (HORUS)
Trait, Protocol
The Ouroboros loses all Overshield, and their next attack inflicts Energy bonus damage equal to half the Overshield lost on hit.
## Stasis Team (HA)
While this character has any Overshield, they have Resistance to Energy, Heat, and Burn.
## Contagion (HORUS)
This character can make melee, Smart, and tech attacks while Jammed at the cost of 2 Heat per attack.
After hitting with a melee, Smart, or tech attack, choose one condition currently affecting this character. The target gains that condition until the end of their next turn.
## Grudgers
This character gains +1 Accuracy on attacks, checks, and saves made against the last character to take hostile action against them.
## Hellions
A Hellion cannot be destroyed unless it is in the Danger Zone, continuing to act as normal while at 0 Structure. While it has 0 Structure, the Hellion receives 2 Heat per attack that hits it.
## Grippers (IPS-N)
Gain +1 Accuracy against all Grappled targets.
## Big Inertia Gang
Melee and ranged attacks gain Knockback 1.
## Shieldwall
While adjacent to an allied character, both the Shieldwall and the ally gain Immunity to Shredded and Resistance to all damage not inflicted by areas of effect.
## Bullies
Prone characters have +1 Difficulty on attacks, checks, and saves made against the Bully.
## Agonizers
The Agonizer inflicts +1 bonus damage on weapon attacks for each condition on their target.
## Vengeful Pack
Pack Knife
Auxiliary Melee, AP, Thrown 5, +1/+2/+3
[Threat 1][2/3/4 Kinetic damage]
When this character would be destroyed, it may first Skirmish with this weapon.
## Giddy Vandals
Upon dealing Structure damage, the Giddy Vandal may move up to half their speed, ignoring engagement and reactions, and Skirmish against a different target, dealing half damage, Heat, and burn.
## Molerats
A Molerat may burrow partially underground as a quick action, remaining targetable but becoming Invisible. While burrowing, it ignores difficult terrain and obstructions, but cannot make attacks. It may stop burrowing as a quick action.
[consider also: Hide = burrowing, unburrowing > special effect]
## Flickers
Trait, Quick Action
Teleport 1 space. This can be used while Immobilized.
I revised star eaters so they gain OS instead of deal damage
Oh I hate the name “Grippers” lmao
I hope you can come to grips with it, lol
Oh I like Bully- could honestly be a Brigand base trait tbh but probably shouldn’t do that this late in
Unironically going through Mordenkainen Presents: Monsters of the Multiverse and stealing faction ideas from there
Its a great tome
The dragon game has some useful stuff worth getting inspired over
could call one Strangers where 1/scene as a reaction they can become invisible?
GRIPPERS
Isn’t that just Spec Ops’ active camo?
Hey Valk, mind if I throw my hat in the ring with some ideas?
I’m not really taking outright suggestions at the moment tbf
Cool, I shall keep them within my large brain
Write them down for later for sure
I also like how these optionals encourage group tactics/coordination. some of them work well in a Vacuum but they seem to shine brightest when the entire OpFor has them
I may be down to take suggestions when this is further along
## Bloodhounds
The Bloodhound ignores cover, Invisible, and Hidden against targets missing at least 1 Structure.
Ouroboros is a bit questionable to me- seems even more team comp dependent than Stasis Team to me since you need traits that refresh overshield rapidly rather than just buffing NPC while they have Overshield. Feels almost too specific to work on its own as a template optional
Like if you wanna use Stasis Team you can just deploy a priest and call it a day. Meanwhile Ouroboros seems like it just doesn’t work unless you have a Capacitor and/or a Zealot in the team comp
## Tremor Troopers
A Tremor Trooper ignores Invisible against characters on the ground within its Sensors. However, if a character lands from flying or jumping within the same area, then until the end of the Tremor Trooper’s next turn, this trait only works against the landed target and all other grounded characters are treated as Invisible.
Maybe, maybe
Anyway, funni tremorsense
Gonna make it key off of taking Falling damage instead of just landing
That's fun
Me tanking by just jumping everywhere
there are two ways of reading this trait it seems
Will voice concern, this sounds quite potent because losing a structure isn't too rare and ignore cover sounds quite bad... Yet again, ✨ vibes ✨ so see it in play
Fuck I thought of something and then forgot
Nvm got it
## Snakes
The Snake may drop Prone as a free action. While Prone, they are not Slowed and may move normally. In addition, they have soft cover and are treated as 1 Size smaller for the purposes of determining Line of Sight.
Renaming the above Snakes to something else
Anyway yeah this is coming along
Ideal world, I’d have a list of NPCs in a sample faction for each
make sure to put a lower limit on size here so that mirages don't phase out of existance
Lmao
Worms
PPG Foundry Module Update
- Added functionality for NPC Recharge Heat automation
-# No more separate LCPs or manually adding heat self tags (this is toggleable as well, so if you already set up NPC Recharge Heat some other way you can disable it in settings) - Added setting to toggle available features piecemeal
-# Maybe you only want One Stress for All, you can do that now
As always, message me or put an issue up on the github page for bug reports or whatevs
Not slowed but still in difficult terrain, interesting
The 1 size smaller thing may be awkward when you start considering anything other than height, since my first thought was “snake barricade! Make your own terrain, hide behind it, and ignore your difficult terrain penalties!” But then I remembered “wait size 2 footprint”
maybe it kicks on on players at 50% structure or less?
Yeah but then Tom and Miguel will start tapping Mercenary with their Copyright Infringement Foam Fingers
(I jest the foam fingers have been burned and this is more than legally distinct enough)
you shouldn't burn foam :(
Watch me
Hell yes, thanks for your hard work!
No? They ignore difficult terrain too. I’ll reword it
## Condor Asset Reclamation
This character may treat any of its movement as flying. It can lift Grappled characters of total size equal to its size or smaller off the ground while flying, but is Slowed while doing so.
## Chevalier’s Peons
Gain +1 Accuracy to attacks, checks, and saves while an allied character with at least 2 maximum Structure is within line of sight. Otherwise, gain +1 Difficulty on attacks, checks, and saves.
## Vox Vulpis Propagandists
Gain +1 Accuracy on attacks, checks, and saves against Jammed characters.
• Witch w/ Chain
• Cataphract w/ Lance Shot
## Engine Automatons
Increase any Heat dealt and taken by this character by 1. While this character is Exposed, tech attacks gain +1 Accuracy against it.
## Glacial Gravediggers
When this character inflicts Immobilize on a character, it additionally knocks that character Prone. It has Resistance to Heat.
## Breaching Saints
1/scene, when this character boosts, they may Boost their maximum speed in a straight line. If they do, one object in its path takes 20 AP damage. If this is enough to destroy the object, this character may continue moving through where the object was.
## Tagalongs
1/round, while adjacent to an allied character, this character may move with that ally’s movement, mirroring their movement up to their Speed+1. If the ally’s movement ignores engagement, reactions, or both, this character’s movement ignores the same effects.
## Overflowing Chalice
When a character in Range 3 becomes Exposed, gain 3/5/7 Overshield.
## Star-Crossed Stampede
1/round, when this character inflicts Knockback, it may choose to move the same number of spaces directly towards their target, ignoring engagement and reactions.
## Terrible Terrapins
This character has Resistance to Explosive damage and ignores additional effects from sources of Explosive damage.
Fans of my modules might find some of these names familiar
holy shit technophobia mentioned
I’ve made public enemy number one
## Gear Grinders
When using Quick Tech and choosing to Invade, this character may choose for the target to be Slowed until the end of their next turn instead of Impaired.
With the powers of a PPG invade doing 1 heat, a PPG elite witch can achieve what a rebake witch can do in 1 round
## Migraine Squad
Impaired characters treat this character as Invisible.
## Silent Nights
While this character is Hidden, obscure their exact position from the players. This character takes 2 Heat at the end of each turn it remains hidden. The feature ceases while this character is Exposed.
Oh my players would despise me for that gimmick fight
Migraine Squad??????
what hasth thou cooking
Help, I can’t be stopped
Howler - Defender/Striker
• Feral Howl - Quick Tech, 2 Heat (Self)
○ Hostile characters in a Burst 2 area enter a fight-or-flight state. At the end of their next turn, if they did not make a melee or ranged attack against the Howler that turn, they trigger the Howler’s Overwatch.
• Ripper Claws - Auxiliary Melee, AP, Reliable 2/3/4, +1/+2/+3, Threat 2, 4/5/6 Energy damage
○ The Howler may ignore the 1/round limit of Overwatch when attacking with this weapon.
• Rabid Lunge - Quick Action, Overshield, Recharge 5+
○ The Howler gains 3/5/7 Overshield, then moves twice its Speed in a straight line, ignoring engagement and reactions.
Can't Be Caged - Reaction, 1/scene
Trigger: The Howler would become Immobilized or Slowed.
Effect: The Howler becomes IMMUNE to the triggering status until the start of its next turn, then moves its Speed in any direction.
This is neat but also I’m not taking suggestions right now
👍
Template or NPC?
NPC
For PPG?
Yes (save me)
things to test for next week? 
holy shit, Enkidu NPC in ppg...
50 ultra howlers
also uhh looking at this, doesn't it feel a little similar in function to mesmerist? could be just me tripping but Burst 2 tech attack that taunts + Threat 2 melee weapon seems a teeny bit similar?
One day I'll release PPg
NPCs reaching much more stable state of polish
One day I'll have to release it
...
What if...
What's it's speed?
Also 2/3/4 ap reliable feels like a lot
Alas, see it in play
It’s released I don’t know what to tell you
• No Escape - Trait
○ When the Howler hits with Overwatch, it may move directly to any space adjacent to its target, ignoring engagement and reactions.
• Longclaw - Trait
○ The Howler can initiate and maintain Grapples against targets within Range 2.
Was thinking either 3 or 4
ooh ranged grapple
well "ranged"
range 2 still isnt much but
i feel like that unlocks some cool potential plays
Yes except Mesmerist doesn’t actually have an initiation tool
hm, true
In base kit*, MJaunt exists
this makes me think back to my Gill Hook fighter that, against certain enemies, could grapple them while holding them away and they couldn't even hit back
which sounds really silly on an NPC so I approve
Long claw: what happens once the grapple is complete. Grapple ends because they're no longer adjacent.
- does the NPC yank itself to the target?
- is the target pulled to the NPC?
- can the grapple maintain at range 2?
Sorry for being pedantic
I also have some follow up questions depending on the answer
The Howler can initiate and maintain Grapples against targets within Range 2.
Emphasis on “and maintain”
Ew
also I do have some feedback for the Prototype stuff I tested recently, so I'll get to typing that up now
But pin isn't a grapple and doesn't mimic movement so... :P
Well at least Grapple doesn’t jam :^)
So if I'm at range 1 and grappled by a howler with long claw and I ram it away, it still keeps the grapple?
Fuck I forgor crushing embrace is the jam
Seems that way
This prototype, untested NPC that is still very much a draft
Tru
Like that’s valid
I thank Orange Orange for that
Did this spawn from a GM corner convo?
I was probably gonna make it some sort of difficulty until I thought “huh let’s actually fuck with their actions”
Yes
-# biggest complaint so far, I keep reading howler and reading it as howitzer somehow... And I begin crying because I'm reminded of the GMS howitzer /j
Warwick Ult is finding a way into this, I promise
Who
League?
Indeed
🤮
My werewolf touchstone
I don’t know what to tell you, there’s Yasuo DNA in Kensei
To think I trusted you with homebrew 😭 /j
You too!
Monarch has set the precedent so
Also Rainmaker has some of that
Generally with Prototypes, Novel Technology continues to feel great, in another team I could see this being a tax of some sort (which I think is fine, even), but this feature also lets Chomolungma feel great about Data Siphon, which I personally like. Good stuff, I think this one is perfect as is
Mesmerist:
ROKO-Class feels very nice on Mesmerist imo, I think it adds to the Defender's dynamic even more than usual, now if you want to attack my ally you're taking 2 heat AND giving me an accuracy on my next attack, and with a base neutral weapon it absolutely was appreciated. I did admittedly not stick as many NPCs near ROKO as I should have but that's partially the fault of Recon forces being spread thin across the map until the true control point was discovered (ran it so it was a quick action scan and not even I knew the point until it was determined). That being said, it did it's job amazingly with creating a lose-lose scenario for nearby players, indicating to me that it's working as intended. My players did do some unconvential stuff of intentionally missing with their assault rifles to still do reliable while pinging off the MIrror Images. As for ROKO, I personally want to see this on an NPC that forces saves also, as the save difficulty part of it is quite intriguing to me, but I can conclude that it feels very nice on a close range defender playstyle.
Hatchet:
Return to sender triggered never, despite my attempts to bait the grenadier into it, and antigravity uppercut was saved against every time, and it's not like they were bolstering particularly much or something. I just had some shitty luck this time :sob:```
Tbh a telegraphed Karthus Ult NPC side would be even more fair than Divine Punishment
Hell yes thank you for this feedback, glad ROKO and Mesmerist play well together
Also that Novel Tech is doing well
Did say some stuff about this one before, but I'll reiterate here anyway. Double Vision was super useful on a Recon where I didn't know the true CZ so I could cover my bases, and went extremely well together with Scintillating Gleam. The Burst 3 area in 3 different points feels kind of enormous on one of Al's maps, but that's probably the point. It was a great taunt and basically yelled at the PCs to do something about the Prism right now, unless they don't want to deal with that Engi and Ronin chilling near the projector, and that Engi had six turrets so it was dire. Found out that Heat in general is a great counter to this thing, self heat + uneven Heatcap makes for very intuitive counterplay. I can say Scintillating is strong, but working as intended for a defender, so overall a positive note.
Now, the infamous AUNTIE. I can say that with these two changes I made, it feels notably less mean than before. One thing that old AUNTIE could do is jump in and out of range with the free action boosts, and granted it can still go out of range now, but Ordnance heavily neuters it. The Prism spent like a turn or two setting stuff up before going for the AUNTIE, one of which was on an exposed mech lmao. Ordnance is a good change imo. Difficulty I can't speak too much on because I think it rolled above average on every attack and missed maybe once? That being said, player reactions were a bit uhhh, disgruntled maybe, at seeing the high base damage, but that was assuaded when they saw it was a superheavy and I brought up Sniper so I'm not sure now. It could maybe do with a tiny damage nerf but overall feels a lot more balanced now than the Hornet Incident. One thing I will note is how Heat Seeking played with the Death By Glamour Mesmerist, which is to say extremely well. Other than that, the only thing I have to say is that I found myself always boosting with the free action, not an issue per se, just something I noticed with how I tend to favour moving```
I think I need to add Recharge Heat into the game now, just to have Heat Seeking come up more often tbh
I've seen how it can be and I like it a lot
Damn if only someone added that to some kind of foundry module meant for use in conjunction with the PPG LCP
someone should do that
(also i need it tested cus idk if it actually works as intended)
I'll add it anyway
I'm not using all the valk houserules though
so I imagine there's toggles?
yeah there's toggles for what's implemented (except pre-expose on heat and damage, I don't think there's a reason to turn that off)
Realized that Longclaw’s antisynergistic with Reactions, lol, lmao 
We’ll see if I keep Rabid Lunge as a base feature or move it to an optional in favor of something else
give it LOCK/KILL Subsystems
don't actually do that but like,
I can see an NPC designed around it
3 makes sense considering the trait and playstyle
I almost feel like something closer to Pinning Spire for Longclaw would be less messy with potential rules interactions but its your NPC
Especially considering how the Howl works
Anyhow I like it cause it’s an Enkidu parallel and has a fun Howl gimmick
I found a PPG meme in the wild
love this, where?
okay so don’t be mad but the Lancer Reddit https://www.reddit.com/r/LancerRPG/s/hBBiKFgN1m
that's fine lol
also meme maker, they're not systems, they're all Traits :^)
thank you for sharing this though @ashen crown this made my day and I cannot stop laughing every time I look at it
Blinkspace Carver is a System, and Extrude Knife is a weapon (pedantics as a punchline)
Oh yeah I saw this earlier today lol- The DM of this player and I are kindred spirits (having project moon brain and making that our players problem /j)
I know nothing about Project Moon games but I’m glad that folks have found Anomaly to be a useful tool for replicating their experiences in Lancer
Weird thought: a Kensei could make a very half decent Raleigh analog
This is because I just saw art of a Raleigh Ronin and put two and two together
Today I’m weighing between
- Prototype Pattern Groups work
- playing Frostpunk 2
- playing guilty gear strive
If you’re playing Guilty Gear your internet could potentially cut out so online play may be suddenly disconnected and that break in flow could be not great.
PPG could work but only if you’re doing it on a Laptop or something.
Idk what Frostpunk 2 is.
Wait I don’t even know if you’re in the US
It was rhetorical
Pushed a small update for the foundry module, forgot to check Recharge Heat on items without the recharge tag
please do not throw tomatoes at me
🫳 🍅
I’m so confused
so for stuff without the recharge tag, it would error out of the switch statement handling the amount of heat the character is meant to gain, which then returns false to the flow causing it to stop
so e.g. basic tech attack on player mechs would just fail out
Okay I understand now
Does your mod skip recharge heat on systems that already have the Heat Self tag?
I’d rec doing so in the future
Yeah but it usually doesn’t come up
But I think Kai’s Rebakes have some self heat + recharge abilities
It’s cool, it’s an edge case
But yeah I do mention it in the Recharge Heat optional rule
Basically if it’s already paying a heat tax, it doesn’t need to double dip
But also: Frostpunk 1 is a city-building descent-into-authoritarianism-during-a-disaster simulator
Frostpunk 2 to my understanding is more of a nation-building scale of that
Update amended with this functionality
(if anyone already installed the update before the amendment, reinstall the module - I didn't make it a separate release)
Procrastinating sitreps and stuff:
NO SPLIT MOVES
While the ability to split movement before and after actions adds flexibility to positioning, it also introduces more decision points for players and GMs to take each turn. To reduce the complexity of a given character’s turn, replace SPLITTING UP MOVEMENT AND ACTION (Lancer, p. 62) with the following:
“Once characters begin to move, either by standard move or something else, they must end their movement and lose all remaining movement in order to take a different action. For example, if a character with SPEED 6 moves 3 spaces with their standard move and chooses to SKIRMISH, they lose their remaining 3 spaces of movement. They must BOOST or use a different form of movement in order to continue moving on their turn.”
To account for this reduction in effective SPEED, increase the base SPEED of all characters by 1. Use the FASTER PC reserve and FASTER NPC template to quickly adjust these SPEEDS.
I did not have a chance to mention it after session (was pretty wiped out) but I did get some testing for the Hatchet and Vulture
happy to hear it when you get the chance
very scattered thoughts
Sitrep was Train Heist from Enhanced Combat at LL9 so noting that I was using Tier 3 Enemies, mix of Archers, Sentinals, Sentries (Crisis Core) for the line troops. Hatchet was a Veteran, Vulture was an Ultra
Players: Melee Caliban, Displacer Ghengis, and a standard Frundsberg (melee barb)
Hatchet
Return to Sender: Couldn't get value 😔, caliban had grenades, but Hatchet was never in a good position to use the reaction (so not something to note about the optional itself, just wanted to note that I had the optional)
Reckless Dive: Used it to get away from the Frund by jumping to the axe thrown at the caliban, so the extra flexibility from the activation changing to any enemy felt really good. Players thought that the resistance felt fair to play against rather than it being a no sell to their attacks
Vulture
Aggressive Refab: It really feels like it has too many stipulations to use, being that it requires the vulture to
- Spend 4 Heat to-
- -Use a full action, meaning the Ultra either has to be within 4 spaces of an enemy, or risk more heat with an overcharge boost with the overcharge optional in order-
- -to be adjacent to the enemy and-
- -Have the enemy fail a hull save, and most players will have at least some hull marked, unless they're doing some kind of agi meme build.
And all of that... Just for the ghengis to mark a once per scene system that had already been used in the scene as the target system- on the second try of using the system because the player passed the first forced save. (The ghengis also has Superior by Design so was immune to Impaired. [So did the Frund actually so.]) I at least asked the player to choose a different system and they went with their ExBatts
all this to say- at the very least should add a stipulation that systems/weapons without charges/already used if 1/scene are not valid targets for destruction by the system. and long shot maybe easing up one of the conditions to meet?
nice, okay thanks for the feedback on Aggressive Refabrication. I'm already removing the extra Heat cost, and I'll consider how to reword the thing to be more like System Trauma
👍
oh right. Hatchet had Slip Drive too I forgot.
uuh. I mean it was fine I guess-
more mobility is always nice, but idk how to feel about the QA cost- I'll keep my thoughts to myself for now until I get a chance to test it again and/or someone else uses it
So I did a playtest for my talent rework and I have some feedback for the PPG house rules and such
PPG and Valk house rules used:
- None
Feedback:
- Fuck me I miss the valk and PPG house rules 😩
CRB Overcharge was actually painful wth
That's what I'm saying!! 😆
One of these days I'll do a Valk house rules skirmish one shot-
What does the memetic tag on the Anomaly's Memento Culpa mean?
Memetic is a weapon type added by no room for a wallflower which is not melee nor ranged and it's own thing, it doesn't care about engagement and it doesn't affect allies
Hm I need to include Wallflower’s wording on this then, whoops. Forgot it was anything besides vanity naming
I probs shoulda mentioned earlier then huh 
Yea I looked in dustgrave to see if it was in there but not wallflower
Honestly wish the tag was used more in PPG too, it's a funky little tag
COVERING GUARDIAN
The GUARDIAN trait can be a great benefit when characters maintain adjacency, but doing so is undesirable on large maps with varied objectives. To help, this rule allows GUARDIANS to provide soft cover at a distance:
GUARDIAN
Trait
Hostile characters treat this character as a piece of hard cover when attacking this character’s allies. This character still does not block line of sight.
wake up babe, new optional rule just dropped
nah
as discussed with @muted blaze earlier, Greater Guardian I think should let the guardian block Line of Sight in addition to the above
be an actual wall
and make it so you actually have to interpose yourself instead of cowering behind your frontliner and still giving them soft cover
yeah, i'd nix the soft cover adjacency thing probably
you're a wall, be a wall, be THE wall
this still up to date? (obviously sans Howler which I imagine is nowhere near ready to test)
yes-ish, but many things are in v1.17 limbo (I blame @muted blaze for asking for Sitrep stuff when I otherwise have a decent set of changes
)
If you want, you can build a provisional release off main with yarn build here: https://github.com/msprijatelj/prototype-pattern-groups-data
I think I also asked for Sitrep codification 
WIP Changelog:
# 1.17.0
## NPC Classes
### Anchor
#### Newtonian Amplifier
- Change to affect both allies and hostiles.
- Clarify that characters in or above the area are affected.
### Ghost
#### Quantum Bond
- Clarify that the Ghost becomes tangible in the nearest free space after the bond ends.
#### Ghastly Vigor
- Clarify that the difficulty to tech attacks persists as long as the Ghost's target remains Bolstered.
#### String Theory Marionette
- Add 1 Heat (Self) tag.
- Allow bonded character to choose to Boost or Hide instead of Skirmish or Quick Tech.
### Kensei
#### Kensei Tactics
- Revise to clarify that the Kensei intends to discourage opponents from remaining nearby through threat of its sword.
#### Gaussian Blur
- Change so that the Kensei may move up to its Speed, instead of its maximum speed.
### Knight
#### Knight Stats
- Increase HP from 15/20/25 to 18/22/26.
### Napalm
#### Firefly Drone
- Change from Recharge 5+ to Limited 1 (I swear this is the last time).
- Change so the fire trail dissipates when the drone is destroyed.
### Occultist
#### Diviner's Darts
- Reword to clarify that each attack allows a Drone to move.
- Limit movement to Drones that lack innate movement (e.g. Hound Missiles and Hydra Drones).
#### Lead Astray
- Reduce attack bonus from +2/+4/+6 to +1/+2/+3.
- Clarify that the Drone can be recalled by the owner to end the effect.
### Vulture
#### Aggressive Refabrication (Ultra)
- Remove additional 2 Heat cost.
- Reword so that the weapon destruction works like System Trauma from the Lancer Core Book.
## Templates
### Brigand
#### Surgekiller
- Change from inflicting 2 Heat on critical hits to 1 Heat on weapon attack hits.
### Faster
- New template, for use with the "No Split Movement" optional rule. Increases an NPC's Speed by 1.
### Prototype
#### AUNTIE-Augmented Minigun
- Add Ordnance tag.
- Add +1 Difficulty to attacks.
- Reword so that the free action must be taken on the same turn after attacking with this weapon.
#### Antigravity Uppercut
- Increase Recharge from 5 to 6.
- Reword to use "they" instead of "it" when referring to the target.
#### Chain Surge
- Add AP to damage.
#### Doomscroll
- Fix typo; the system only inflicts checks, not saves.
## Optional Rules
### Actions
#### Area Search
- Remove line of sight requirement.
#### No Split Moves
- New optional rule! Forbid splitting up movement with actions, but increase base Speed of all characters by 1.
### Mech Statistics
#### Brisk Frames
- New rule! Set minimum base Speed for all player frames to 3.
#### Extra Repairs
- Moved to Mech Statistics section.
#### Sensible Sensors
- New rule! Set minimum base Sensors for all player frames to 5.
#### Covering Guardian
- New rule! Guardian instead makes hostiles treat the Guardian as hard cover, with the implication that it provides soft cover for non-adjacent allies behind them.
excellent, you've brought this upon yourself then /joke
So yeah the list you linked is still up to date
If anything, AUNTIE is much more reasonable now with Ordnance and Inaccurate
Happy to get feedback on optional rules but they're lower on the priority list
The "no split moves" rule is the one I'd anticipate fucking up a game the most
everything else I added, I'd be surprised if it broke anything
I'm moving the Retreat rules to the appendix for now, I'm instead making the initial page of Modular Objectives cover the shared "statistics" of all the modular objectives, and each objective will state how it changes the baseline.
If there's a Valk House Guard Rework in the works, maybe something about the LoS blocking counting as canceling an attack for the purposes of House Guard 3 synergy?
I’ll be real I’d dump HoG3
Hell I’d even consider dumping HoG altogether
Lot of it is trying to “patch up” defender options that I’d just solve by making the existing talents better
speaking of talents, this came up in last night's playtest for a different homebrew after the feedback was done there: what's the plan for Empath 2 (if there is any)
yeah lol
went to go check my lcp version to make sure i wasn't talking out my ass
Why is rank 2 even structure and overheating, what does that have to do with Empath
There we go, past me was a genius
Do that
Sorgy :>
Technically, even if it was only a joke, what it also means is that any weapon tagged as Mimetic is immune to conventional type-based resistances as well
Wait it’s immune to resistances?
I didn’t see that when I looked it up
I saw that it’s a Ranged weapon type, and the ignoring engagement + allies rule
And I was legitimately planning on including it in an appendix, it’s a valid issue
TYPE based resistance
it's not kinetic, explosive, energy, or burn
Oh wait, did that make it into the final wallflower draft?
I’m a little lost, memetic isn’t a damage type
Lemme check, at one point "memetic" was both a weapon and damage type
I haven't messed with eidolons in a minute
Ah yeah, looks like it's just a weapon type now
Having just been leafing through eidolon stuff i do not think memetic is a damage type
Yeah nah I was misremembering
Fair nuff
Legitimately I once used to think it was a damage type so like, can’t blame the confusion
Some stuff changed here and there, like how the barbarossa used to have the apocalypse rail be its own weapon statblock with unique typing as well
This goes to show about how much I've paid attention to eidolons tbh
Still miss some of the old nhp names, though i know why they were changed.
Memetic's a weird one since it really only ever got used with Eidolons. I suppose it makes sense given that they come with adds by default and so it's probably a safety measure to avoid friendly fire given that Shards are integral to how a lot of layers are meant to function
I think putting in a sidebar/appendix is fine, because I'm not sure how many people are even aware of it at this point
lol. lmao.
lol
Many such cases
it do be like that
Moving the discussion over here, but do you think it’d be better if it was a save instead of a Tech Attack? Less weird talent interactions and it ties into Gorgon’s high save target better
The effect not the trigger- I understand removing the save element of the trigger to make things simpler
Yeah I think a Systems Save would be more appropriate. Prevents any question of whether the target needs to be within Sensors and prevents a Sys tax on Gorgon's HASE
Yeah sure why not I guess
I kinda wanted to add a neat lil tech attack thing to a Horus license that otherwise lacks it but sure
Also: I think I stand by my later adjustment of “prime with a quick then interrupt with a Jam/impair until end of the current turn”
Yeah scorpion has always stood out to me on power level. Much needed and smart adjustment that keeps it in line with gorgon systems
It just needed
- Broader coverage
- More texture in targeting
- Limits on use
- Tied to Reactions
Sometimes I look at Gorgon and think Tom ran out of ideas while designing it
Like if I were gonna scrap something I’d scrap monitor module and make something more interesting
Move Vorpal down to LL2 if necessary
Because you only have so many reactions and like, Vorpal and Monitor and Scylla are all doing the same thing with very teeny tiny differences
I am once again considering dumping the current version of jury rigged for a Scan-centric vulnerability version
I think I’m gonna do it
Not every HORUS frame needs to be tech-attacky imo, and I think trying to give the Gorgon something Tech Attacky without making the frame tie into it makes it less synergetic and therefore weaker imo because now it’s required to invest in systems to make it work
Yep true facts, imma do the save thing instead if anything
The max modifiers for Loyalty rolls, at least for NHPs, probably need to exceed +6 in order to reliably succeed and not make Cascade much higher than 5% at max loyalty
As like. A thought.
I’m of the opinion to not do that purely because it feels it doesn’t fit Brigand as well as Prototype or Anomaly, but it’s still a neat idea
I like it better than Bad Veterancy tbh
Honestly part of the goal here is to make cascades more frequent but also more interesting when they occur
Ahh okay- imo I’d not make the consequence of Cascades/failed loyalty checks not “lose control of your mech” in that case. If it’s gonna come up more frequently the consequence shouldn’t be so debilitating
I cannot deny that yes, I like it better than bad veterancy too
The “lose control” is more like “enter Sekhmet-like state, with the player in control decided by the situation in fiction”
Which is to say: get better at a specific thing, and do basically only that thing
Ohh- honestly if you’re gonna write up something similar to your idea for RPV, you could probably add “this is a good system for making RPV NPCs too” prolly
Which is probably adjacent to what you installed the NHP for anyway
Think you’ll write up something for each NHP class, or will you just write guidelines for that?
No idea
I personally am doing a “bespoke cascade behavior” doc too but that’s been collecting dust untouched for months
Something generic would be good for homebrew proofing
Or like, independent of NHP or dependent on temperament
But I don’t know
This was back of the napkin work
Yeah, Monitor doesn’t have a huge reason to exist, and if you’re going for Gorgon you’re practically mandated to go for Gorgon 3 just for Vorpal because almost no Gorgon build can go without it.
I feel like Gorgon being an aggressive defender is good, but it’s only passive reaction tool in the kit is Vorpal, plus it still needs more help actually defending, so a passive LL3 tool would be nice.
As is over half of its license requires initial setup which makes it difficult to work with because it forces you to be very preoccupied with setup
To be fair Gunslinger is a good Scylla Talent due to I Kill With My Heart + low damage numbers per attack making it so that damage being halved is a less big deal (half of 3 is still 2 for example)
However, idk if that’s something that necessarily should be encouraged
I actually made a Gorgon alt partially inspired by Monitor Module
And I think I made it good as well
It’s honestly kinda funny to me that like, so many reactions require quick actions to prime, when the primary value of the reaction is that you can do it off turn outside of the typical action economy
Like sure you can prime your reaction with a quick, but is it actually more effective than Shooting Gun Now
or Moving Towards Buddy Now
The main way monitor and Scylla “break” the action economy is avoiding the duplicate action restriction, like Heavy Gunner and Archers
Which means that unless you’re overcharging, it’s probably worse to double up on priming stuff instead of just doing the equivalent quick action
But then if you’re overcharging you might as well do the duplicate action anyway 
There’s times where Gorgon license stuff seems to have reactions just for the sake of having lots of reactions lol, to justify its Gaze passive
I mean the Gaze passive is more about comboing reactions than anything
The problem is half the reaction combos are just the same thing twice
Mimic Mesh seems to be the key in making reaction combos but in practice it just doesn’t work like that
Because the setup is just so expensive + it triggering enough times to be significant means your ally is probably getting really hammered
Mimic Mesh isn’t bad or needs fixing imo, it’s just how it happens to work out where it doesn’t come up as much as you’d expect it to
Yeah no why mimic mesh and Scylla when you can boost and skirmish , which is the same if not better than getting each to proc twice
The main appeal I’ve heard of for Mimic Mesh is “to be in two places at once.” Stand next to one Ally while Scylla’d (or just loaded on Vorpals), then mimic mesh a friend that’s further away so if they get targeted you can rush to them to assist instead
Like the biggest benefit is low committal to positioning
Yeah that exactly
But as soon as you move, you’ve committed
Plus you have to commit to an ally anyway
I still think Mimic Mesh is good and has value tho, it’s just niche
If mimic mesh worked like avenger it would be much more interesting
Move toward enemies not Allies?
Plus no commitment to an ally
And no QA
But yeah the exact problem is that it’s niche
This is a system marketed on its value of being unlimited movement per round as long as there’s a trigger
How often is that actually valuable when focused on 1 ally
Like at some point why not just Prepare a Boost for better range and potentially better coverage (enemy takes hostile action against an ally > I boost)
If the Ally gets hit once it’s not a lot of movement, but if they get hit a lot then at that point it’s excessive
The tipping point of value is getting hostile’d twice in a round
At the very least it’s “any hostile action,” so stuff like Lock On triggers it but the movement being overkill still stands
At which point how valuable was the first reaction
I think one of the values is like. Repositioning for stuff like Guardian? But I don’t think that’s exactly how it works
Like again, I’d rather have something like Fearless Defender or Avenger Mimic Mesh with a lot more flexibility
You’ve gotta be like, already between them for Guardian to be valuable, since you’re moving directly towards the ally
I mean honestly yeah
I assumed so- for an Avenger limitless makes sense because it wants to stay near Allies not move away. For any PC? yeah you do not want that to be limitless.
1 big leap of movement 1/round is better than several wishy washy movements that leave you out of position in the meantime
And tbf for Avenger it has a range 5 limitation
There is that but PCs are a lot more capable of exploiting + circumventing + getting more value of it than NPCs
Put Avenger Mimic Mesh on a Balor, pair them with literally any Vanguard build, and I’d say so
Lancer sometimes feels like it’s trying to get all the players to play like MTG Johnnys while simultaneously being terrified of what combos a Johnny can wring out
Actually fair callout yeah
… wait a second Ace 1 is unlimited, and this is about as constrained
Nevermind actually it’s fine
Ok so I was gonna comment on some stuff that was talked about last night but I was tired so now I'm gonna talk about them now... Gorgon I don't really have much to add because I've not seen their gear in play enough nor the Gorgon itself in play either
But I gotta ask... Wtf is the point in the monitor module outside of Scylla back home? 
(rereading my words, sorry if this comes across as negative at all. It isn't meant to be at all)
Opinion on jury rigged and brigand... First off, I like the current jury rigged. I'm not everyone however and I don't know how many people share my opinion or if I'm in the minority but I wanted to say I like it how it is right now.
When I squint my eyes and imagine the fiction of prototype and anomaly I can see where their base traits come from:
- prototype: this thing is using unknown parts and technology, a preliminary scan has granted you the basics but a full scan can analyse structural weapons
- Anomaly: Preliminary scans have no idea what the fuck is going on, investigate further
Whereas brigand to me is the one that felt like I had to jump through the most hoops to get through and figure out why it's buffed on a scan. "This unit has structural weak points identified, a full identification will make defeating them easier"
This feels like, it's somewhat stepping on the toes prototype and doesn't really fit my headspace vibe for brigand. Where both prototype and anomaly feel like their fluff is "the unknown" so brigand feels very much like the opposite and doesn't fit with the vibe of the unknown so having it be required for scan feels more off to me, it feels like lock on can achieve a similar result for my scan explanation I came up with. It feels slightly pigeonholey in terms of design aspect as well (based solely of my vibes)
And for the co pilot stuff, for human pilots, I need to see how it's implemented further more or less. For NHPs I'm not the biggest fan, even if the lethality of a cascade is tuned down and turned into something more akin to Sekhmet protocols automation and flow chart. At best with a +6 a 20% cascade chance is massive and not something I'd ever want in my mech outside of technophile. Cascade already isn't the best mechanic having a 5% chance on structure to either do something bad or spend a turn and a half rebooting. I'd not be happy with the ability to be able to be unable to predict my turns up to 20% of the time or worse especially with a limited or 1/scene ability. It feels to me the best way to interact with this mechanic is to take technophile 3 which is already a thing which I think is flawed for reasons I don't need to get into here. There's also a weird narrative thing where structure can cause cascade 20% of the time to 45% of the time if you're at +0 loyalty and like... That has weird narrative implications around cascade imo... I can't comment about human loyalty checks but the reason I'm bringing it up about NHPs specifically is they already are unfortunately, due to how the game functions, licences and cost system points and potentially limited charges. So increasing their downsides or risk of failure when they already have various other risks and downsides. They tend to cost a lot of SP, you can only have 1 base and they have a 5% chance to cascade, etc
Despite saying these preliminary concerns, please tell me if I'm coming off as a downer or negative I desperately don't want it to be seen that way, I'm still excited to see them in play. I'd genuinely love to see myself proven wrong
You've proven me wrong with overcharge rerolls before where I was an avid overcharge fan until I reminded myself what they were like last week 😛
God, I need to stop complaining about things 😔
In other news I had a fun idea for more PPG playtest but then I remembered I have a fuck ton of my own stuff I should be playtesting 😭
Hey thanks for weighing in, I do appreciate it. Feel free to send your playtest ideas in case someone else wants to pick them up and run them
Oops all anomalies, basically like I did last time with prototypes and stress tested how they worked en masse
Because that hasn't actually been done with anomalies yet 😛
Test some of the quirkier optionals that don't require a campaign setting just to see how they actually fare in practice
As for Brigand, yeah it’s not as “imperative” to scan them like Anomaly or the like. You got the flavor right though, seeing how shoddily it’s put together gets you an advantage
Well, someone was on the receiving end of it on Reddit at least lol
And yeah this true
Stops time in a cute way
And then I do it again
Wait
Ok time stop isn't too egregious. I realised a whole opfor can have it
but that ain't actually too bad just funny
alright I finally collected the offhand houserules I haven't put into a release yet
it includes Stortebeker, Empath 2, //SCORPION, ASURA, Arc Projector, and Zheng "Juggernaut" Core Power
if I forgot anything recently lemme know
I've been dropping a lot of offhand stuff here and there
1 quick instead of 2quick/1full
in line with my OC changes
action economy must be tightly regulated
Any lessened limitations? Still 1/scene and limited same as before?
probably drop Limited and leave it 1/scene only
that's what Maria does and it makes sense
don't need folks playing with the limited charges in weird ways, really
Like limited 1 makes a difference anyway if you have 3 levels into Sherman you probably have 5 billion eng
I guess the hardest hit is Gilg tbh
But that sounds funky and cool
Still follows dupe action limits (as it should) I presume
Naturally
i wouldnt even say that since asura soft caps at Lim 3-4 anyway
More the loadout die
I heard there was playtesting
Gimme stuff to break
Priority list ^
pfffft
Put that on a class with a very low save
also I would never take forced obscelecense that would ruin peoples fun
Nor timestop
for entropic corrosion 2d3 is a lot
particularly by dealing negative armour
most frames have at most 1 and no way of getting more
I'd take Timestop on my end because in my head, there'd be only one Anomaly like a raid boss or something
I would. Hell if you try and use it on a weapon with Loading, it removes Loading
if theres 6, I wouldnt
Well y’all should probably not be giving the same Anomaly trait to every anomaly in the Sitrep
It’s fine I think