#Prototype Pattern Groups
1 messages · Page 24 of 1
So like if only 1 has time stop then what’s the harm?
It’s just a pseudo, limited-use second turn
Yeah but it doesn't count as a turn so the enemy basically gets 2 turns in a row
Aight, hit me with a playtest then
the reason is that it sticks around forever until it's cleared
Mostly better duration yeah
vs base invade that is always EONT
Aight well, thanks for the readback, please lemme know how it plays if you use it
Noting the comparison to base invade is helpful
Incorrect, they’re impaired so it’s at +1 difficulty
Moreover, all bespoke tech attacks work like that
It’s basically just Orator 1
Fair point
Put it on a witch see how it goes
isn't doomscroll a direct upgrade over npc fragsig?
oh hey, yeah it is, minus the attack bonus
btw, if anyone is running stuff with Limitless using the OC Reroll house rule: Try making the heat gain 1d3 instead of 1d6 and let me know how it goes
1d6 has been pretty damn high for a single reroll, so I figured since NPC OC doesn't scale, it couldn't hurt to dial the heat cost down slightly
cc @opaque crescent I suppose for the upcoming playtest
Mmm
I feel justified in this
Yeah
a lot of my NPCs cook themselves a bit already too
Limitless is hardly worht it for NPCs outside of massive heatcap NPCs with OC Reroll
But I'm concerned how low the heat cost becomes before it can feel like the DND 5e legendary resistance problem
True
Like this is me remembering vibes from the one time I was Iskander and felt bad after I finally had a demo fail their roll and they rerolled it
oh, as a reminder I added an optional rule for OC Rerolls, if you wanna run that in your games
for forcing folks to reroll a save
not that you needed my permission by putting it in PPG but it's there anyway
I see
I'm not personally using it but I know it was something you specifically requested
I don't remember specifically requesting it but I implied it I assume, but my opinions on OC reroll have drastically changed since then
(Positive)
oh you definitely mentioned in the past how it feels a bit bad that Save Inflicters (and pacifist supports, tbf) don't get to enjoy the OC rerolls in the same way as Attackers do, like I'm positive of that
Yeah I did
but I'm glad that the existing rules have grown on you
hehe
question, if an NPC has Limitless, you OC to force it to reroll a save (hoping it fails), can it then OC itself to reroll it again (hoping it succeeds)?
if both characters Overcharge they cancel out
see the PDF for more details
I mean I did an oops all anomalies waaaay back when it was first introduced- unless you mean it hasn't been done in this version of PPG in which case ignore me
I made that mistake. the CPR still did CPR things- 
I mean, I personally haven't seen a proper full anomaly playtest but Alas
Turn 1, I aided an ally
Turn 2, Anchor
Turn 3, Everest who got aided pops !V! core immediately uses Barrages a vet Occultists with a CPR and structures it off the bat in hard cover with an OP round crit (nat 20) immediately destroying their Flock drones then reloaded their CPR 
This is the 3rd combat of the campaign and a new player
Third combat, new player, and they’re already a natural with Aid
Love that for them and you
Yeah, aid has been real fun for the new players CPR build
Getting them to get more mileage out of their stuff and play the game more
Oh waow. I was theorizing about pairing a Hatchet with an Iridian Weaponmaster Ronin. There’s a Weaponmaster Mod that 1/turn knocks back all character adjacent to the target. That pairs so well with the Hatchet as a buddy and I never even realized
Nice
Triangulate is coming together lol
The "modularity" setup is proving useful; I define generalized Stakes, Duration, Map Layout, Enemy Forces, and Deployment ahead of time, meaning each sitrep has plenty of space for its Objective and any Modifications
example in Transport
I like that triang has being a hybrid sitrep cooked into it
but isn't restrictive as written into what sitrep it can move into
So how to PCs “find” the objective in an official sense? As in- “meeting the victory condition.” As is they can be “near” it, possibly right on top of it and knowing fully where it is, but there’s no way to actually interact with it in a way that wins the Sitrep.
thanks, forgot the "it's found if it's near"
Objective?
glad you appreciated that lol
Objective
Super creative sitreps Valk, these look like they'll be a blast
thank you! literally just have 1 more to writeup, Blitz
once that's done I'm gonna be cutting a release with haste
Transport, now with 2 more modifications lol
"Escape" and "VIP", which are basically just "the objective doesn't exist" and "the objective has their own turn" respectively, leaning on the "all PCs must extract" clause
welp, compcon doesn't support HTML rendering of sitrep descriptions, RIP
all these bulleted lists are gonna have to go
at least on compcon version, they're staying in the PDF
@muted blaze the sitreps, they're here
as always, feedback welcomed
just in time for a playtest 🙏
minor thing but this is like, the one update I had where I didn't touch Capacitor, Hatchet, Mesmerist, OR Zealot, which means that I didn't have to update my Itch.io screenshots 😌
Yay
I'm already finding typos in the writeups (specifically use of PDZ vs. ADZ, and how I said "EDZ" when I meant "ADZ" in the Holdout variant) but yeah, that'll happen
I'll fix it next version
oh shit ppg update glad I checked before I started my session
What is there to test in this new update?
ok so the same gotcha 👍
RETURN TO SENDER FINALLY PROCCED
(it twas on a basic hex charge but. still)
(one day I will get my funny counter warp grenade shenanigan
So besides the elation of finally getting it to proc: How did it feel to use?
I will get proper thoughts down after I get some player feedback
For reference: The Howler currently has 4 speed and 10 sensors
very much debated whether Bloodhunt should be a base feature or an optional here, with a "breach ram" type ability as a base feature instead
on one hand, this means that an Artillery NPC could turn the Howler online
on the other, this means that the Howler will struggle to initiate on its own
Interesting
I'd say "8 speed seems quite potent and easy to trigger" but like... It's a cool ability
I wanna see this fool murder someone
this is where I'm currently at
moved Bloodhunt to optionals for now
aiming for a more Agile-feeling tank here
Oh yeah that looks much more refined on bloodhunt
Rabid lunge is cool, it looks comparable to avalanche charge
But better because it's flight, double speed and chooses it's target
good point
just shoot the Howler 😏
Can't, jammed
better pack a buddy then
improvised attack W /j
everybody has a gun
in fact that's exactly who is getting jammed
True, but if your PCs have poor positioning, oops that's a lot of overshield
I'm pulling out white room scenarios however
It's probs fine
yeah the numbers are still up in the air
As is with first revisions
as well as whether the OS goes on Howl or Lunge
Most blinding thing is all optionals all being traits for the sake of system trauma IG
```
LUNAR SPLENDOR System
While the Howler has any OVERSHIELD, its attacks inflict an additional 1 Heat.
ehhh maybe not
```
LUNAR SPLENDOR System
While the Howler has any OVERSHIELD, hostile characters within its Threat receive +1 Difficulty on attacks made against its allies.
there we go
Spicy
This really is a melee taunt meat tank right?
so this is like, part Enkidu part Lycan type thing?
yes
and yes
Amazing
Part of mes thinking purely in vibes if this guy needs armour. I have no reason for that outside of vibes and the big overshield health it gains
it's got 1 armor
Yeah ik, like how a goliath also has none
Finally getting a chance to check out the sitreps. Quick question Valk, for a Retreat to be successful do all the PCs have to succeed or is it a majority thing like group checks?
it just works™, but with varying degrees of Consequences
Ah makes sense
"Regardless of overall success or failure, the PCs flee from the combat, treating it as a PC Defeat."
Ohhh okay I see now
I wanted to make Retreat to be a viable option, plus like, every sitrep that the GM ends early lets the NPCs escape with a handwave
Right makes sense. I just wasn't sure if the group had to keep redoing the check each round, but this clears it up
I guess PCs who fail the check just take the full consequences instead
I feel 8 sensors could be more appropriate but it’d also be more limiting. I do feel a bespoke feature would be better however because Boost could have weird combos and the like
Sitrep: Triangulation-Escort (Cut short during the Escort Phase because of outside time restraints)
Players piloted a Caliban, Viceroy, and Manticore (LL6)
OpFor
Triangulate:
2x Prototype Anchors (Magnetic Reversal, Overclocked)
1x Veteran Marine Engineer [K] (Mobile Turrets, Turret Nest [K], Deck Anchors)
2x Grunt Artillery (Mortar)
Reinforcements:
1x Veteran Prototype Hatchet (Reckless Dive, Return to Sender, Slip Drive, Lightning Reflexes)
Escort:
1x Prototype Sentinel [Tier 3] (Punisher Ammo, Overclocked)
1x Elite Knight (Punishing Blow, Second Wind)
1x Prototype Witch (Chain, Overclocked)
Reinforcements:
2x Grunt Artillery (Mortar)
1x Prototype Sentinel [Tier 3]
Prototype
Overclocked: Unfortunately did not get to test out the additional heat application because of the Manticore capitalizing on the danger zone Anchors, but the free boost was a nice movement bump to the Witch and I will def be testing it more in the future next time I run a skirmish oneshot
Slip Drive: Used it again on the same hatchet as last time, this time tier 2, and I found myself ocing just for the qa to use it. Idk if this would be busted or anything but either a slightly further teleport (3-4 spaces?) or turning it into a free action could be nice.
Hatchet
Reckless Dive: Having used it again this week, feels like its still in a very nice spot and players didn't find it too annoying.
Return to Sender: Surprisingly, taken well by my players, I was expecting this to be a real sticking point, but I suppose my players dont really use grenades, or weapons with applicable tags all too much. In a good spot, still hoping for the day I get to Return to Sender a Warp Grenade.
No testing info for the knight unfortunately, will try the "Knight and Witch" combo again next skirmish
of note: I might have run the combined sitrep thing wrong as I did not put a rest in between the triangulation and escort
No you did it right for the most part
Triangulation is a lead-in sitrep, its an example of how an objective can pivot mid-combat
Like, it’s literally me saying “Recon is actually 2 sitreps stapled together and you can just as easily unstaple them”
They are intended to share the enemy forces though, at least at a high level
So you prep enemies for a Medium encounter but it’s just a Triangulate and Short Seize
I did keep the enemy forces yeah
so the survivors from the Triangulate were still around for the 'Escort'
it did have a funny interaction with the Caliban Core and Pankrati tho
---
Initial Deployment:
- Ultra Anomaly Kensei
- Elite Anomaly Mesmerist
Reinforcements:
- Veteran Anomaly Specter[K]
- Anomaly Knight
- Anomaly Hive[K]
- Anomaly Assault[K] x2
- Anomaly Occultist x2
# Notes:
---
Auto-Coord:
- Really fun with Kidd (as expected) - GMS core bonus that isn't just "do damage better" (or unicomp).
- Feels actually usable on supports (good for having a universal core bonus that supports this)
- Adjacent deploy limit is restricting (good thing), makes it more interesting to play with
- This works with aid (noted as "Wild" by an observer)
Orator:
- Convincing Rhetoric change is good
- Two main uses seen: hitting a defender with it and ignoring them or hitting something with it right before a big save (See: Shiver Timbers)
- Orator 3 not granting extra dice is great, pseudo-stun round 2 from crb is a little much
Everest:
- So much nicer than crb Everest.
- Initiative on Core is good, it "doesn't really need anything else."
- The fact that it then combos well with unicomp solidifies it as "GMS's favourite child."
- Still very strong, not ridiculously over curve.
Unicomp:
- Side-note unicomp is kinda a massive attrition killer in campaign settings, specifically for Efficient mechs.
- Observer suggestion: "Just make UNICOMP 1/mission until you get a 20 on the check or if you get a core battery."
Exemplar:
- Didn't see use, but at least *feels* like a better pick.
- No range limit on OW looks really cool.
Heavy Melee Weapon:
- Threat 2 feels good.
- The name lol :crylaugh:
Goblin:
- Hor_0s1 - Network binding is really neat. Got them a turn away from the big scary ultra.
- Osiris - "Like it more than crb Osiris, leaves room for you to do other things and have more interesting turns." Feels like there's less obligation than crb.
Lesson of Disbelief:
- It's a buff, it made the player pick it. All good here :thumbsup:
- A player was initially surprised that the difficulty didn't affect self - disagreed with themselves on further reflection.
Prototype:
- Oops didn't mean to field this - worked out well though
- Really fun combos with slow framed (either low speed or self-applying slow)```
- Metafold Hangar is cool
- Exactly what you expect from Anomaly both in flavour and gameplay
- Varies in effectiveness by what's using it - a little hard to determine balance on say a Cataphract vs an Anchor and then what it's deploying (see: Demolisher dropped on top of you artillerist)
- Not a problem, to clarify.
- -
- Entropic Corrosion hurts a lot
- "2d3 is a big number"
- High rolling this can vaporize players, especially in early LL
- It's also quite hard to actually get it land, so (in my eyes at least) it kinda earns this
- We're looking at a small numbers game when adjusting this though, combined with it's inconsistency in going off then it's quite difficult to look at how this should be balanced.
- Suggestion: "lower barrier of entry -> apply lower amount of corrosion" would feel less swingy
- Maybe something that ticks up over multiple hits?
- The people want more testing
- -
- Awakening is fun, especially in a campaign setting
- Makes the player realise "oh I really need to not structure"
- Player says that they would prefer to see difficulty scaling rather than AI amount scaling
- Maybe no scaling? Just 1 AI and guaranteed difficulty on all cascades with no condition.
- Very compelling in combat regardless, (see: I can't "safely" structure anymore)
- Very good narrative consequence
- -
- Blinkspace is fun for both sides.
- Can cut off key allies from a party (e.g. supports/defenders being taken off the field briefly).
- Sometimes allies just also want a down turn, though.
- Very niche, very strong in those niches, but maybe the use cases are a little limited?
Kensei:
- Mortal Draw is very hype when it goes off.
- The party misplayed by grouping up once and letting one go off, if the party had scanned prior they would have immediately split up causing a massive value loss. Once it's gone off a party would never group back up around a Kensei.
- Doesn't feel as sitrep defining for an Ultra trait (comparison made to Torrent's Split the Sea) - Maybe recharge 5+? Drop recharge altogether?
- Volley Module (Ultra) is very similar with less restrictions.
- "Don't mess with damage effectiveness, just adjust how easy it is to pull off."
- I don't personally think I'd take it over a Ravager Turret or something similar.
- Observer says "Great flavour, just maybe needs an effectiveness bump"```
RIP AND TEAR (VETERAN) Trait After attacking with RIPPER CLAWS, all hostile characters within Threat take 1/1/2 Energy AP.```
A BEAST UNCAGED (ULTRA) Trait
After taking structure damage, the Howler clears all effects caused by hostile sources, clears EXPOSED, and stands up from PRONE.
Yet again, vet trait is very similar to the berserkers vet trait but slightly better. Beast uncaged is kinda rad as hell
kinda inspired by Ariana's take earlier but it felt right as an Ultra
"Buff Mortal Draw to Burst 5, got it" - Valk, clueless 
nah thanks for all this, anomaly stuff is super useful
Just realised, a white witch can regenerate armour that's been hit by entropic erosion?
Probably
Sick
Wait how does AutoCoord work with Aid? Aid isn’t a tech action
i think it means aided stabilize
Ah ok
Honestly @opaque crescent I'm surprised to hear Blinkspace Expulsion went over well, I was worried that as a save-or-suck it'd get panned. Glad that it still had some interesting applications
wondering about making mortal draw "everything in Kensei's line of sight" but also "the Size of all terrain in LoS is reduced by 1 as it's cut down"
yeaaaaaaaaaaaaaaaaaah
everyone in LOS is spooky
I would really want to see how that interacts with bigger mechs specifically
that tend to struggle to break LOS in my experience
its absolutely terrifying but also, its an ultra trait
they can have a little terrifying sometimes as a treat
Holy fuck
"the Size of all terrain in LoS is reduced by 1 as it's cut down"
GUH
fuck you and your line of sight blocking terrain
aight, your funerals
right???
maybe it will end up busted but I almost dont care its way too cool
Rn there's not much counterplay apart from exit Los
wait
But now I can reduce my height 25 wall to height to height 24
Me with my OWS rebake where I'm in a space elevator and I reduce the ceiling height by 1
yeah the idea is height decreases to min 0
My size 0 wooden crate with lid
hear me out, give it self heat so overheating it is valid counterplay
fuck yeah
Art
Kensei : me and my 6 sniper wives saw you from accross the sitrep and decided no you dont deserve cover
I think i'm gonna limit it to like, Burst 10
Wise
ah yes limited to only 2/3rds of the map :)
However there goes my plan for the 50×3 escort I was planning
thats still like half the map so the fantasy works fine
```
MORTAL DRAW (ULTRA)
Trait, Recharge 6+
If the Kensei takes the final NPC turn of the round, for that turn the CHARGED profile of its “MINUANO” KINETIC SABER may attack characters in Burst 10 and line of sight but not in hard cover or PRONE. After the attack resolves, all terrain SIZE 5 and smaller is reduced in height by 1 as it is cut down.
based
Have a boss fight against "the gardener" in a hedge maze
Wait, Kensei where their weapon is just a chainsaw
me looking at my Gardeners Union faction. Yes Yes this will do nicely
also thematicslly sound
recharge gives it self heat so thats another way around it
Pommel launches chainsaw
its just the battery pack of the chainsaw flying at you at mach 5
At Mach 3/5/7
Each Mach increases knockback by 1
if it goes high enough it reaches Mach Parry, even
cuts your bullets in half
to show you the power of Flex Tape "Minuano" Kinetic Sabre, I sawed this sitrep in half!
The thing is the “save” part is still pretty brutal and the “suck” part is “oh cool I get to stabilize and not be a target for a turn this is nice”
that being said, Intangible does stop you from interacting with like anytjing, which can absolutely be a problem if say, your striker gets shadowrealmed or the guy doing the escort gets vanished
you make a fair point though
...no way you could flip the effects right??
that would probably not work
If you pass the save enemies can hit you even harder. If you fail the save you can’t hit anyone but they can’t hit you either so you get a bit of a breather
I mean, if you wanna stick around and suffer shred and slowed you can try make the check. If it's safe to dip... You can fail the save
I can honestly see you removing the save entirely and making it a Drone Barrage situation but that puts it too much in the PCs favor.
Also, if you keep it as is, it’s like… weirder in a good way
It leans into Anomaly’s weirdness by making succeeding on the save worse in most contexts
Even if going intangible is brutal
I guess how I'm envisioning it right now is only using it on targets that removing them from the sitrep would outweigh the benefit of getting to chill for a round
so in a way it is sort of a decision since you can choose to fail
Yeah voluntary failure of saves is a common houserule anyway
oh its not even a houserule, thats just RAW iirc
you can choose to fail checks or saves any time
(theres an argument that this is meant to be like, for narrative play, though)
its in the part of the book that defines checks and saves so shrug
```
ENTROPIC CORROSION
Trait
Upon hitting with a weapon attack, the Anomaly may force the target to pass an ENGINEERING save or lose 1 ARMOR, with repeated failures causing additional loss of ARMOR. This can cause the target to have negative ARMOR. Therefore, incoming damage increases by the negative ARMOR value instead. The AP tag does not affect targets with negative ARMOR. The target can regain all lost Armor by STABILIZING and choosing to restore HP.
reading this thinking about the wording then watching change in real time is very satisfying
yeah sorry about that, found weird wording to fix/remove/etc, but I think this is good for now
yes it's on-hit now (scary on Vanilla folks) but it still needs an Eng save and it's 1 point at a time and can be cleared with Stabilize
yeah this works. its clear for the lycan and WW cases
I think I like this more. an incremental problem that punishes you the longer you put off dealing with it is fun
enemy does have to live long enough though
```
Awakening
Trait, Full Action, 1/scene
The Anomaly targets a mech in SENSORS. Up to 1 random system without the AI tag installed on the target becomes an NHP system, gaining the AI tag and the ability to cascade. This may exceed the maximum number of AIs that can be installed on the mech, but while the mech exceeds its maximum AIs, it has +1 Difficulty on cascade rolls (to a minimum result of 1). These NHPs may be safely removed during a FULL REPAIR.
minor, dropped to 1 NHP
```
NPC TEMPLATES FAQ
ANOMALY
What does the effect of ¡@;!EXTR?UDE KNIFE mean?
It means that there are always more [KNIVES] (to throw).
What does second paragraph of MEMENTO CULPA’s effect mean?
There’s a second paragraph to MEMENTO CULPA’s effect?
perfect lmao
IMO, I’d limit it to 1/turn or 1/round so Barragers like Assaults/Sentinels or multi attackers like Breachers/Rainmakers or AoE users like Pyros/Bombards or Limitless users aren’t favored too heavily + don’t force a metric butt ton of saves. That, and it plays nicer with the core NPCs- even if the Kai rebakes are preferred unfortunately one still needs to keep the core NPCs in mind for balancing v_v
```
At the end of the Anomaly’s turn, it may force all targets it hit with a weapon attack to pass an ENGINEERING save or lose 1 ARMOR, with repeated failures causing additional loss of ARMOR. This can cause the target to have negative ARMOR. Therefore, incoming damage increases by the negative ARMOR value instead. The AP tag does not affect targets with negative ARMOR. The target can regain all lost ARMOR by STABILIZING and choosing to restore HP.
That’s not the change I expected but it is the change we needed, love it
my job here is done
Also allows you to do the Ronin “slashes. A pause. The enemy’s armor is suddenly cut into an oragami model of the Empire State Building.”
added the specification that the "weapon attack" needed to happen on the same turn
This is change is great in so many ways- it stops the saves from interrupting the Anomaly’s actions, it stops a character from losing multiple armor in one turn, it maintains the ability to corrode multiple character’s armors in one turn, it bundles up the saves to one full round so everyone rolls at once making things faster, and it stops the Anomaly from benefitting from the armor drop during the turn it drops armor
Back to the Howler, I'm not sure I'm feeling this Optional anymore:
```
Bloodhunt
System, Recharge 5+, Quick Action
Hostile mechs in SENSORS (ignoring line of sight) under half their maximum HP gain LOCK ON, and they immediately lose INVISIBLE and HIDDEN and cannot regain either status until the end of the Howler’s current turn. The Howler moves up to twice its SPEED towards an affected mech with the lowest HP as directly as possible.
Sensors 10, Speed 4
I need to brainstorm a few more things for Howler, I think. It's rich in design space/thematics, so I'm cheating myself if I stop at the first 5 features I think of
like, a different weapon or tech could be useful
I’d either make it recharge 6, a full action, or cut down on the sensor range
You could give it Bifurcate lol (don’t do this)
I'll remember that next time you're in a playtest 😉
Yaaay ^v^
```
Viral Bite
Auxiliary Melee, +1/+2/+3
Threat 1, 2/3/4 Kinetic damage + 1 Heat
On Hit: All characters treat the target as hostile, and the target treats all characters as hostile. This lasts until the target clears all Heat, and can only affect each character 1/scene.
this might be clever but I don't think it's "Tanky" enough
A weird idea I had that’s probably bad would be a “Danger Zone Optional.” Like a Heat Weapon that gains extra effects while the Howler is in DZ. The problem is it throws in a whole danger zone gimmick with only one optional, which feels like a bad idea
Idk why I mentioned this
It’s funky, and I don’t think it’s so strong that it needs to be 1/scene, especially considering the low damage. Still, it’s funky
could be interesting if the on hit effect only worked on DZ characters
```
Bloodhunt - System, 1 Heat (Self), Protocol
Until the start of the Howler's next turn, it ignores Invisible and Hidden on characters at or under half their maximum HP.
Simple, clean, idk if it needs to be a Protocol though
Point of this is that I removed Reliable from the claws ATM so Invis and Hidden are actually potential issues for hitting targets
I like it
could also expand it to cover DZ if I wanted
Could get complicated but could be interesting
Revival because I noticed a thing
Why is the round count tied to PC count?
It’s not?
Objectives can be scored 1/round and victory is tied to PC count
That’s what I tested, and what worked
Pc count doesn’t determine round count, round count determines multiplier on pc count
Fair... I think I bought it up a while back when it happened but I did a 5 player, 15 points with 4 objectives
It’s roughly assuming it’ll take 1-2 rounds for each PC to score a point once
Yeah so enough points under this paradigm to be Long. How many rounds did it take?
The PCs deemed it was easier to just kill everyone than play the objectives
How many enemies were on the map
1x opfor
Single budget altogether? Yeah make sense they’d just do that instead
How long did it take for them to wipe the map
I'll start from the top
I’ll also say that these sitreps are also up for playtesting, to be clear
If something is way off I’ll change it
Ofc
My brain was a little fried going through the numbers (esp Transport) so I may be off in several cases
I introduced my players to a seize, there were 4 objectives and all forces were deployed in the map like a regular control. It was 5 PCs with 4 objectives and 15 points. They started trying to get the points but because they could only be scored the PCs were bottlenecked to a max of 4 points per round if they got all 4 points, so on average it was closer to 2 points per round because the enemies would play well and capture their points. They realised it would be easier to out kill the NPCs at some point because it would take 7-8 rounds of contesting points otherwise. I consulted the players due to time and intent and said "yeah 15 sounds like a lot, would it be wise to reduce it to 2× objective count (8)" and they agreed. So I did that and they played the objective and finished the game quicker. This was an actual play campaign so I didn't stick to the rules like I would in a playtest
The point is, when I have 3 (or 4) objectives. And 3-5 PCs, the points per round is capped to the number of objectives but player count increasing increases the score limit. It's only bottlenecked by PC count if there's more objectives than players (3 PCs Vs 4 objectives)
So, yeah I see where you’re coming from.
But also, you mention yourself that there’s a chance of failure for contested points. Which means that additional PC count can help “retry” an objective as well?
For this specific case, it looks like it largely falls under a Long fight:
- 3x pc count = 15 points
- 4 scorable objectives
- therefore minimum 4 rounds to complete
But there was no accompanying 3-4x player count enemies prepared, so killing everything would be definitely quicker
I get where you’re coming from on the bottleneck. In my testing thus far, having 1 fewer objective than the PCs isn’t usually doesn’t throw off the round count, but noted on this. Usually the rounds taken is about 1-2 longer than the minimum, in my experience?
This is all noted, regardless
I do think you made the correct call on reducing points to win in this situation
Partly because there may not have been enough NPCs and partly because long fights are heckin long
Because bottlenecking has been limited in effect on scoring objectives in my experience, I opted to scale the sitrep primarily off of player turns available to do stuff (like scoring the objective) and letting the objectives themselves be a GM-defined quantity
I’ll say that if there’s like, 1-2 objectives, ditch the 1/round limit on each of them
As per the gauntlet sub objective
I could also see the player count being the cap too if I implemented like 6-8 objectives or something sadistic
Honestly sounds fun
I think another better example is 3-5 players and 3 players. All white room scenario, so grain of salt but I'm doing theoretical maths. Assuming the PCs are Enemies are even and competent. It should be on average scoring 1.5 per turn for either turn.
With 3 players, objective limit is 9. Which takes 3 rounds minimum if the PCs pop off. If the PCs do better than the NPCs on average and get 2 points per round that's 4-5 rounds which is also reasonable. If it's neck and neck it's 6 rounds which sounds good.
Now if the PC count is 5 the the average points per round are still 3 on a perfect, 2 on a good game and 1.5 if neck and neck. But with a point limit of 15 now it becomes 5 rounds in a perfect game, 7-8 on a good game and 10 rounds on a neck and neck game
I think
I think you should raise the average points per round in the 5 pc case
More chances to succeed
Or means of guaranteeing success
Idk the maths on the more chances to cap tho...
That’s on Control specifically at least
yes this is control seize I'm talking about
Wait I'm silly and should learn how to read
Sorry 
Control wasn't the default
Oh yeah no
Feedback is still valid for the variant and most all you mentioned before is still valid for regular seize
And because I thought control wasn't the default I thought the 1/round limit on the points was also in general not 1/round per team which is how I ran it the prior time
Oh
Which keeps the 3 player count stats similarish... But 5 player should probably be about 3-2 points per round anyway
Looool yeah no
Which does cap at 5 rounds still so is still on the longer side
My maths doesn't hold up as well but it's still long just not as extreme as 10 rounds
Sorry about that 😭
All good all good thank you for the feedback
Just counted up my sitreps + modifications and I’ve got like 18 distinct forms of sitrep out of 5 baseline sitreps
The only one I don’t count is “Escort” because it’s basically just “more specific Transport” that I only included for the sake of saying “if you were looking for Escort specifically, here it is”
"Escort Deluxe"
"Escort But With Exactly 1 Extra Step"
"Escort v1.1"
Maybe I’ll figure out some novel modifications to Blitz and Seize that aren’t just “huh could damage thresholds as an alternative scoring action be the key to Demolition not being so damage centric?”
Anyway, hope that folks get use out of these sitreps and their variants
Now that they're actually written up (and have unique names too) that genuinely goes a long way to making them more appealing to me
That’s the power of publishing: it feels much more real that way lol
I’m gonna make a controversial optional rule
Dense
Size 3 mechs take up the same space as Size 2 mechs. They still are treated as Size 3 for other effects.
“What about Size 4 mechs” “they get a pass” “
”
But nah I’d probably clump size 4 down to size 3 instead
I can see some people enjoying that rule
It’s going in the issue tracker to remind me
So they basically have the footprint of a size 2 but the elevation + other benefits of a size 3, right?
Yeah
Or are they also 2 spaces tall?
I might make them 2 spaces tall
To think about later: Better EDEF on some NPCs to reflect Smart weapon defense
I think Prism’s edef is too low, for example
Sometimes I wonder if Smart as a tag should even exist in the first place
I think it’s valid
Unrelated, but can’t wait for the release of the Howler, it’s a very fun and cool NPC imo <3
Soon™
Also after thinking about it, Bloodsense working on both 1/2 HP and Danger Zone would be worth any potential tracking complications, half due to fitting the flavor too well and half because Danger Zone users need to be punished harder
Tag thoughts:
Arcing always has +1 difficulty and always targets Evasion (loses Smart tag if present)
Seeking always targets Edef (gains Smart tag if not already present), supersedes Arcing
This is modifying crb. Not my houserules
My NucCav player keeps going “oh you’re giving me more heat/I can’t clear heat? Uh? I don’t care?” Too often for my liking, and my players who ride the redline without any Danger Zone related stuff are too ambivalent to stabilizing
give NPCs the Rebake witch thing of being invisible to danger zone
If you were redesigning the system from the ground up, just making it so that no arcing weapons had smart and all seeking weapons had smart would be the best approach to this since it allows unconventional and fun exceptions, but since you’re not able to do that this is close enough.
I could also just deploy a Witch
this is true
does cover still work vs arcing?
then i can see using certain weapons to just be a massive pain
I should remember that problem NPCs in modules are not employed very often because they’re the CRB problem NPCs and I should add them in as a homebrew rebake change more often
I don’t know, maybe targets vs Arcing always have Soft Cover or something
I was thinking that
Hey Valk, I'm here to be a nuisance
So I uuuh, found out today... after playing Lancer for so long... Barricade cubes are basically objects with guardian, they don't block LOS and they only provide hard cover... They are just objects
This rocked my world... And whilst I was figuring it out I went to
Wait I might be dumb
Ok I thought I found a Caveat with prisms deployable wall
I was wrong
lol what
Wait no I'm getting so caught up in rules... IDK what does and doesn't block LOS
It’s a size 2 cube it certainly blocks line of sight
It’s an object of that size and it’s substantial enough to grant hard cover
I hate this game
As opposed to a size 2 soft cover field
It never declares what blocks line of sight
Like you could say it’s missing the words for “blocks line of sight” but like cmon

Do you really need the book to tell you a fuckin huge ass cube that can be used for hard cover can’t be used to block line of sight
Yes. Because I'm trying to find out what the fuck an "object" is
I think I'm just dumb and reading into this too much
the answer is unfortunately ?????
You are absolutely reading into this too much
Usually it’ll say if something “doesn’t block line of sight” as an exception
See FIREBREAK shield
This isn't PPG talk... I brought it up because I wanted to mention prism's wall but then that sent me down another tangent
I was confused about the Prisms thing because it just says "it deploys a line" but that matches other wording of other deployables as it has the deployable tag and deployables ARE objects
Please read Line of Sight (Lancer, p. 65) and Cover (Lancer, p. 66)
I have been
If it’s not possible to trace a line to some part of a target – perhaps because it’s completely blocked by cover or terrain – then they can’t be attacked.
Emphasis mine
Guardian
That’s worded differently
Adjacent allies get hard cover
guardian itself isn’t hard cover
I think Guardian works differently since it's a Mech and those by default dont block los??
And also that
I admit I have just had a midlife crisis for no reason because I was confused and thought the barricades cube wording felt similar to guarian
So yes I'm reverted to before but now hate Lancer's wordingg ever so more than before
Pathfinder 2e definitely does this better
The wording for LOS is "Characters can only attack or take action against targets that they can see, at least partially. If it’s not possible to trace a line to some part of a target – perhaps because it’s completely blocked by cover or terrain – then they can’t be attacked."
It doesn't state what blocks out... Never mentions characters can't block LOS... If this was a 3D game with 3D miniatures and 3D terrain it would imply that could easily mean that characters CAN block LOS
I think!??!?!
Take this over to #rules-questions , great clown pagliacci is in town
I tried getting the convo back onto topic when I said "This isn't PPG talk" lmao
@muted blaze https://lancer-faq.netlify.app/#c80f47
Hope this helps
But also,
the FAQ strikes again 
In any case: The object that says it’s hard cover will also block line of sight if you’re shorter than it, by merit of being called “hard cover” (thank fuck)
So Prism wall is a LOS blocker
And Seeking needs to respect it 😤
Sometimes I get the feeling Tom and Miguel intended a lot of lancer to be very laissez-faire and up the the GMs to decide the nitty gritty stuff. I really appreciate the extra clarity of PPG
Yeah no that wouldn’t surprise me; it seems to me like Tom’s gotten frustrated with how folks came to him instead of just making a ruling at times
And like, the book calls for GM adjudication in the face of uncertainty at least once
“Action Resolution”, p. 68
I got more fan Prototype Optionals:
Magma Armor
System, Shield
The Prototype has resistance to Burn. Additionally, at the end of the Prototypes turn, the Prototype clears all Burn and causes all characters within Burst 1 to take Burn equal to the Burn cleared.
Blast Shields
System, Reaction, Shield
The Prototype has Resistance to Explosive Damage. Additionally, as a reaction to taking damage the Prototype does not resist, the Prototype may deal 4/6/8 AP Explosive Damage to all characters of its choice within range 3. This Shreds the Prototype until the start of its next turn. The Prototype may not take this reaction if it is already Shredded.
Ferrostasis Armor
System, Protocol, Shield
Until the start of the Prototype’s next turn, the Prototype is Immobilized, gains resistance to Kinetic Damage, and gains 1 Stasis Die. During this time, whenever the Prototype takes damage, it gains another Stasis Die, up to a maximum of 4. At the start of the Prototype’s next turn, all characters within burst 2 of the Prototype must make an Agility save or take a number of d6’s of Kinetic Damage equal to the number of Stasis Dice and be Shredded until the start of their next turn. On a successful save, they take half damage and are not Shredded.
Coffin Reactor
System
The Prototype has resistance to Heat from Hostile Characters, but takes 1 Heat at the start of each of its turns. Additionally, whenever the Prototype would clear Heat, it clears half the amount.
Hm, funky stuff
Blast Shields is just my best attempt at what Sundowner has
Lightning Rod really inspired me :3
Plus I like damage type specific interactions but energy seems to hog most of them on the NPC side
Valid indeed
That said, I do think Energy should be punished at times (looks pointedly at the Nuclear Cavaliers)
Ofc- that’s why (almost) all of these come with downsides + friendly fire potential
It’s a lot easier to treat energy as an Opt In/Out thing than any of the other damage types
Pulse shield:
The prototype is immune to the first instance of energy damage it takes per round
Isn’t that just worst Deathcounter?
It’s more specific Deathcounter
Yes and no:
- Immune
- Only energy damage
Could be reduced to 0 and should probs be disabled on shred
No if Deathcounter exists it shouldn’t be shut down on Shred
Death counter has more counters than outright immunity
A ram turns off deathcounter
Deathcounter is damage from the first attack is reduced. Even if no damage is dealt
Deathcounter is so funky
I’m mad just reading this lol
Yeah I realised when it triggered something from my last playtest
“What do you mean????”
:>
Huh. How does fabim interact with rams/Grapples?
yyyyep it, by RAW, would get eaten by a 0 attack damage
including rams 
it would eat the FABI charge on a hit ram/grapple
That feel when adding the word “weapon” once could do so much work
I know that sounds horrific and that's because it is
Tbh I think Deathcounter being dissipated by any attack is on purpose
It gives a good counter to it
It’s fair yeah
Death
Part of me feels DC should just be immunity to the attack and its effects
But
That’s me
Deathcounter being broken by a Ram is likely intentional imo
now FABI being eaten by it feels wrong
Yeah im red penciling fabim
Feels incorrect and while the system doesnt need a buff at all, im not going to tell my blackbeard they never get to use fabim.
for lack of better words, it feels like a bug while Deathcounter being broken by rams feels like a feature
Wait, fabim only fades on hit, but it keeps paracausal on reliable
"haha you grappled so your FABI is consumed" jsut feels bad?
Just miss with reliable fabim weapons for paracausal reliable wtf
Yeah no Maria takes FABIM to task
could you enlighten those of us who arent aware
Cuts that shit out
Hang on
Core and More Lancer revisions, a set of personal House rules by Maria Lopez If you like these, try the Alternative Structure and Stress Rules table! PLAYER REVISIONS General: -The Prepare action can only be used to Skirmish. GMS Thermal Rifle Main Rifle, AP [8 Range] [1d3+2 Energy] Heavy...
FABI’s too good, it deserves to eat shit sometimes
Also also, FABI knocks you away and knocks the target prone so like… functionally you get a free ram from it anyway so why ram first?
i'd assume accuracy
Less ram more grapple tbh
deathcounter being so counterable is 100% by design
it's unfortunate that a lot of GMs misinterpret how it works and then double down on that when it's pointed out
Yeah, I’m walking back my kneejerk
I have seen a lot of "yeah our GM makes it only proc on the first attack that deals damage" which DRASTICALLY increases its frustration value
the "not showing that Deathcounter is there" thing isn't something I can really fault GMs for given nothing really says you should do so, but that one ability really does seem to be subject to Natural 1's Must Be Critical Failures On Skill Checks syndrome
My GM wanted to let you know Valk: The Kensei is wonderfully built and she really likes it
very very glad to hear this, thank you!
Shes been running PPG foes against us decently consistently in her campaign
so what you're saying is DC should be retooled as offering immunity to the first attack in a round
Eh, I’m not committed to what I said yesterday about DC
I will say that I basically made “Immunity to first hostile action” on Ghost’s base kit and it seems to work fine
I am because one of my players has been putting a paracausal siege cannon to rather annoyingly good effect and any way to just say 'no' would be incredible
Your call then
Give them HyperDeath Counter if you want
I’m just one guy hacking a system into a pleasing shape, nothing stopping you from doing the same, besides maybe sportsmanship depending on context
all g, it's fun to see all the third party stuff flying around
Rush 'em with aces, hornets or assassins 😛
The one thing Paracausal cannot stop is Overshield
Gee, if only there was an NPC that could help with that
5 NPCs that interact with overshield you say!
Is Mach parry inspired by the shield block reaction from PF2e?
Yeah, sounds like folks need…
#1062222891342647366 (Didn’t see that one coming, did you?)
And yeah kinda? Tbf Templar’s shield is closer
I just wanted Mach Parry to be different enough from Ronin rebound
Tbh I read Crisis Catalog’s NPCs yesterday, saw that Pointman (defender) starts with 3 OS and gets OS = 3*(1+pcs in range 3) as a protocol, and it gives me hope that the Howler’s howl granting OS actually isn’t outta line
Just generally concerned about refreshing OS every turn like some Regenerator thing
To me from vibes alone. Os is risky on NPCs that aren't balanced around having OS in their kit. If the kit is oriented around then having OS and balanced around it it's... Fine
I just remember how I kept driving Capacitor’s and Zealot’s OS down and down lol
In First Party Only I think the only way for an NPC to reliably access Overshield is a Priest with Empowered Shield, and its Shield is a Recharge ability
Oh wait Leech
Well no they both can give Overshield to the,self, but Leech needs to be grappled + take 2 heat to do it regardless
Built for use on other targets not just themselves
As opposed to Mach Parry or Feral Howl
Typically the overshield granting comes at a cost too
Priest with Recharge, Leech with Heat
Definitely still possible to balance tho, but if it’s going to be “free” it’s tricky to balance and typically needs to stick to low values
Vulture and Occultist for example are fine because they have to do quite a bit to get + give their overshield. Zealot, Capacitor, and perhaps Howler? Maybe not so much- it seems the balance should be like how the Kensei’s Mach Parry is effectively just temporary armor more than anything
… as a guess I mean
Anyway I need to take another look at howler optionals
And if there’s something more interesting I can do with Lunge
It also just occurred to me that in 1st party only only one NPC has a base kit way to provide overshield, and yet the Support has 1-2 ways to just restore HP which is arguably worse when it comes to balancing lmao
• Viral Bite - Auxiliary Melee, Danger Zone, +1/+2/+3, Threat 1, 2/3/4 Kinetic damage + 1 Heat
○ On Hit: All characters treat the target as hostile, and the target treats all characters as hostile. This lasts until the target causes the Howler to lose any HP (not including Overshield).
• Bloodhunt - System, 1 Heat (Self), Protocol
○ Until the start of the Howler's next turn, it ignores Invisible and Hidden on characters in the Danger Zone or at or under half their maximum HP.
• Grounded Prey - Trait
○ Standing up within Threat of the Howler’s weapons triggers its Overwatch.
Current state of optional ideas
I think I’m gonna use Viral Bite instead of Ravage
Protocol Bloodhunt feels better than trait bloodhunt
No escape feels good, and I think Lunar Splendor also feels appropriate
Grounded Prey has potential but I think it over encourages Howler to force Ram into its action rotation
Like yeah buddies can help, but also
Though tbf like, I could add Prone on Rabid Lunge
If I wanted it to be Assassin Leap instead of Berserker Avalanche Charge lol
I don’t know, right now Longclaw and Grounded Prey feel weakest
I’m liking the potential of Viral Bite and anti-invis Bloodhunt
I kinda sorta wanted an “Infinite Duress mauling jump” effect but that may be something that gets relegated to veteran/ultra (though I’m pretty satisfied with my current plans there)
In any case the optionals are feeling a lot more Tank oriented now
I may shift attention to Boombox/Drummer soon
Ooh, the Danger Zone tag! How’s the Howler going to enter Danger Zone though?
Another NPC class?
I still stand by dropping the Grapple element of Longclaw and just straight up making it range 2 Pinning Spire. Grounded Prey may just need a name change but also more Prone support in the base kit perhaps
Could crowd out Ravage but I can see potential in making Ravage trigger off of Overwatch instead. It does just become Sentinel’s impaler however
Feral Howl is 2 Heat
Yes, Bard Support/Controller
Ravage is on the chopping block because it’s basically just Impaler
I took the “must damage” clause and slapped it on Viral Bite as a result
Literally I want Longclaw to get the benefits of Grapple, so I’m sticking with Grapple or I’m just gonna ditch it and say “cross class Goliath kthx”
Valk you spoil us
I’m dead on ideas for it though sooooooooo
Gotta brainstorm
It’ll likely have Lucio, Sona vibes
And maybe this guy
You got any role preferences? I assume Support is a given but I’m curious if a secondary role is in mind
I do wonder what your approach is gonna be because Zealot already fills out the Aura Support role quite handily
Step To Me - Quick Tech
• The Drumbeat and all allies in Range 2 move up to 1 space in the same direction, ignoring engagement and reactions.
Waveform Nexus - Main Nexus, Smart, +1/+2/+3, Burst 2, 3/4/5 Explosive Damage
• This weapon ignores allies.
• On Hit: The target gains Lock On.
Soundboard
System, Quick Action
The Drummer starts playing music in a Burst 2 area until the start of its next turn. Upon activating this system, the Drummer chooses one of the following effects:
• Uptempo: Allied characters that start their turn in the area may Boost once as a free action on that turn.
• Lofi: Hostile characters that start their turn in the area or enter it for the first time in a round must make a Systems save or become Slowed.
Optionals
Boombox
System, Deployable, Limited 1, Quick Action
Deploy a boombox to a space in Sensors. While it’s there, force saves vs prone
Just Dance
System, Recharge 4+, Quick Tech, +1/+2/+3
Make a tech attack against a character in Sensors. On a hit, they are knocked Prone and become Impaired until the end of their next turn.
It’s off-controller
Like....
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Ohhhh! The vibes here feel more Dancer-y than Musician personally
I like it
this is a really fun concept, too sleep deprived for any amount of analysis on my end however
Personally, I like the vibe of Step to Me a lot more than Soundboard - Uptempo. Zealot and other NPCs occupy the niche of “big movements to allies” pretty handily, so one that focuses more on en-masse micro movements sounds more fun to me.
Just my initial thoughts however who knows
does the Boombox force saves vs prone in a burst around it or just the tile it occupies?
I also like Boombox more as an NPC name than Drumbeat personally
Welcome to the Jam
System, Recharge 5+, Quick Tech
The Drummer creates an area of deafening noise in a Burst 2 area until the start of its next turn. Hostile characters are Jammed while within the area.
Burst around it
come on and SLAM
(i love this)
Ooh- honestly I could see this being a part of the base kit. Hornet is the only NPC I know of that has easy access to Jam, and it honestly doesn’t feel the best even if it’s ultimately fine. A Jam (heh) focused NPC who dictates the condition based on positioning instead of rolls or duration sounds super fun
Thinking of pulling the Prone and Jam effects into soundboard instead of lofi and uptempo
And then boombox becomes a deployable that also echos Soundboard
I do like that- Prone feels more befitting than Slow and the Jam acts as a fun contrast too
Jukebox Hero
Heavy Melee, Loading, +1/+2/+3
[Cone 7][4/6/8 Explosive damage]
This weapon does not attack allied characters. Instead, it clears Jammed and Impaired from them.
On Hit: The Target is Shredded until the end of their next turn.
Hoping someone catches the pun
I was hesitant about Cone 7 until I noticed the Loading, so it should be fine
But the pun, you got the pun right
Haha
Jammed. Shredded. V funny
No I did not, please explain it in excruciating detail (joke)
Anyway, proud of that one
I admit I’ve been avoiding giving this NPC Knockback
Mostly because Anchor and Torrent already do that
But also I’m reminded of a physics simulation I did freshman year of college
Something like “can you fire an object with a sound wave”
And the answer was “yes if your speaker is fucking huge, but at that point you might as well just use the speaker’s physical oscillation as a catapult”
Like as if it were a spring or something
I feel like that’s more of a reason to not give it Knockback
In order to be propelled by a sound wave you’d have to “ride” the high pressure wave and not let it pass you, otherwise it’ll counteract the “push” with a “pull”
Yeah exactly
I mean, thematics aside
This isn’t exactly hard scifi over here
But yes
Even if a lot of sound based stuff in media tends to involve Knockback, going counter to that trope is in and of itself interesting
Except for the part where folks ask “it’s sound based, where’s the knockback???” lol
Anyway
The brainstorm continues
Well so long as you save a message link to this conversation you can just send this to them and move on
I feel like in terms of inspirations Rhythm Games like Unbeatable, Hi-Fi Rush, or Crypt of the Necrodancer could be useful
If theres not a defensive system called Sound Barrier im rioting
I’m out of my element
Damn you right
Im not correct about much but sometimes...
Gonna also give it an Explosive Resist/immunity trait called “Under Pressure”
Maybe
Please do not enough enemies in Lancer have damage type resistances
And it’d fit super well
I shoulda included a comma
IMO- Explosive acts as a sort of “Artillery Defense” since most explosive weapons are range 10+, which for a support/control NPC that likes getting up close and personal that is useful
Most AoEs are also Explosive I suppose
Soundproof - Trait
The Drummer and all allies within Burst 2 have Resistance to Explosive damage.
Curious
Barbarossa stocks in shambles
Explosive is also the most niche damage type imo, which is a different thing entirely but feels noteworthy
Yeah explosive has about 17 weapons to its name- which is significantly less than Kinetic or Energy
Separate weird thing- only 3 Grenade systems in Lancer deal explosive damage
Out of 11
And then you have clamp bombs which are NOT GRENADES?!
Literally unplayable /joke
But yeah that’s a weird tag omission
Esp on Iskander
Yeah yeah Iskander is the Mine Lad but also
90% of mines are also nades
But yeah, after a quick skim, the general niche of explosive is either “big damage possibly from a long range and with AOE” (Howitzer, Hurricane, Siege Cannon, Pinaka), or Chip Damage (Vijaya Rockets, Sharanga Missiles, Concussion Missiles, Stub Cannon, Bolt Thrower’s d6 of explosive), Sometimes they do both (Missile Rack, Demo 3, Siege Spec 3), and Knockback is often involved
It’s like how Raleigh is secretly the Reliable mech
Im trying to rework my iskander alt so ive been looking at the license recently and its just... weird. Its a weird grab bag
All of this makes sense for the Boombox to want to resist
There’s a lot that seems like it should synergize and then a lot that doesn’t yeah
Trying to make Boombox happen as the name I see, lol
It was that or Drummer at the moment and I’m not married to either
Honestly I recently came to the conclusion that CPR would be the raleigh ll3 if the community designed this game lol
Tbf in many cases I think the community did
Honestly wouldn't hate it if that was the case
In terms of name, Drummer feels less sci fi and more specific than Boombox. The NPCs vibe feels not just concussive but also tech interference, and Boombox fits the techier vibe better in my opinion
Yeah no Boombox is stealing my heart tbf
But what do I call the deployable now???? 😩
Rhetorical, don’t answer
Debating shoehorning the name “Planet of the Bass” into one of the optional/vet/ultra features
Home Bass as a trait name
If you’re making an NPC like this, the question isn’t “should I make on the nose music references?” It’s “how many can I get away with?”
I believe in your ability to make literally every one of these trait names a reference to something
Sound Barrier
Trait
Allies that start their turn in the area of Soundboard or enter it for the first time in a round gain Overshield 3/5/7.
Phoned it in a little bit, hm
Needs a limit
I feel like you could make it a deployable wall or something without making it too similar to the Aegis
if you wanted it to be that
Yeah thinking too Lucio
What size is this NPC and can it wall run?>
Size 2 and no
If you wanted to limit it you could restrict it to just starting turn, entering the area doesn’t trigger it
Or on activation, or 1 heat each time an ally takes some
Maybe throw in Jam clearing perhaps
Aight lemme cook
Fair fair
Sound Barrier
Trait
Soundboard’s area becomes an area of soft cover. When an ally starts their turn in the area of Soundboard or enters it for the first time in a round, they gain Overshield 3/5/7 and the Boombox gains 1 Heat.
Iterating
Also subwoofer may be the Veteran ability
What's the HC?
8 probably
Weird idea for Boombox homebrew (I am by no means saying this should be written up it’s way too specific), but a fun Commander Interaction where Commanders can draw LoS + adjacency from a Subwoofer or Boombox for Commander abilities. Because… sound
ooh wait Boomboxes would be right at home with Impact Dynamics
It sounds very easy to trigger mass overshield application compared to other of your supports overshield application
I’m also thinking of adding 2 heat self to soundboard… unsure actually about that
It should probably inflict 1 heat to itself every time it forces a save instead
Examples:
- Capacitor: Line 15 (AOE but more limiting) requires a skirmish to grant 2/3/4
- Occultist: ORDNANCE QA with an adjacent drone to ggive 3/5/7 to an adjacent character, drones cost 2 heat to deploy
- Vulture: 2 Heat QA, requires a wreck, or system, grants 3/5/7 OS to a character in rangge 3 and a condition clear
- Rebake priest: QA, single target 5/6/7 (Holy moly) and resistance, recharge 5+ single target
- Sound barrier: Passive, 1 heat to a burst 2 on a size 2 for 3/5/7 OS
This is telling me 2 things, the ease of use for sound barrier seems like incredible results for a passive aura at the cost of 1 heat. And the Vulture and Occultist could probably have a minor OS boost due to the cost compared to the priest
2nd point I didn't even realise huh...
Uncertain about that point, recharge 5+ is played around "just get lucky lol" whereas occultist and vulture can be spammed at a cost, alas I was just pointing out sound barrier looks quite potent
Occultist I disagree with since it can hit multiple characters at once, but Vulture I agree with
Yep you're right
Vulture also unconditionally clears a condition
Tru
Priest shield also gives resistance to the next attack
Probs fine as is then
So it’s not like it lacks a follow up affect in addition to the overshield
"and resistance"
It just exemplifies the strength of the OS
The difference between the Priest and the PPG cast is that the Priest can’t spam without luck.
Yeah Priest has recharge 5+ at least on that
But if we compare to Leech’s Purge, which can do what Vulture does (unconditional condition clear + overshield at the cost of 2 heat, which means it can be spammed for a price just like the Vulture), it has the same overshield numbers as the Priest
3 Overshield nullifies the better part of a single Main attack
So I think Vulture could comparatively get an Overshield buff
It’s a small numbers thing and involves direct comparison to an existing first party NPC so maybe that’s why it’s gone under the radar, idk
Most of the time folks have claimed that it makes way too much good use of its Armor when it shields itself
Yes
Fair enough
I’m not carving out an exception
The thing was meant to repair its own shit
I’m fine with it being a weaker effect because it gets 3 other effects to make up for it
The Vulture having lower OS numbers due to being bulkier seems like a valid reason for its overshield dispensing to be lower than its competition.
vulture has a golf caddy full of valuable options that nobody else offers
Also fair- it sacrifices quality for quantity
This is like Magic the Gathering here
Where you get Charms that have 3 options but they’re low efficiency for the cost
Unless it’s Boros Charm for whatever reason, I guess lol
Funny idea- Vulture tags along an Eye of Midnighted Sentinel, and wrecks it when there’s just not a lot of Overwatch targets to clear the slow immediately
Sounds good yeah
I’m likely gonna bump the numbers on Howler’s OS since last I shared
@dapper goblet I also might bump Kensei parry back up to 5/7/9 Overshield, I know you mentioned that at one point
If you test Kensei with those numbers before I make the bump, lemme know how it plays please!
I’m obviously gonna have a few more balance cycles as I add yet another 2 NPCs to the roster lol, so there will be time
Reverb Feedback
Trait
Allied characters in Soundboard’s area gain the following benefits when the Boombox activates it:
• Rumble: Clear Immobilized and Slowed, and stand up from Prone.
• Welcome to the Jam: End one ongoing effect upon them caused by a tech action.
Next two features are gonna be Spotlight (blast in sensors: applies lock on and clears invis + hidden on failed save) and Featured Artist (Ultra) (upgrade similar to Occultist’s Greater Good (Ultra))
Here’s what I really wanna know: How many folks actually read my NPC lore blurbs?
If you do, have any feedback?
I think the Kensei could be cornier
Plus most lore blurbs tend to not mention things even synonymous to trait names
Tbf many crb NPCs lack such references too
That's... my point
Oh
The Kensei description does and that feels weird for some reason
I have no idea why it just does
I thought you were asking for that lol
No the exact opposite
Okay I should say it cleanly: Little to no explicit trait references in the lore please
The tactical descriptions + trait names cover that well enough imo
I mean for Kensei I say it’s a mag-accel saber because some folks might not know what a mass driver is
Fair enough
I still stand by the fact that the Kensei lore blurb could be cheesier even if you kept that element in
...wait a mass driver is a real thing?
It's at least a real Sci-Fi thing- shows up in IGF
But that's how Railguns are made so
Railguns, coil guns, etc
Well…
I'm pretty sure people have made real mass drivers before
A mass driver or electromagnetic catapult is a proposed method of non-rocket spacelaunch which would use a linear motor to accelerate and catapult payloads up to high speeds. Existing and proposed mass drivers use coils of wire energized by electricity to make electromagnets, though a rotary mass driver has also been proposed. Sequential firing ...
Technically that's just what a bullet train is
I do think the Lore blurbs connect to the wider Lancer lore in fun ways though
It does feel like there's a gap where- to put it bluntly- you shout out OCs of yours/others in a rare few of the Lore Blurbs, but those were there in the CRB because of Kickstarter Goals anyway so there's no practical reason for you specifically to actually do that
Yeah I didn’t want to invent proper nouns wholesale
Usually I try to ref existing lore entities, but yeah
Makes perfect sense
I was thinking of referencing the planet from my module Kill the Noise for the Boombox though
Be self indulgent and do it my guy
Have no fear, it will be done lol
What is this project if not an experiment in self-indulgence lol
I also think the Knight lore blurb is too close to its Tactical description, so it feels a tad redundant
Makes it sound more like a glory hog than something "chivalrous" so to speak
The second and third sentence could outright be part of the tactics to be specific
In a contrast, the tactics stating that "the Knight challenges an opponent to a Compelled Duel" in the tactics segment feels less like a tactical highlight/suggestion and more just a statement of what Compelled Duel is
I think you could rephrase that sentence to slip in what a good target to engage in a duel would look like- perhaps even outright moving the "high value targets" part of the flavor text to the tactics
Speaking of which, I think you could axe the last sentence of the Mesmerist flavor text since the same thing is stated verbatim in the Tactics, and it's stated better there. If you wanted to keep the line count the same I think it'd be a great place to drop either a Proper Noun or a weird sci-fi-horror note
I really like the Napalm Flavor text. It has a strong opening statement about it's past, dedicates one sentence to evoking the tactical flavor of the Napalm, and then ends with an interesting lore connection about the Napalm in the near future
I like the Occultist flavor text, but I think the last sentence could be rephrased to have a bit more personality to it. Like "Most squadmates tend to have complaints about their mechs being a part of their flock however," as an example of what I mean by "more personality"
Emphasize the human aspect, as it were
I think the biggest change I can recommend for the Torrent Flavor text is adding another word to describe which Union agents have identified the Torrent Pattern Group (USB, UIB, Economic Bureau, etc). Gives a little extra context as to the environment it was initially discovered in
I like the Vulture's flavor text, particularly the first sentence and the scrappy pseudonyms its equipment is given
And Zealot I also have no notes on in terms of flavor text
Oh lol the “autonomous” manipulators is a bit of a holdover from when Magpie was a protocol lol
I forgot the Zealot had 12/15/18 HP jeez
Yeah it’s frail
No I meant that as forgetting it was that tanky
12/15/18 is not frail when most small NPC classes start at 8 HP
Technically Hornet is a frontliner
Hornet has a billion evasion
Evasions Georg is an outlier adn should not be counted
And “you miss” effects
To me it gets the across the idea that the Vulture just has a bunch of preset salvaging protocols it can call on- cause like trying to salvage and craft in the middle of a fight is still a nightmare and even with the functions it can quick send on it still needs to manually manage some stuff
Listen I'm sure at this point in development the HP the Zealot has now is there for a good reason. However the Zealot also has a lot of free movement + a little self overshield
Yeah, its current stats reflect what it needs to survive when it can’t meaningfully take cover (as a size ½ in a world full of size 1 cover) without blocking off its aura against its friends’ targets
Anyway
My hornet experience is wild. My hornets are frequently eviscerated lmao
Lore!
Tbf I believe it
Dodge tanking is infamously tricky in this game
You can dodge many shots, but they need to only get lucky once
yeah that's my hornet experience too
players tend to get one lucky shot and its over
Irish flag reacting that is VERY funny
Based
Starting to fiddle with a new layout
the veteran/ultra features are getting crowded in the back now that I'm introducing 4 new features lol
problem is, now I have a huge amount of page space lol
Well for one you can maybe let optionals spill over the first page.
Absolutely not
You could also go the way of Kai and include more detailed designer notes
Oh wait you have that
and I might but I'm thinking right now that I'll get more into "how to use this NPC in encounter building"
You could move tactics from the first page to the second so you can get into the weeds of the tactics
And give you more space on the first page should you need it
I'll be honest that I'm not really interested in writing out detailed design notes, tbh. I don't have any justifications to change things like Kai does, if that makes sense
I'd rather give context through opfor pairings
but yeah, huge design goal/restriction that I refuse to abandon is "everything about the normal NPC must fit on the first page"
I can move to spreads, sure, and there can be value in letting the pages breathe with some whitespace, but that restriction is the strongest control I have against making shit too complicated
If I cannot fit everyting on one page, I have too much material
Oh I never considered that second bit, clever!
I've already "cheated" a bit with some smaller gaps between features here and there (mostly because I refused to edit down some lines just because the footer flipped orientations) but I will only tolerate that from myself so much
I’m not even suggesting anything it’s just that the mention of NPC pairings has got me brainstorming more it’s a fun activity
There's always filling it with random internal artwork
Avenger-Anchor maybe
oh god, art lol
Open source art, not commissioned art haha
You’ve made at least $2 from this project you can commission something (joke)
Hm. I wonder if Bombard-Napalm would be too mean
I could potentially itchfund some art but also, that's like, 15 pieces of art for something that has been PWYW for so long
Ooh Zealot-Prism for Remote Zeal Benefits
like yeah I think I plan to slap a price tag on this thing in the undefined but near-ish future, but like, art would be gilding the lily at that point
Bastion-Vulture because Bastion has a couple ablatives to let the Vulture eat
Right yeah. Personally, as I'm not the creator, I don't mind the white space since PPG already feels pretty high quality in terms of content, but I understand the urge to perfect the layout lol
Mesmerist-Knight to make one guy have a really bad day
Sniper-Knight for the same thing
Kensei-Seeder to take an area and then lock it down
Ghost-Barricade to let allies pass through the obstructions the Barricade makes
Ghost-Archer to make grapples less debilitating by making them easy to escape
Ghost-Scourer to make overheating less of a risk due to being Bolstered
Torrent-Barricade to make blocks then knock folks into them
Sentinel-Zealot to really seize control of a zone
Is it alright if I pull from some of these suggestions as I write stuff up?
Please do I consider it flattering
thanks, it'll help me fill up these pages
Also they’re very basic ideas
yeah, exactly, but I wanted to check regardless
Torrent-Mirage- for when you want no one and no thing to stay still for even a second
Random flavour text, in a different amount or flavour than the frame thing. A mini 1 paragraph short story, conversation or just use your physics knowledge to nerd out about how the soundboard works
i'm gonna be real, random flavor text/lore bits are hard for me
I'd rather present something gameable like a faction that features the NPC
Valid
like one of the irritating parts of writing Mechanized Chassis: Advanced Paradigms was every little lore bit for each NPC build. It all blurred together as I worked through all 60
alright if I do the spreads the project balloons to 54 pages
Increase the font size 
You’d be turning 3 pages into 15, but that’s not including the pages you would’ve had to add in order to fill out the NPC pairings
You’ll probably just have white space on the second pages but that’s probably fine
Oh I adore Advanced Variants as a concept
pulling out the "Advanced Paradigms" I did for the CRB NPCs
Suggested usage is also handy and notably distinct from tactics too
Do you think you’ll include map design considerations with some of the Suggested Usage Blurbs?
I was imagining stuff like “struggles around size 2+ cover” or “likes dangerous terrain” but yeah that’s fair
I think "Suggested Usage", "Advanced Variants", and "Opfor Pairings" are about as much as I'm willing to do right now in terms of fields
Valid
it'll cover the top half of the second spread, at least
if I decide to add more, I'll have space
Also I just read the FAQ, did not know the Prism Burst Area was around both locations
Also has the Shardsplitter Shotgun had much testing?
yeah, folks like it
there's been note that folks kinda wish it was on the main kit
but I'm committing to it as an optional
Huh, my first thought looking at the additional effect was “that seems unnecessary considering the projector” but if it’s thoroughly tested it’s thoroughly tested
it's tested, it's good
Also wow Scintillating Beam covers a huge footprint
yeah...
Prisms have huge stage presence I never realized
Scintillating Gleam is one of those things where I wonder if I should've reduced the burst to 2, but that means that everything else with a range of 3 should likely follow suit
which means Refracting Armor, Omniglass Barrier's deployment range, Shattered Glass, and Shardsplitter's threat
Makes sense
that said: It's basically Sniper/Assassin Shroud Charge/Cloud Projector, just 2 of them and non-selfish
When you put it like that it sounds way stronger than it actually is
Sniper + Vulture for quick reloads
Hatchet + Hive for a good amount of forced movement and movement harrying
Ronin + Hatchet mixed martial arts
Bombard + Capacitor. Siege Armor and Artillery means clearing overshield will be hard, and blast 2 long range w/ cluster munitions obtaining reliable and AP means more high and consistent damage hitting a lot of guys. Makes friendly fire less viable however
Why is its HP so low?
i'm gonna delete that one, realized I didn't touch the stats
Did you axe the passive OS aura?
my brain is
right now
Soup?
hang on lemme rough up some numbers
up to GM, I recommend doing so though
Legendary by default
The Boombox chooses one ally in SENSORS. They gain the VETERAN template if they did not have it already, in addition to one Veteran feature (by default, LEGENDARY or LIMITLESS). The target then regains all HP and clears all Heat, conditions, and hostile tech action effects.
Sorry to be pedantic yet again, prone, exposed and overheated?
alright time to word it like "they stabilize immediately"
Solid
The Boombox chooses one ally in SENSORS. They gain the VETERAN template if they did not have it already, in addition to one VETERAN feature (by default, LEGENDARY or LIMITLESS). The target then regains all HP, STABILIZES (without requiring a reaction), and clears all conditions, Burn, and hostile tech action effects.
"GET THE FUCK UP!"
Cone 7 melee is cursed
This isn't a bad thing
Oh I like spotlight
Arcing quick tech is
It can be parried by an 4th gate Hatchet
lol
Anyway, finish my sentence I got distracted. It's neat
Looks good to me
doing a couple tweaks here and there but I think it may actually be solid
Aight, Boombox and Howler have been added to the LCP
Only things missing from them are Lore and Tactics, LCP-wise
they're gonna drop next version
still have a lot of writing to do wrt suggested usage, opfor parings, and advanced variations
I'm anticipating that this may be the release that puts a pricetag on PPG, as a result
I did have a thought about Power Chord: Instead of Shred, it could Stun until Start of Target's Next Turn
makes them easy to hit and turns off reactions but doesn't fuck over their turns
“Until start of next turn” is a fun duration, as Miss Data Moth has said before
Only problem is I lose the fun pun 😭
Hm, yeah
Well if Jamming is already aplenty in the kit I don’t see why you’d need to incorporate this form of stun over shred
Jam doesn’t make targets easier to hit tbf
Holdup… what other Shreds do I have in PPG
Kensei shreds on hit with the charged sword
off the top of my head Xnopyt Potato and that one anomaly one that does Intangible on a failed save shred too
The only other one I’d be willing to touch is Knight sword
The rest feel appropriate enough as Shredded
So if Knight Sword stunned the duel target until start of their next turn…..
It’d be potentially quite strong with Punishing Blow
Otherwise though…
That’s worth testing
Hm okay Blinkspace expulsion could work for Start of Turn stun too compared to failing on Intangible
not at my PC right now but I imagine Shredding Claws does Shredded too
It does yes lol
Offspring of leaked ENKIDU-pattern blueprints and the emergent LYCAN pattern group, the Howler PG melds the aggressive tendencies of its forebears with novel, viral liturgicode that induces a “fight-or-flight” response in its prey.
TACTICS
Howlers open combat with a Rabid Lunge towards the enemy frontline before taunting everyone in reach with a Feral Howl. They then liberally Overwatch with Ripper Claws to punish the victims who refuse to stand and fight them. Though fearsome at close range, Howlers are dependent on Rabid Lunge for reaching opponents; they can be declawed by effects that Immobilize and Slow them.
@vagrant grotto re: the knight - if a character passes their save on compelled duel, are they considered 'affected' for the case of greatsword/templar's shield?
either way, i'm trying one out for the first time and champion's greatsword seems really hot - knockback, shred and lock on on the same attack with pretty decent damage
yeah, my players and i do feel that dropping the guaranteed lock on (or making it conditional somehow) is probably warranted for the greatsword tbqh
with the 8 hc, the 2 heat on templar's shield feels a bit toothless as well btw. potentially might be worth adding a self-slow or something to it?
ah, i see i was using an older version. Still, it's basically a marker rifle that does 5 damage! That's potentially a bit overtuned to me tbqh
Yes, they are not free from the duel and are considered affected
I’ve discussed this before, but Scout Marker Rifle has several legs up:
- It’s Range 15, which grants it huge targeting flexibility compared to Threat 2. “Choose 1 Target in burst 15” vs “choose 1 Target in burst 2”
- It can Shred anything, not just a single target marked permanently with no takebacks
- It has twice the accuracy and to-hit bonuses and Smart making it very likely to hit
- It also peels off Hide and Invisible, while it’s at it
This isn’t even going into CRB Scout’s permashred, which I think is excessive.
If you wanna compare to Kai’s rebake Scout, the only things that change are that the innate accuracy is reduced to 1 and point #4 above is removed.
Knight Sword as of v1.17 is Threat 2, 1/2/3 +1 acc, and applies lock on on hit + shred if it’s actually fighting its intended target. It deals 5/7/9 in exchange for covering a tiny fraction of the area Marker Rifle controls.
So, I do not think Champion’s Greatsword is quite as overtuned as you might think. That said, I am currently considering changing its effect, and would welcome feedback if you tried it:
replace the on-hit effect completely with:
On hit: If the target was the Knight’s duel opponent, they are Stunned until the start of their next turn.
And I disagree, please compare to Bastion’s Friendly Interdiction, which is a Protocol, Heat-free, non-committal on targeting, and helps a comrade out
I had the shield at Heat 3 at one point, and it was way too easy to disrupt. I considered Heatcap 6+2heat on shield, but decided that this is a Tank trying to draw aggro, and it should have a little extra heat cap to compensate
Oooh I like that flavor text quite a bit
And good shout to what defangs them in the tactics section too
The effect is potent, but also fascinating and effectively does Lock On but better + a comparable defense reduction to shred
While also allowing the Knight to disengage from Duels unpunished
As an aside to all this: I realized that all the extra stuff like suggested usage, advanced variants, and opfor combos is actually heavily dependent on the existing kits… which means I may leave the Boombox and Howler fields empty for those, at the moment
And if I change how Knight works to not apply lock on, that means that interactions like Ace, Prism, and Rainmaker all break
Basically: I think adding these tips and tricks is a sign I’m entering the endgame for PPG
Also, this is an open call for anyone to try this on-hit variant for Knight to let me know how it goes. Especially in tandem with Punishing Blow
Same testing deal for Kensei’s Posture Break, actually? No save, just on-hit Stun until start of their next turn
@static kernel regardless, thank you for the feedback, I’m gonna make note of it
I’d love to hear more info like the Sitrep, the rest of the opfor, and the player team comp if you’re willing to share them
Extra context will be super helpful
Stun until start of turn is a lot nicer than end of turn. It doesn't just eat a turn and mainly just prevents the person from Overwatching or doing support talent shenanigans
I'd need to play with it to see how it feels
But I do like it
It’s a design space I wish I was aware of sooner
Speaking as one of the players - with scouts also in the opfor - I don't think it's quite right to compare the two in a white room as they aren't completely analogous. You can't really stick a marker rifle on any other npc class and say that's the same as sticking one on a scout, part of the power budget is incorporated into the rest of it's traits and such, right? Plus a scout statline is a very different cry from the Knight's here, they can fall over from a single HMG shot each.
The knight is very sticky and if you have a low systems, you can't move away - i'll note this is different to player exemplar where a quick attack would let you move away from it, hit or miss vs the start of turn save that if you fail, you cannot deal with at all other than stay close, pushes, and similar (size 2 though).
I do wanna say I liked it and it was themed really well. I think I would like to see it again.
Disinteger might be able to share more from GM side, I was playing an ll4 Balor and I personally was relatively unfazed by it in a control sitrep. Other players were Blackbeard (most pain), Salamander (Enhanced Combat?), Medea (homebrew), Spectre (homebrew) (I apologize, I don't have the sources with me currently)
edit: included ll4, salamander homebrew source
Thanks for the extra context!
Something to think about for Start of next turn stuns is that they do disrupt certain effects that end on stun
Also Eva 5