#Prototype Pattern Groups
1 messages · Page 25 of 1
Boombox-pattern mechs emerged in the wake of the music ban on Jörmungandr-3. By curtailing free expression, every performance became an act of war. There is a certain humor in the fact that the mechs that overthrew that government were once turntables.
Boombox mechs thrive in the fray: They trip up foes with their SOUNDBOARDS and leave them reeling with LOCK ON from WAVEFORM NEXUS. Outside of their limited range, Boombox mechs have only SOUNDPROOF to protect them. Judicial use of KNOCKBACK and involuntary movement effectively silences a Boombox.
Found a good name for Capacitor + Specter Combo:
STATIC SHIV
- CAPACITOR
- SPECTER
The Capacitor’s OVERSHIELDS protect the Specter from RELIABLE damage, and POWER SURGE enhances their MONOWIRE SWORD with AP.
Hey Valk I ran a Vet Elite Brigand Kensei earlier this week but I don't think I used any of the stuff that needed testing. Did you still want me to drop some post-game stuff or just pass?
Feel free to drop feedback, any feedback regarding how it fared is helpful
I'm not home yet but I'll get to it later
all good, no rush
alpha candidate for PPG v1.18, I think the layout is looking good
The NPCs that don't have suggestions yet will purposefully have placeholder values, trying for in-universe placeholders that don't detract from the experience too much
clocking in at a hefty 55 pages
Oh I adore that <3
Ran a Veteran Elite Brigand Kensei earlier this week for 4 players at LL3. I also used Kai's Core + Wallflower Rebakes for NPCs and templates (notably Veteran). Player and OpFor compositional details are as follows:
Sitrep: Beacon Recon (Enhanced Combat, double budget encounter) + Detour bonus objective (move a payload to two checkpoints on the map)
Initial Deployment:
- 1x Veteran Elite Brigand Kensei (DIsarming Retaliation, Lockout, Boarding Leash, Pommel Launcher)
- 1x Elite Mirage (Manifest False Idols, Metafold Shove)
- 1x Veteran Strider (Weathering, Ranger Training, Climber (Sniper))
Reinforcements:
- 2x Assassin (Explosive Knives)
- 2x Hornet (Slingshot)
- 1x Engineer (Perimeter Defense)
Player Info (LL3). Note that they are fresh off of a Full Repair:
- HA Saladin: Straight defender Saladin. 1/3/0/1 HASE. Equipped with a Paracausal Mod Shatterhead. ENCLAVE and Flash Anchor as well as Bonded 3 and House Guard 3.
- SSC Viceroy: Standard CQB Striker with both Vanguard and Stormbringer at 3 . 3/2/0/0 HASE. Equipped with an OpCal Pinaka as well as Sharangas. Mostly GMS systems + Javelin Rockets. (Note that this player rolls like shit lmao).
- HORUS Spectre (Iphigenia at Midnight): 1/1/2/1 HASE. Not sure if you're familiar with the Spectre but it's a Defender/Controller whose main focus is on forcibly redirecting attacks to itself and/or preventing attacks from hitting its allies in general to gain various bonuses. Talent-wise it had Sysop 2, Exemplar 2 and Spotter 2. Also had Lesson of the Open Door.
- IPS-N Caliban: Juggernaut 3/Pankrati 3 Ram-focused Striker. 0/5/0/0 HASE. Mostly GMS systems + RMJ. Also has Reinforced Frame.
Outcome: The combat ended in a Failure for the players.
This was the map we used. The blue zones labeled "Spec." were the checkpoints the players has to move the payload through to complete the bonus objective.
Additional Context:
This was the first combat back following an ~8-ish month hiatus from the campaign, so a lot of the combat was them getting back into the swing of things. We had completed a 1.5-ish year long Wallflower campaign in late 2024, and after a brief break we jumped back into Lancer with the release of SotW, so my players are fairly used to how Lancer works. That being said, there were some fumbles in how they played (strategically) that I think contributed to their loss. Mainly that they got jammed in-between the two pieces of H3 cover near the top-right corner of the PDZ as they tried to stubbornly deliver the payload. It wasn't until Round 4 did they decide to leave the payload and move to try and win the encounter, choosing the bottom left corner's Obj as the Control Zone.
Thoughts on the Kensei:
This thing is awesome. My gameplan was pretty simple: use the invisibility granted by the Mirage to let the Kensei scrap without much threat and just bodyblock the payload and Objs, which all worked perfectly. Even without the invisibility I think the Kensei really shines in situations where players have no choice but to get close, like what happened with my group in that hallway. Being able to loop the Charged profile of the Saber is really satisfying, especially if the Kensei is able to Overcharge like this one. Overcharge especially helps it regain it's rotation incase something goes awry and it has to use or is setting up for Mach Parry. Speaking of which, I only got to use it once but it was a nice alternative use of the Sheathe. Disarming Retaliation was pretty effective, removing the Viceroy's Pinaka. I will say in regards to Disarming Retaliation that being able to move its full speed towards the target feels a little strong, though I suppose that's the tradeoff for having it still proc things like Overwatch. But still, it seems like the kind of ability that would only allow up to half their speed instead. Understandable if you're not interested in that suggestion. The Pommel Launcher unfortunately wasn't used. Overall I think the Kensei is a pretty satisfying NPC to use that really takes to its intended role.
Thoughts on the Brigand template:
Works pretty well as an alternative to the Pirate template without leaning too far into the bonus damage stuff that the Pirate template does, in my opinion. Dirty Fighting especially was very effective on the Kensei when working in conjunction with its Charged profile loop. Lockout recharged once during the fight which meant I got to use it twice. Both times I succeeded on using it against the Saladin who had their ENCLAVE and Flash Lock systems disabled. Requiring a Full Tech and Recharge 6+ are very fair tradeoffs for something asymmetric like this, in my opinion. Not really much to add other than I think this template is great.
Thank you for the feedback! Unlucky the players didn’t succeed but very happy to hear the Kensei and Brigand felt good
Taking notes for all of this
Running through Wallflower and I've had the idea to pair a Zealot with an Avenger. I'll look at optional synergy and see how they work together.
Purely based off Zeal and Martyrdom, should be quite extravagant for the Avenger
Since this is my first run using Wallflower stuff, these won't be the rebaked NPCs all core WF
that's correct, yeah. i think some of it came down to player misinterpretation at my table - they assumed, as i did, that the banner gave resistance to the knight itself, and spent half the fight ignoring it
which is exactly what the knight punishes you for
Mm okay yeah Banner doesn’t affect the Knight since deployables are treated as extensions of the deployer. Knight has to lean on Templar’s Shield for in-house resistance
But also yeah it’s a defender, it wants you to pick which shit sandwich you wanna eat
yeah, i clarified that for my players, but it might be worth explicitly calling out in the text of the ability?
This sounds like a reasonable combo, though I’ll always be leery of Vanilla Avenger. Happy to hear how it turns out though
I've been leery of vanilla Spite and Strider lmao, but the Avenger seems like the less egregious out the box
I added it to the FAQ in the appendix; I can maybe try to squeeze some wording in
It’s very all or nothing from what I’ve seen
Either you kill it immediately and it does nothing or you don’t and it kills you
vanilla spite is arguably a bit undertuned tbqh
it can only defend adjacent characters and most of its offensive abilities are gated by saves as well as actions
the rebake is much better at defining its niche as a 'tech artillery' imo
Also, I'll be upfront, if you want an on hit stun, as in like the Demolisher has, you gotta make it a save. Or make it a different condition.
Perhaps indirectly tie it in resulting from the System Save the target makes at the start of each of their turns?
Start of turn: if they pass the save, they are not at risk.
Maybe a whole new ability called Masterstrike to the longsword, so if the target fails the save, you can choose between doing damage with the longsword or masterstriking, which stuns the target instead
(For the Knight)
It’s Stun until start of turn, which is different from stun until end of turn
I want to see tests on it first before I dismiss it
i know that liminal space does some 'stun until start of turn' stuff too, it's quite different from your standard EoNT stun yeah
main thing is that it makes you VERY vulnerable to attacks until you take your next turn, which is threatening, but not as demoralising as losing a turn
I have the agree, the 'not being able to play the game' is a whole other side to it. But the vulnerability aspect can be ridiculously punishing, especially considering the Knight is most definitely not going to be alone.
Hard counter to dodge tanks all things considering lmao
It’s gotta hit first tbf
My last experience with Stun was using Ronin's Rebound on a Siege Cannon shot, structuring the player in return, they got stunned on the check and proceeded to get mogged by several speedy strikers I had on hand
On a PC it’s not too bad, on an NPC I’m slightly wary. Curious, eager for it to work on the Knight, but wary
it occurs to me that the gorgon's core would be a lot better if it were stun until SoNT instead of EoNT too now that you mention it. you could probably get rid of the 1/scene restriction with that
Stun is a bit of a black sheep. Not a lot of player systems have it and if they do, it oftens stuns themself along with the target.
Start of next turn is an interesting switch up to the rule, it might make it more palatable
Yeah no looking forward to playtest feedback on it
Switching the Avenger to a Knight and giving it Revenge /s
I can’t stop you from voiding your warranties, have fun
does mortal draw still need testing? idk if the current list has been updated yet
Not in the v1.17 version. This is the proposed v1.18 update
Which will need tested
Yes please go for it
was trying to think of something for my skirmish oneshot and I thought "I might try out that Kensei/Seeder Combo"
I also changed a few NPCs e defense scaling values
Prism evasion went down to average, but edef went to 11/13/15 iirc
maybe Im misremembering how burst works but wouldnt it have to be "all characters in burst 10" or is that implied?
“All” is implied
I think I will give the "majority of the opfor has overclocked" another shot
Oh it's going to have friendly fire I suppose
Oh. Fuck
is burst a sphere?
good
isnt burst more like a cylinder since lancer doesnt do pythagoras
i cant rember
3d space hurts my head
Its a cube in squares and hexes dont tesselate
Meanwhile, me with my 1-2-1 diagonals:
wait, unless im reading that wrong its a may attack right?
is it... a hexagonal prism??
The May is “burst 10 instead of threat 2”
Gotta go back to that one
should i run this as is then? friendly fire be damned?
I mean I still got a hot minute until I usually run my game
Run it with friendly fire off
If anything
This thing should not fuck up their allied team
doing 10 damage and shred to all of your teammates is kind of :(
...also couldnt the kensei willingly choose to fail the attacks on allies? though reliable is there
Cannot willingly miss attacks
oh huh
That’s a house rule at best
And DD288 users would abuse it
yyyep im realising why this isnt a thing now
Bombards too
other than mortal draw and minor stat changes, what else is not up to date on the testing list?
Lemme dig it up
Not really a substantial criticism, but this is way more Judgement Cut End than Mortal Draw at this point
PPG optionals to test
Anchor
- [x]
Capacitor - [x]
Ghost - [ ] String Theory Marionette
- [ ] Wavefunction Collapse
- [ ] Coherent Entanglement (ultra)
Hatchet - [ ] Return to Sender
- [ ] Hurricane of steel (ultra)
Kensei - [ ] Mortal draw (ultra)
Knight - [x]
Mesmerist - [x]
Napalm - [x]
Occultist - [ ] Lead Astray
Prism - [x]
Torrent - [ ] Provisional “Prone without save on collision” (more)
- [ ] Crashing Tsunami (more)
Vulture - [ ] Aggressive refabrication (ultra)
Zealot - [x]
Anomaly
- [ ] Anything but lemme know if issues stick out like a sore thumb
Brigand
- [ ] Surgekiller
- [ ] Shredding Claws
Formation
- [ ] Anything at all
Prototype
- [ ] Anything but lemme know if issues stick out like a sore thumb
Please don’t remind me lol
did Reckless Dive get any testing?
Yes! It’s doing well
Return to Sender is alright but I think I need to ponder it more
I have been doing a bunch of testing with new dive because I've had a couple weeks of skirmish oneshots lol
and I love the hatchet
Meantime, can’t hurt to get more data on Return
But yeah Knight got an HP bump that could be substantial
And Ghost got some significant changes to Paradox State two patches ago to the point where the dependent optionals need retested
And yeah more on this, Sekiro’s Empowered Mortal Draw having 2 swings is my only saving grace here
I may revise it more though because now I have more page space tbh
As the person that put it together - It's really good for 'Oh fuck, all my reactions are turned off/my def just dropped like a rock'. It basicly makes it the Def-side version of shredded. It went well overall in testing.
Makes me wonder if an Edef drop would’ve been good on Jammed lol
would "characters of it's choice in burst 10" fix it targeting allies without making it too much wordier?
I'd be hesistant to put it on Jammed as Jammed has a lot going for it already but an e-def shredding condition wouldn't have been bad.
It would, probably
Just… loses the “single cut” energy
I have my ponderings on how I'd adjust conditions like jammed but that's not really a thing for here
Yeah all good
I do enjoy fuckin around with house rules but yeah I’ll refrain for more
hmmm
thoughts on all characters in cone instead of burst?
My thoughts are: “cones are hard to get right”
“But maybe”
well it has the thing where prone characters don't get hit- maybe allowing its allies to drop prone as protocol like how the kai sniper does it?
Dropping prone is a debuff too though
I’m not a fan of broadly fucking over teammates on the NPC side
I always feel like dropping prone should just be a regular action instead of being tied to hostile abilities
That’s what I decided too, and why I added the Drop Prone action as an optional rule
My first question would be: why though?
A basic rule for voluntarily dropping prone makes sense in games where being prone confers some sort of bonus, like a lot of games have prone make you harder to shoot since you're hitting the dirt, but in lancer prone is just a straight-up debuff, so it would be weirder if there was a default "go prone" action, as I see it
It's been a while since I checked in on the latest PPG updates so maybe this is in conjunction with some other tweaks to prone that Valk made which turn it into more of a double-edged thing, but otherwise I sort of struggle to think of a time I'd really want to voluntarily go prone just because
Mostly for the sake of elegance tbh. But it also opens the door for less reactive, but still situational, applications of prone. Like sitrep-specific ones or something
but you could also just add that rule to the sitrep instead of adding a brand new rule for just a sitrep
I think I'm approaching this from a more top-down design angle where if you make something a general rule, people are going to assume it has a general use-case and be very confused when it's used for like two specific niche things
A bunch of people new to lancer bring baggage from other games into it...why doesn't invisibility work the way it does in D&D, why doesn't prone work the way it does in D&D, etc...and making going prone a general rule would I am 10000% certain result in a bunch of people trying to go prone to avoid being shot, being told "actually going prone makes you easier to shoot," and getting extremely confused/pissed
Yeah that’s valid. Mostly doing it because there’s other homebrew design space where dropping prone could be a useful limiter/source of defense, but as it is it needs to be defined every time it comes up.
I’ll say that for my current iteration of Drop Prone, it does allow a character to safely descend without taking damage before falling Prone, so there’s a benefit there at least
If I go harder on the diegesis I might tweak Prone itself to let it treat you as 1 size smaller for the purposes of cover (so dropping prone lets a Balor take cover behind a wide size 1 low wall vs a sniper, or Hide behind that wall vs a Witch to avoid hacks)
The fact that Prone characters are still occupying their whole height has chafed at my brain before, so I wouldn’t mind taking a light red pen to it and seeing how it plays
I think if I was going to do it I'd make it a separate thing to prone that's like 'Hunker Down'. Prone is 'My mech is facedown in the dirt, my head just impacted my console and my ears are ringing'. Hunker down is 'I am crouched and locked into place'.
But in the end, I think we do have a thing for voluntary actions taken to get extra protection from attack: Bracing.
So are you suggesting that Brace be used in place of Prone for stuff like Sniper’s Mark and Volley Module?
I can see the vision, but also think that having an extra option isn’t a bad thing. Hide and Brace can coexist I don’t mind trying out a Prone tweak as well
Has Ghost been tested against a Calendula before?
died like turn 2
Tbf that’s any normal NPC
But yeah I buffed it up to 8/10?/12? base hp in response
Did session zero for a new game last night and I have a Calendula in the party. I want to throw an Auntie Ghost at him
Yessssssss
Will likely be a few weeks though. I don't want to do that in the first combat or anything. I'm just excited about it
Enrichment 
Current progress on Suggested Usage:
✅ Anchor
❌ Boombox
✅ Capacitor
✅ Ghost
✅ Hatchet
❌ Howler
🟡 Kensei
🟡 Knight
🟡 Mesmerist
✅ Napalm
✅ Occultist
🟡 Prism
🟡 Torrent
✅ Vulture
✅ Zealot
I've got at least 1 Opfor pairing for all but Boombox and Howler. Hatchet and Knight are further along than the rest
THRALLDOM
- OCCULTIST (SCAPEGOAT)
- BASTION GRUNTS (DEATHCOUNTER)
The GRUNTS serve as a disposable source of cover and protection as the Occultist redirects attacks into their DEATHCOUNTER. Once the Bastions are close enough to their targets, the Occultist uses REAP THE CHAFF to force those nearby to save against JAMMED.
Got a nasty Opfor Pairing for Occultist
RAIN OF FIRE
- ZEALOT (BLAZING FERVOR)
- ARCHER (COVERING FIRE)
The Zealot positions the Archer with FANATICAL CHARGE and empowers their attacks with ZEAL and BLAZING FERVOR. The Archer lays COVERING FIRE down upon foes within ZEAL to deter attacks upon the Zealot.
found a real mean combo
get that venn diagram ready
btw when these pairings land, feel free to give feedback on them and lemme know if they suck ass or not
a lot of it is spitballing based off of my experience with the NPCs
@ashen crown revised Knight lore
Knight pilots live for the thrill of battle. They engage high value targets in a compulsory duel, locking themselves in a fight to the death. The PG’s durability, high visibility, and martial prowess attracts both paladins and blackguards alike hoping to capitalize upon its strengths.
Are you accepting pitches for Opfor parings or nah?
nah not currently
I like it quite a bit more now- the thrill of battle statement still throws me a bit off tbh but it seems like it’s an integral part of the vision so it’s prolly fine
Knights are here for Honor and Glory, both found by kicking your face in
The thing is “thrill of battle” and “honor and glory” are two separate things in my mind
"glory of battle"
That sounds a lot better in my mind
When I hear “the thrill of battle” the first thing that comes to mind is a Berserker, to clarify why I see them as separate
Unrelated: I'm bumping Mach Parry's OS back up to 5/7/9 to figure out if the initial nerf was kneejerk
Maria's Enforcer in #1062222891342647366 gets Overshield 3 + 3 per hostile in range 3 as a Protocol, of all things, with a statline of HP 15/18/20 and Armor 2 (same Evasion as Kensei) and yet seems pretty reasonable in its gains from the testing reported there
We're gonna see how this flies (if someone wants to test this ahead of the v1.18 release and lemme know how it feels, be my guest)
What about a middle ground of 4/6/8?
I’ve moved away from 4/6/8 tbh
Like across the board
5/7/9 is good for matching its damage profile
But yeah a Kensei does have to give up both a quick action, 2 heat, a reaction, and being sheathed after taking damage to get that Overshield. 5/7/9 sounds reasonable as compensation
The primary value for the sheathing (aka 2 heat + the QA) is this “quantum state” of flexibility
Either get a chunk of Overshield, or get a more powerful attack
And while I think that flexibility is a kind of power of its own, I’m not positive on how to value it
down to just the Kensei, Prism, and Torrent for tips'n'tricks
One thing I’ve kinda gleamed when it comes to flexible states on NPCs is that the flexibility comes with a sacrifice. Rebake Striders, for example, need to sacrifice a significant portion of their action economy to maintain their flexibility. They get rewarded appropriately for being flexible but it’s still a sacrifice.
Down to Kensei and Torrent
MUDSLIDE
- TORRENT
- SUPPORT (LATCH DRONE)
The Support uses RESTOCK DRONE and LATCH DRONE to keep the Torrent healthy and improve its ACCURACY. The Torrent bashes opponents into mires of difficult terrain caused by the Support’s SEALANT GUN while being largely unaffected by its downsides thanks to UNDERTOW and its self-push movement.
to all you slop enjoyers: two can play at this game
GOD I love slop builds
Listening to my players howling about difficult terrain pits is my ambrosia
I want you all to guess which one is an NPC supplement and which one is a published adventure
Lol
and then there was one: Kensei is the last one of the bunch I'm willing to write up atm (Boombox and Howler need testing first)
Oh is howler in a good spot for beta testin?
just about, it'll land in next release
I can work it into a fight tomorrow if so
1 minute then
The opfor has a sentinel in it i dont like lol
Text is fine happy to plug manually
it'll load in as v1.17 as a heads up
recieved and noted
A true slop enjoyer cares not from where the slop flows. Only that it flows
oh I may use this... give my Wallflower party a taste of their own medicine
gonna pop a couple of Veteran Howlers into an extract mission with their vet optional and self repair. Its part of my roguelite shit so it may not be the best data but i'll get some first impressions.
just wanna double-check: you sent me a free copy of PPG?
I'll take the data
yes I did
been making the rounds for folks in my playtest log
if there's a spam warning, it's only because I messaged a double-digit number of folks 😅
If you dropped me some feedback and I didn't send you a code, feel free to PM, I think I covered just about everyone
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 choose to attack characters in Cone 15 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 by the attack.
Is this anything, chat
That's sort of how DMC3 handled Judgement Cut End (which is what this system wants to be) so I think it works
i like it! while i think the burst 10 is cooler this is probably less annoying to deal with due to both friendly fire and avoiding it on the PC side
aight, I've got dinner to make, but I finished suggestions for the Kensei
Planning on v1.18 release tonight-ish or tomorrow-ish
I will be putting a price tag on PPG when I do so; it'll be at a temporary sale price of US$4.99 while I collect additional feedback
Not sure on the full price yet, but it will be at least US$9.99 if not more. This is over 25k words now, and better-playtested than anything else I've written
I think cone 15 is as cool if not cooler than burst 10. Burst 10 is more of a Super Spin Attack. This is more of a single powerful slice.
maybe I am underestimating a cone 15 ngl
it's pretty fuckin big, though not as big as a 20-across hex
Like this is how I imagine it’d look as a cone https://youtu.be/WVBq0gxuxi8
the original vidoe - https://youtu.be/OoVV1WThyZ8?si=atLZa7AkY3o5_GHc
game - V.A Proxy
The interesting thing about how this works is that it’s technically 1/round, meaning recharge acts less like “will the Kensei have the opportunity to use it this turn?” And more like “how much of a heads up will the table have for it to drop, if it drops at all?”
Yone W but fucking huge ✨
Cause if the Kensei takes the very last turn and recharges it just in the nick of time, quite literally the entire table is caught off guard, potentially even the Kensei and its buds. Meanwhile if it starts the round with it charged everyone knows what to expect and will react accordingly
This makes the fact that it’s a big AOE that can be aimed but still risks friendly fire so much more interesting imo
It makes the enemies having a heads up about it as important as the players having a heads up, and makes it all the more dangerous for both sides if it comes out unexpectedly
It being a huge cone actually changes the counterplay a lot, makes it so there's 2 good ways to avoid it as players, either split your party either side of it so it can't hit all of you with the cone or huddle close to make it near impossible to hit more than one character with the cone.
Either way, the party has to play into what it wants somewhat - split party means it can look at harassing the weaker side, while the party staying close to it lets it keep it's mortal draw while still getting benefits from the charged profile
its very cool
And it makes clustering near enemies as a sort of game of chicken more viable too. That was still possible with the burst but it was more incidental than intentional
15!!!!!!!
I may adjust the wording to indicate to players when it’s primed
Oh my goodness gracious
We gotta commit to the bit
very glad to see the feedback that it didn't feel sitrep defining before taken to heart by allowing it to obliterate the entire sitrep now
As it should
Oh yes and I always chuckle when I see it
my response when a player sent it to me was "I used an all-anomaly sitrep ONE TIME"
I’m dropping recharge and adding 6 Heat (Self)
Or 4 heat self, I don’t know
6 is too narrow
MORTAL DRAW (ULTRA) Trait
On the Kensei’s first turn of the round, after it sheathes its weapon, it glows with a blood-red aura visible to all characters. If the Kensei takes the final NPC turn of the round, for that turn it may choose to take 4 Heat when attacking with the CHARGED profile of its “MINUANO” KINETIC SABER to attack all characters in Cone 15 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 by the attack.
this read okay?
Prone part feels weird but operation is clear
this breaks with 5 players
Turn 1: Prime blade, Turn 2: ???? Turn 3: Mega slash
Staying sheathed for a turn is technically possible, but it’s very difficult for the Kensei
Oh can they not remain sheathed if they start + end a turn sheathed (without re-sheathing I mean)? I personally thought that was something okay to allow
Cause like… where’s the harm?
you can, I just made it more flexible
Bad news: Minimum price updated to US$4.99
Good news: New NPC classes (Boombox and Howler) plus new GM advice for all previous NPC classes built on months of playtest feedback
Oh no you’re getting compensated for your time that suuucks sooo baaad i love not paying people who make quality work (joke)
Players: “Please just let this be a normal Sitrep-“
Me: “With Valk? NO WAY!”
I deploy 3 Prototype Boomboxes as I play the Magic School Bus theme at 400% bass
running the objective, you're relaxed and feelin good
next thing that you know you're seeing --
WAHAHAHOOOOOO
an anomaly in the neighborhood?!
Oh I just realized- my houserule regarding Commanders and Boomboxes (basically Commanders can draw LOS from allied Boomboxes for Commander abilities) works great thematically with a Commander Zealot
Anyhow I gotta remake my list of PPG NPC arbitrary factions
IPS-N
- Hatchet
- Howler
- Kensei
- Knight
- Occultist
- Vulture
SSC:
- Anchor
- Boombox?
- Capacitor
- Ghost
- Hatchet
- Kensei
- Mesmerist
- Prism
HORUS:
- Boombox
- Ghost
- Howler
- Mesmerist
- Occultist
- Torrent
- Vulture
- Zealot
HA:
- Anchor
- Howler
- Napalm
- Occultist
KTB:
- Anchor
- Ghost
- Knight
- Mesmerist
- Torrent
- Zealot
Boombox probably has either HORUS or HORIZON energy yeah
also hey, looks like HORUS is the biggest faction based on vibes, wonder why that is 
You could reasonably axe Ghost from the list since Calendula is the Intangibility machine, not any true Horus Mech, but eh
HORUS is just my favorite faction, their weird shit is my shit
(And SSC has Fade Cloak which is more than true HORUS has)
It’s our weird shit
plus they definitely feel more "bleeding edge" which naturally lends itself to, you know, "Prototype Pattern Groups"
Added Mesmerist to SSC cause it and Dusk Wing share too much DNA
I do once again appreciate how PPG (and all NPC classes in general) are vague enough to fit wherever. Was honestly considering Boombox for IPS-N, HA, and KTB, and frankly they could fit there with the right flavor
Boombox could just as easily be an HA Propaganda Machine spouting the Ras Shamra National Anthem
You know with this update you have (within a ~1-2 margin of error) almost exactly half as many new NPCs as there were in the CRB
just a neat thing I realized
yuuuuup, this used to be like, 19 pages on release
it's now 55
We'll see how Boombox and Howler fare; I'm hopeful for the two of them
right now I think the previous NPCs that are most subject to change are
- Prism
- Torrent
- Hatchet (specifically Return to Sender and potentially Hurricane of Steel)
- Maybe Jumpstart on Vulture
Another fan Prototype optional:
Blink Armor
Trait, Shield
The Prototype has its HP reduced to half (to a maximum of 8/10/12) and is permanently Shredded. Whenever the Prototype would take damage, the damage is reduced to 1.
If the Prototype is targeted by the Scan Quick Tech Action, the next instance of damage it takes cannot be reduced.
the lore for the boombox is cute
The prototype pattern of
checks notes
A sword and shield?
The real prototype sauce is the Compelled Duel tbh
Glad you think so! I was glad to have an excuse to pull some Kill the Noise lore
Yeah but that doesn't fit with the bit im trying to do so im ignoring it
self-quoting your own lore is cool and good and more people should do it with their stuff
love a little shared canon within a creator's works
thinking about turning regret into a howler though now that I'm looking at this
howlers ARE enkiduesque after all
Absolutely
Meanwhile, I’m thinking imma run a game <t:1771095600:F> or <t:1771182000:F>
Wooooo 1.18 dropped!
I could probably get away with Sunday, waitlist me for it pls but low prio
Forgot to include this in the dev log but whatever: One of my favorite songs, about taking the plunge in the face of uncertainty: https://youtu.be/LQltatiFkSE
Provided to YouTube by Universal Music Group
Skies · Protest The Hero
Volition
℗ 2013 Protest The Hero under exclusive licence to Spinefarm Records
Released on: 2013-10-29
Composer Lyricist, Associated Performer, Vocals: Rody Walker
Associated Performer, Composer Lyricist: Luke Hoskin
Associated Performer, Composer Lyricist: Tim Millar
B...
i could do either
the timing of howler is incredibly funny with consideration to the current happenings in deadlock
(new character that dropped like last week was a werewolf woman that is basically the Howler playbook lmao)
It will be voiding the warrenty but I really wanna do a stupid warrenty voiding thing of making an Ultra Sentinal that Lycan Goes Loud into a Howler
Waitlist me for Sunday please
Valentine's day playtest 
(I'm busy both days)
Against all odds, I'm actually available both days.
This will be my first session of Lancer of the year lol
My partner and I try to celebrate the week before or after when the restaurants are less likely to be booked lol
So right now I’ve got Tonysan, Cat, Ariana, and reCaste expressing interest, but some are willing to cede their seat if others speak up
@granite saddle Available for shenanigans ?
Battlegrouping on saturday so surprisingly, sunday for me
On your way to deploy your Thoreau again I guess lol
Please, I'm on my way to blow up someone else's Thoreau this time
Besides, my last two games have been dive Neys
If I wasn't GMing (and getting bribed with two games ran for me), you know I'd have canceled for this
I love me some Battlegroup, but this, this is peak.
Battlegroup is peak
Not a competition, glad you’re interested in Sunday!
You're right, it really isn't; I was just being fake biased for the funny because I actually got to participate in this, while I was too late for BG
Eeeeey, I just got a notif on my itch that Prototype Pattern Group hit the 1.18 version and got priced. Comgratumalations.
Thank you! It’s still in “early access” for testing some new NPCs and such, but now that I’ve added so much value I couldn’t justify keeping it PWYW anymore
Fair fair fair
Wait-list me for sat, but I've been on a fair few of these so probs low prio :P
It’s looking like Sunday at the moment anyway, but noted
And listen: I’ll happily playtest with folks who know where I’m coming from with my designs lol
If any spots open up, I am free both Saturday and Sunday
For Sunday I have
- Tonysan
- Waterdragon
- Ariana
- [Open]
And then in the waitlist/low priority I have
- reCaste
- Cat
- Isa
Me recruiting for the regret howler fight like
Never thought I’d be rolling dice to determine which waitlister gets on hahahaha
I'm the same as Snistle honestly, I've been in a lot of these so getting different voices in is also good
On the one hand, picking someone familiar is good to make sure you have an external view noting progress and knowing what to look out for.
On the other hand, someone less familiar with the material will provide fresher perspectives
The goal is
- new material: old faces
- old material: new faces
New material new faces = “WTF is this, who the hell do you think you are rewriting my backstory”
Old material old faces = this is just a regular game. Lol. Lmao
so i assume if its familiar people we're getting the howlers and boomboxes all over the sitrep
Perchance
Formations haven’t been tested at all yet
But also if I wanted new faces I’d go to #lancer-game-recruiting
I'd like to point out I've been on an accidental break of PPG for so long I probably won't know what the hell anything is anymore so
I'm used to your vision and stuff but other than that I'm fresh eyes
Deffo check out the dev logs since the last version of PPG you picked up
kensei got 4 speed, and then 5 speed again
I'm gonna be scrounging around to push my archives up to date
I'll die before not having all the versions in my 'puter
Hm. Odd thought: an Anchor and Ronin are probably slightly antisynergetic
This is an apropos about nothing to be clear
Only if you’re putting them in very strange places, imo
Emphasis on the slightly, purely because Lodestone stops the Ronin from being able to deflect
Probably not antisynergetic enough to be relevant tho
pray for them
Like… almost ever
Ronin only has Rebound so it doesn’t get shot to shit in the first place, so it’s a net positive
Kai rebake ronin will mark someone anyway
Oh shit oh fuck
That is a lot of optionals I absolutely have not tested yet
I figured I should get it in a low stakes environment before hitting a party with it in a campaign
Any reason why out of curiosity?
It’s interesting because it leverages an action that the Howler otherwise wants to avoid, but as a result there’s not a lot of kit synergy outside of that from Grapple itself
Rabid Lunge allowing a grapple wouldn’t fix things I feel
No, it would still need the Boost and Reactions allowance
This thing depends upon reactions
and sure, Longclaw is a strong effect but I rarely see turning off 90% of your kit being worth it
aiui the biggest strength of this thing is the multiple overwatches and the taunt
Longclaw innately allows for reactions while grappling
So it’s not anti synergistic
It feels like a weirdly big gameplan change tho
Eh, not that much
After engaging, instead of Howl + Skirmish, do Howl + Grapple
You still get your Overwatches, just now they can’t move away even if they wanted to
I mean moreso going from “Grapple is a NO GO” to “Incorporate Grapple into the gameplay loop NOW”
Like Berserkers still like Grappling even if their optionals are the main ties into them
It’s a pretty big binary difference
Typically NPCs with optionals that tie into Grapple still have a base kit that isn’t directly contradictory to the action
Right, hence why I make sure the optional gets out of the way of the base kit
Unironically if I made it Goliath’s Pin or like Pinning Spire it would be basically the same, albeit with more spilled ink
@untold vault by the way I fulfilled that request of yours for adding usage tips for each NPC
Nice! Is that gonna make it into the next version of the pdf?
It’s out in v1.18 now
Woop woop. Thanks!
I'm going to be playing the howler like a violent freak of an enkidu is intends to bully shit shit out of the party one person at a time
For that, longclaw provides a very interesting option
Especially if I bite who I'm grappling and turn them hostile so they have to hit the BCL to free them (it's LL1 and I know at least one is in a chomolungma)
Though maybe I should swap no escape for bloodhunt 
In hindsight, longclaw is a bit odd
Realized that all my NPCs that clear conditions don’t specify if it was self inflicted or not 
I don’t think it generally matters for NPCs, given that most everything self-inflicted is tied to another state (e.g. activate defense net, while defense net is up you’re immobilized, so if you clear immobilized while in defense net you’re still immobilized) but there may be some abuse cases
If I find the need to reword “clear a condition” I may need to keep it concise, in which case I may try “clear 1 hostile condition”?
I think for the most part that’s one of those “specify line of sight” things where not being able to clear+be immune to self applied conditions is part of the definition of clearing conditions but is sometimes reiterated anyway due to scope
Yeah, especially for GM stuff, the CRB doesn't mention it either even though it's very much intended to not clear self-inflicted stuff
Very early thoughts on howler: I feel like grappling is way, way too effective against it. Only a few rounds into the encounter but will report back more fullsome data later, just want to flag this for now
Not even necessarily from a power perspective, but rather "this demotes it to being a big overshield brick if you have a size 2 mech or anyone with smn"
Point to consider: how is that any different from a Sentinel?
It would be more pronounced than a Sentinel since sentinel doesn’t issue a taunt that relies on Overwatch
And sentinel can then barrage you for your troubles
Basically, I may need Grapple protection on the claws by default
Maybe it's my own design proclivities, but I do rather like howler being either a grappler or an overwatcher who can be shut down by grappling and being able to use optionals to pivot between them
Like, if the claws have pro-grappling tech, it could enable longclaw builds better
TIL you can shut down an Enkidu’s Primal Fury by simply grappling it
I never had a size 2 or 3 that could contest the enkidu I was fighting against last time I faced one, but yes
Enkidu also has Hull accuracy to discourage Size 2 grabs, yeah
Also enkidu has the propensity to Immobilize anyone approaching them, further making grapple hard
Currently the howler in my game was grabbed by a balor and is getting badly bullied. Considering it needs to get up in people's face to do anything (another distinction from enkidu, which is close range but more like area denial), the counter being "ok use a basic action" just feels really odd
And co-signing Isas idea of making it a plan pivot when it gets grappled rather than a way to ignore the effect.
I thought the Enkidu special reactions bypassed this?
Negatory
Its only special in that it doesnt eat your reactions. Things are special in how they say they're special
I feel like “okay use basic action to counter” is actually a good bit of design for most all NPCs.
Typically that’s considered a positive instead of a negative, plus the fact it’s size 2 means it’s less vulnerable to being dragged around in a grapple it can’t control
Right, I dont think thats inherently bad but it completely shuts down the feature that makes it appealing to run
Like:
- Berserker: Fragsig or Ram
- Hornet: Lock On or Fragsig
- Lurker: Fragsig
- Cataphract: Frag- you know I’m noticing a pattern here
Notably those are all turning off defensive capabilities
Tbf I do think Zerker is a bit too easy of a knowledge check to pass
I do think that potentially incentivizes the Howler to ram more often, keeping enemies within an ideal exact range 2 distance. You can’t grapple if you’re not adjacent, and Feral Lunge has Ram as an option
Anyway, noted on Grapple’s interaction
Archers and Sentinels are equally shut down by grapples tho, albeit operating at slightly different(but not too different) range bands
Yeah no Archer is wayyyyyy different here
Wait Sentinels can barrage
And yes Sentinels can barrage like I mentioned earlier
Archers very different and sentinels can slap you very hard yeah
Okay I’m seeing the point now
So you can grab them but that means you’re much more at risk
Idea: add Knockback to the claws?
And archer has already lost if you close to melee
You mean like knockback 1?
Ye
Might be a little too fiddly
It’s a bit of an area defender, and Knockback is opt out, so it’s reasonable. But fair
People were already saying that the claws were doing too much
Good point
Okay this is the misunderstanding
Howler is not an area defender
Howler is a lockdown initiator tank
It keeps you caged, not keeps you out
Feels like that would just wind you in the same place too. If youre able to hit with the claws, youre already doing your job
Reflecting back on it, yeah it’s not very good at standing still and waiting for foes to come to it. Fair point
I just feel like the Howler being able to circumvent grapple entirely feels like too big a step in the opposite direction tho
There’s a significantly large power gap between the Howler ignoring and not ignoring the downsides of grapple
This is why I can maybe consider Grapple incentives… but also, like, if I have it code shift based on grapple, that adds a layer of “system mastery”
Maybe wait for more data?
I think the easiest fix is to shift to a sentinelish answer. "Ok, you can grapple me but if I start my turn in a grapple I didnt initiate im slapping you a bunch"
But yeah this is VERY preliminary thoughts
This is where I’m currently at
Isa is doing a longclaw ultra howler so we'll see how it feels in practice soon
Honestly if ignoring grapple for ripper overwatch is beyond the pale, I’d maybe consider one trait that lets it be treated as larger for grapples or something
Give it SMN
It’s already size 2 tho, that feels like enough
And yet
I could also see like
FERAL IMPULSE
When the Howler begins its turn, if it is in a grapple it did not initiate, it may make 2 attacks with the [claws] against any character it is Grappled to.
Wording could be a lot better but thats the sentinel adjacent fix
I am going to consider the design after some more testing. Thank you for the feedback, I’ll be keeping an eye on it
Getting the weird urge to run something more long form in Lancer to test an adventure structure
Dunno if I have the time to dedicate to this yet though
Civil war?
Not yet
Albatross
Something less committal with a structure I’m more intimately familiar with
Oooh Albatross content ! Love those guys.
I’ve also started futzing with affinity publisher 2 while starting some work on the one-trait factions
Fun fact: the existing layout for templates is incredibly unwieldy for what these are, lol, lmao
BIG TITLE
flavor text
BASE FEATURES
FEATURE - Trait
Feature goes here.
Repeat ad infinitum
If I’m gonna use a big title there’s gotta be more stuff under it
Problem is: what stuff am I willing to add lol
There’s already a fuckload of ideas
If I made deep lore and motivations and faction rosters that’d likely be rad to have, but also, I’d have to do that a fuckload of times
I think for now I’m keeping it as a pile of very basic template features with no lore
If I get the bug to add more content I’ll do that later
But yeah I’m also thinking about best ways to present the information, and if I should choose to break from Lancer’s house style or not
If you wanna save yourself a couple words on Rabid Lunge, the movement being flying means it has to be a straight line by default
Okay, I've given the people what they need: https://trainlightning.com/modular-objectives/
Introduce modular, action-oriented objectives for the Lancer RPG to create flexible combat scenarios that best suit the game's fiction.
Oh yeah, saving this for later
I have had a surge of bloggage: https://trainlightning.com/house-rules-structure-overheating/
House rules for the Lancer RPG's Structure Damage and Overheating tables, intended to reduce the odds of non-interactive consequences.
had this one sitting in the drafts, so with adding a pricetag on PPG it was time to let it rip
might post the Overcharge rules if I'm feeling cute later
The bloggening is upon us
I started typing up the Overcharge post and have realized I am now ranting
I gotta pare this down
Your PPG Structure and Stress rules are really interesting.
What possessed you to get rid of the RNG and slap the Dazed and Overheating statuses?
Just curious.
I mentioned it in the post, but
- RNG: I didn’t like the other options and the variance was too wide
- dazed and overheating: They offer the victim a choice between Action Flexibility and Action Quantity
And System Trauma was simply more evocative than any other result on the Structure table
True. System Trauma is thematic as fuck for a Structure result.
Dazed or System Trauma on a Structure is definitely unique instead of the off chance that ya get Direct Smacked.
I might start running my games with your ruling.
I'm still slightly confused with Stress but that could just be me being a dumbass. Is it on a Stress the victim can only become Exposed and Overheated now?
I heartily endorse it, it’s enjoyable
I’ll admit I haven’t gotten a lot of mission-long testing with it, but by making Stress something you don’t have to repair, it offsets any additional repairs costed from system trauma
No other result for reactor stress?
Correct
Ok. That is VERY interesting.
Combined with how you made Recharge Systems for NPC create Heat.
That is also a funky thing.
You get overheated + exposed and any external heat damages you (and you can’t inflict heat to yourself)
It makes Heat and Danger Zone focused builds VERY risky now
Yup
I was working on my blog post for alternative overcharge but… lost energy part way through
But it’s in PPG
I might start introducing it in my pickup games and campaigns.
I believe reCaste made a module with your rules in mind?
Yup I link it in that blog post (and on the PPG itch page)
LANCER: PPG Structure Rework, an Add-on Module for Foundry Virtual Tabletop
Just talking about your good work on the module!
Can't wait to use it :3
One of my players is still sick so gonna be trying a skirmish oneshot again this week, thinking if I wanna keep the testing for the new Ultra Kensei or do something with either the boombox or howler-
true... 🤔
running a blitz with both modifiers (letting the players grab or destroy 'specialty ammo' crates) so either could do well...
maaaybe boombox since I haven't heard much talk on it yet?
breacher/boombox sounds like an absolutely disgusting combo in my head
assassins are on the table too...
For reference for anyone playtesting my NPCs, my litmus tests are:
- How does it feel with base kit only, zero optionals or templates
- How does it feel to have two or more of the NPC on the field at the same time
- How does an Elite feel
- How does an Ultra feel
yknow I really thought the boombox would have more knockback stuff- ik thats more the torrents wheelhouse but still
so LL6, unsure about player comp except for 1 guaranteed Caliban
gonna use this IGF map for the blitz and the comp looks like
OPFOR
1x Spacer Prototype Seeder (Speed Deployer, Concussion Gun, Overclocked)
2x Boombox (Power Chord) [Will largely be playing them almost base, Power Chord is honestly just a precaution incase someone jamms the Kensei]
1x Marine Prototype Breacher (Battering Ram, Overclocked)
Reinforcements
1x Boombox
1x Marine Prototype Breacher
The urge to apply knockback in the kit was strong, but I endured it well
Knockback wouldn’t play as nicely with its desire to keep stuff in its radius after all
Plus, there’s the whole “is a sound wave actually gonna knock someone back or is it going to wash over them” and I leaned on the wash
I know the current version is probably set in stone, but weird idea for a Jury Rigged Substitute that plays off of the previous idea of “after scan characters have accuracy on saves prompted by Brigands”:
“While Impaired, characters have +1 accuracy on checks and saves prompted by the Brigand”
Maybe it’s a change I’ll make in my home games idk
It’s not set in stone
Part of me wondered about a “partial malus” that would give people +1 accuracy to checks and saves against the Brigand after it was scanned
But not attacks
See the argument folks have levied against that is that it makes the Prototype and Anomaly feel less special. However mechanically there aren’t any problems with it I can see, it’s simply a matter of Template Identity
Riffing on a theme is just riffing on a theme
It fits the identity since a lot of Brigand stuff is nasty saves
If you know their tricks it’s easier to avoid them
My idea is trying to riff of that and simply change the prompt for the accuracy bonus, as I think the effect makes perfect sense it’s just that the Scan bit has overlap
I might just try it out for the heck of it, I personally like it
An alternative I was thinking of was make the prereq just “have any condition” or at least the same conditions that would prevent Stampede Defense
But the logic behind it being Impair was “well the effect is kinda like reverse impair”
I'mma wait for my next salary before buying PPG cause yesterday I had to funnel most of it into my car.

Fuck, sorry to hear that. If you’re in a hardship or if you live in a place with real bad currency conversions, gimme a PM and we’ll sort something out okay?
It's coolio bro. I'm a patient dumbass, the currency conversion isn't that scuffed.
It's just i have more pressing financial concerns at the moment.
Thanka for the offer tho.
Besides, for now I'll be using mostly base rules while I test out my own homebrew.
Numbers and stuff might get scuffed in the process if I include your lads currently.
:3
got another player for this so I have also tossed in 3 extra objectives and a mesmerist/operator combo in the reinforcements
As I have rich parents who I live with and thus take care of most of my expenses, 5 bucks ain't a big deal for me.
Bruh, lucky 
I'm offering to buy it for you.
It's 5 bucks.
Fair enough
I just cracked open the Hounds of Dula faction on Retrograde (by Imperatrix and DoubleSkullDice) and saw they had an NPC sprite for the Capacitor, and I'm cackling in excitement hahahaha
I'm like 90% sure it's a PPG capacitor, it's got a cannon that fits the part
oh @vagrant grotto how do you feel about people borrowing parts of your modular sitreps rules in their own supplements? i think they make me feel the same way about core sitreps as the rebake makes me feel about core NPCs haha
totally understand if you'd rather not, though
please go for it, just throw a link to the source material please
oh absolutely, thanks!
for clarity i want to port over the Interact action and the object handling rules, i think that's the minimum amount for achieving what i want
yeah go for it, they're just mechanics
But yeah I put them on my blog for a reason, so people could use and reference them without having to pay for PPG
Or at least, a version of them
Wondering if I should slap a demo sample of the sitreps + optional rules on itch
Looking at running a playtest on either <t:1772305200:F> or <t:1772391600:F>, gauging interest
I can do the sunday for sure, maybe the saturday depending on how its looking closer to the date
Hm. Question- would it be worth it to make Feral Howl have friendly fire? Mechanically this would hurt the Howler, but I was thinking about how Enkidu's primal fury specifically has friendly fire so that's something I guess?
Forgetting Feb is 28 days
Unless it is a leap year.
Which I'm pretty sure it isn't yet.
the overwatch is optional and I'm not interested in making it mandatory
I see zero reason to give the Howler a drawback like this at this point in time
Good call, yeah
Alright so: First time fielding baseline Howlers today, 2 of them at once. First one went in a little too early and got smacked for it, but managed to tank a combat drill hit and stay alive long enough with Howl to pull additional actions towards it. Second howler endured much better thanks to smarter Dataveil usage, but ultimately got dunked on by Chomolungma Gaming™ overheating it to exposed before getting Shock Clawed to death
They could’ve stood to hit more often but as it was, they were making a lot of overwatch attacks
Nobody was big enough to grapple them without regretting it so that wasn’t used
The first Formation deployed to my knowledge also happened today, with Prototype Assassins with Bleeding Edge
They vexed the Lycan considerably like a ninja hit squad
Chomolungma continues to be popular and thus my Novel Technology testing continues to look fairly normal
I think I wanna run some more “no Chomolungma” tests just to see if if they’re that impactful to how Prototype feels to play
Fetch variant of blitz needs a score reduction
Heck, blitz in general may need a score reduction
There was some voiced concern that the Howler’s OS values may be high for T1; looking forward to testing to verify
The way it accumulated heat with Feral Howl, and how it therefore risks Exposed, is a potent counterbalance to any overshield gained
I do wonder if it could stand to be Speed 5, though; 4 was decent, but definitely forced it to boost to initiate when it could’ve Moved + Lunged + Howled for a stronger turn
While my rolls weren’t the best for its Overwatch, I do note that folks seemed willing to eat the OW damage by moving away, quite often
Might have been the sitrep being so movement-taxing influencing things though
It was a pretty wide map tbf
Oh please it’s 32 spaces wide, tops
And I made it before I was on my small map craze
It might’ve been a little big for the target duration but eh
in the end was it a partial victory at least?
It was, yes!
nice
i wont lie, i'm not sure how to incorporate multiple stages of victory into games
I was enough of a nuisance to slow their roll
but i assume thats a thing that comes with time
Legitimately, most of the time it’s a matter of analyzing what’s happened in the fiction
I do it by points as a stopgap
Like if you’ve collected half the dog tags, okay that’s better than none!
Still don’t have the rest but hey it’s something
You save part of the shipment, and the rest comes out of the pay for the job
one I did recently had the sitrep as "recover the maguffin before cult does," where full success was they get the maguffin and stop the cult from leaving, and partial (the one they ended up with) was get the maguffin but the cult runs away and will be back
not sure is that the right kind of idea though
the more I run sitreps with different outcomes the more I realise that I dislike deathmatches
because you just cant do any of this fun stuff with em
I do still need to read that at some point, I hear only good things about it
Mostly just the “success at a cost” thing for the action rolls
“You succeed but with less effect”
“You succeed but suffer harm”
“You succeed but lose a valuable resource”
Ideally these consequences are orthogonal to combat stats
Because you’ve already been spending combat stats to try to win
Actually yeah the lancer consequences for skill checks should work here too
lancer has a lot of blades dna in the narrative part, i hear
It’s learned a fair bit from blades yeah
ANOTHER VICTORY: I nerfed the Mirage and nobody noticed until I pointed it out
it was still surprisingly complicated
But! I know that if I didn’t nerf it, it would’ve been much worse
Removed blip?
with the amount I forget Blip, it may as well not be there lmao
and -1 target on glitch scanners
Blip is balanced around the fact everyone forgets it exists
But yeah, I trimmed the fat and still had quite a potent support
genuinely an insanely powerful NPC if the GM knows how to use it well, ime
perhaps this is only so noticeable due to the lack of movement support in the base NPC kits, though
Turns out teleport is fucking strong
I'm curious to see an ultra support which refreshed blip every time it took a turn would look like
I’m not
Blip coulda been a vet trait and no one woulda noticed
it would look like the GM getting a massive headache, and thats only by round 2
My opinion on reactions is "they're fine for yourself if you've setup mental fortifications to deal with those reactions specifically"
No fortifications are enough for Blip
This is a me thing and isn't my overall take
I am not sitting under the waterfall to internalize Blip hahahahaha
I genuinely wish it was less broad
its the fact I need to consider everything ever as a blip trigger that makes me forget it
It is! It’s called Multiplicity and it works great
Hey look, you remember blip exists when someone targets them in foundry!
Something something alert sensitivity dropping
Someone has targeted your token, consider using these reactions:
- Thing not relevant here
- Thing not relevant here
- Directly detrimental reaction
"Someone has targeted GRUNT MIRAGE consider using the following reactions:
- Blip"
- Thing that doesn't help you, but would have helped the other bastard who just got annihilated
clearly the solution is to make a macro that gives you the reaction popup whenever anyone does anything
anyway next playtest will probably be Boombox and VxK Bastion
oh is this the double health one with FI as a quick action?
I am super interested to see that in action, bastions have been very hit or miss in my games
(coincidentally whenever they hit it was with deathcounter...)
I like Kai's Rebake, AND I wanna change them a bit more
the exact reason I have reaction reminders disabled
yeah same, I used them for one session because they seem cool in theory and then they just remind you of things that arent useful
hm
thinking about Aegis
it can end its Defense Net as a Protocol
wondering if it should reposition/shimmy itself a little more often
like if there's nothing else in range
what else is an Aegis doing on it's turns really
yeah exactly my point
doesnt it have sensors 8 or something
part of me is wondering if it's a skill issue
so cant even lock on
ah yeah
no Ive definitely run into the same thing with them
its sensors scale weird in CRB (8/10/10)
but yeah no I know it's a common issue of sitting on hands while using an Aegis
They do well in defending artillery NPCs but then cant do much otjer than stabilising when theyre next to said NPCs
just wondering if that's a sign it should like, have another quick action or something
SCL
or hell, Bolster of all things
It's a "support" afterall
be careful, there's a monkey's paw around here
aegis being labeled support is perhaps the biggest mislabel in crb
it's a hella rearguard
where is the support there
the support is "keeping allies from dying and also immune to common debuffs"
like, I can see the vision
immune to Impaired is nutty
and like, Cleric-level stuff with the shield isn't outta line
so like, yeah, I see it
It's probably accurate to label it a Defender/Support hybrid.
Yeye
Aegis, as powerful as a defense with its shield it may be.
It ain't got the meat to last once PCs get close enough to throw hands with it.
it is immune to crits though, tbf
it's got a good HP statline, if a mediocre Evasion one
While it may clap back with its weapon. (I swear, everyone both new and experienced are still surprised by how dangerous the weapon is.)
It won't last constant battle.
and 2 armour goes a long way with PCs having a lot of smaller weapons
5/6/7 is decent damage scaling yeah
its putting out Archer tier damage and some of it is burn too
Players both Newbie and Experienced in my games are always shocked and scared when the Aegis shoots its gun and it hits.

Aegis with Ring of Fire is basically a discount Pyro except the Firewall is a bubble.
Aegissss are a either like... Horrifically effective or kinda meaningless
Just depends if the PCs use gun or stab
Alas, so is every NPC
True but Aegis almost always surprises players with its gun.
I've honestly lost track of how many players I've terrorized with the "Definitely not a Light Laser".
but yeah I think the only things I'd touch in my VxK NPC mix is:
- Bastion FI + HP
- Bombard Cluster Munitions removed + maybe a buff to the baseline gun to compensate
- Mirage loses Blip and 1 target on Glitch Scanners
- Anything with 2 speed gets bumped to 3 speed
- Priest Sanctuary works more like False Idol/D&D Sanctuary
- Witch Tear Down heat triggers at end of target's next turn instead of Witch's Start of Next turn
I'd offer my own NPC rework lcp but I think you'd prefer to keep things mechanically simple/easy-to-understand for now.
like lemme make it clear, those items are nothing compared to what I'd be griping about if Kai's Rebakes didn't exist
heck, all of those issues are issues I have with CRB anyway
You might gripe a lot about my shenanigans then. xD
I have to run these little monsters all the dang time, I just want them to work well lol
and kept simple
Fair fair.
curious as to why the change to witch
So I can run an Elite or Ultra without feeling like a prick when I fuck up my turn order
oh right that
like, I'd rather spread Tear Down around than slam a guy
its marginally different for normal witches but elites arent busted if back to back activated now, so probably good
But yeah. Also Valk, for me I never expected I'd grow NPC+Haul to what it currently is.
Did you expect your PPG to grow to this point?
I guess there's something to be said for encouraging "PC go early" pressure
oh god fuck no, this has gotten away from me
Same.
this was originally 8 NPCs + my Pirate "rework" and a handful of houserules
I initially started +Haul because of my gripes with Bastion not having Scaling HP. 
then I "released" v1 and wound up adding another 4 brand new NPCs to it
then I made the Anomaly...... and then later decided to make my "Loading Ronin" notes into the Kensei
Now it is a full on "Expansion+Overhaul" of the CRB NPCs and Templates with a few new added Templates.
then came the Prototype.... and Formation.... and the sitreps
and then I finally decided enough was enough and added 2 more NPCs and advice on how to run the rest


15 NPCs is a nice number
I have zero ideas on a sixteenth, and in fact have more ideas for stuff that should NOT be added to this project
but sixteen is four squared
and sixteen is basically 18
and 18 is basically 20
I know
I gotta deal with 30+ NPCs and all Templates (as well as send an Email to Massif for permissions)
bid'oof
I've been at least told by players that the NPCs are all uniquely interactive and fun to plan around. Despite the slightly more complex mechanics.
So I call that a success.
excellent, happy for you then
Human+, Squad+, and Monstrosity+ now don't feel like afterthoughts.
Though I gotta ask, which one of the PPG NPCs has a special place in your collection?
I love all my children equally
Press X to doubt.
But I love Mesmerist more equally than the rest
I wouldve guessed Kensei but I agree Mesmerist is great
Ronin+ is my baby.
I basically turned them into a Dynasty Warriors/Samurai Warriors NPC.
Oh I loved working on Kensei, don't get me wrong
but Mesmerist is the Swordmage NPC for me, and that shit will always have a special place in my heart
Swordmage archetype do be cool as shit.
My lads in the running are
Ronin+
Assault+
Bastion+
I dreamt up the Zealot, bounced it off #homebrew-design , got some validation, and decided to pull the rest of my NPC design notes up and make them real
When I first ran my modified Bastion+ in a few games. Most players agreed that it felt better as a "Wall" type NPC than the CRB.
Then my brain started spiraling and I never stopped. 
It's a Light Laser because that's what it shoots
It sets you ablaze. 
Oh right, meant to talk about the feedback for this but I kinda forgot- oops
Player Comp: Caliban, Viceroy, Iskander, DD288 Vlad
Kensei Mortal Draw
- Had the Kensei use the special big cone in first round so that the players wouldn't be caught off guard by it
- I telegraphed the Kensei having a special version of the sword draw with the suggested phrasing (glowing with a red aura) but players noted that they glossed over it, might have been an issue on my part for not drawing more attention to it being different than normal
- Otherwise, players thought that the attack itself was fine and had enough innate counterplay
Boombox
- Despite kitting them with Power Chord, I played them pretty much base kit
- Boomboxes were fighting an uphill battle by having the entire party able to knock them around, but despite that they still properly detered the Caliban and Vlad from coming too close
- I thought they worked well deployed in pairs as a 'tarpit' npc to slow player advance
Prototype Overclocked
- Not much to say again, heat on attack didn't come up too much and players thought that playing around the danger zone enemies felt fine, I will solidly move on to other optionals for Prototype lol
@vagrant grotto
Thank you for the feedback!
- how did Mortal Draw feel to use as a GM? The setup, the actual attack, any/all of it
- Do you feel the boombox fulfilled its intended role?
Esp want to know how you feel about Mortal Draw compared to other ultra options that do a similar thing
As the DM, Mortal Draw feels like its in a good spot, the heat requirement may leave not enough wiggle room if it gets hacked or heatgunned before it throws out its big attack, but thats for another GM to test I guess. For how I used it, it felt like it has just enough drawbacks that I can't throw it out every turn, only every other turn.
In comparison to things like the Harbinger Rockets or Hellfire Projector, I feel like it fills that niche of "Big AoE Ultra thing to punish players grouping up" well
I wasn't able to use waveform nexus all too much, but soundproof was very helpful with survivability against this specific comp, and I felt like it filled the role of "tarpit that slows and hinders the players" well
of note, maybe Base Drop should be an AGI save instead? Mostly because whenever I had a chance to pick the optional, even though prone would have been a useful slowing deterrent, I would go with Jam Sesh and thinking on it, would make the same choice nine times out of ten unless I was specifically running into an agi meme maxing like. Nelson or Atlas or something
I feel like most player builds have at minimum 2, and more likely 4 points into Hull
yeye np! 👍
if I ever get a chance to run Boomboxes again, I may do so paired with Hornets just to try and leverage the save failing as much as possible
Quick question for ya Valk when you have tiem to answer.
When testing PPG stuff. Wpuld you rather it be tested with CRB and/or Rebaked with PPG homebrew rules or it is fine to use whatever?
Ideally use either CRB or Kai’s Rebakes please. No idea how it’ll play otherwise
If you do use something else homebrew though, just disclose it and I’ll account for it in feedback
Ya know I just remembered that Mortal Draw kinda got started from me suggesting "What if Ultra Kensei got extra bonus if it activate last in round?"
... no I'm not taking credit for any of this, god no this is all Valk. But I do feel very happy seeing things I suggested get incorporated into other people's work in some small way -v-
I'd be using my homebrew. (personal renditions of CRB NPCs and Templates)
So when I do use your lads with mine, I will send ya the latest version of my LCP so you can peruse it.
Plus it should also give me a larger portfolio for how my lads handle working with other homebrew NPCs
DD288 VLAD!!!
If you have a pdf or something that would be easier to read
I'll try and craft something up once I have base CRB stuff done. (Which might not be for a while so you probably won't see my stuff in an easier to read format yet.)
<:3
-and after I clean up a lot of the wording to try and simplify as much as I can.
Yeye, but I'll still need to make it presentable (readable) to preserve your and my sanity. Mechanic building is relatively simple, it's actually making it easily understandable that is the hard part.
Ya know?
shamelessly bumping this :joyous:
put me on the waitlist, for either day
Good news! If all goes well, I’ll be able to test out Ghosts, Knights, Mesmerists, and Torrents. Why?
My Players decided to fight the KTB
I've added yet another optional rule that changes difficult terrain to only affect voluntary movement
huh, i always thought it worked like that
technically, it doesn't
All movement through difficult terrain is at half speed – each space of difficult terrain they move into is equivalent to two spaces of movement.
Lancer, p. 62
interesting
technically all movement includes involuntary movement, to my chagrin
so, I do this so controllers can fuck around with difficult terrain
It's a rule that a lot of tables probably overlook, and I would guess (in the way I try to divine tom's intent by putting myself in his shoes) that if it exists on purpose, it's to keep people from doing "I'll ferrous lash my buddy over the difficult terrain" stuff. That said, I'm not sure how much of a problem that sort of thing really IS, so making it a blanket rule seems fine
if anything it lends more utility to the ferrous lashes of the world
Hm. That made me realize that my change to Puppet System to provoking Reactions means that allied characters don’t provoke reactions when they move from this
Eh, I’m okay with it. I may make a clause that keeps puppet system from moving slowed or immobilized characters though
I'd disagree with that second part is it feels like an unnecessary gate on an already nerfed version of the system? Like, being able to partially get around Slowed and Immobilized with Puppet Systems is a pretty key part of its identity Imo
I disagree, the flavor is that it’s moving the target with their own locomotion, and that makes little sense if the target is slowed or immobilized
This would additionally help differentiate it from Ferrous Lash
I might shuffle some effects around tbf, it’s not set in stone
At the end of the day though I think a lot of Lancer Playerside systems strongly undervalue forced movement
Puppet systems and ferrous lash are very funky to me in comparison to each other.
It'd be fine if puppet systems wasn't already weaker against slow targets, who also happen to be prone to slow/immob themselves
I am still discombobulated from the time an assassin got puppet systems, structured via overwatch, stunned via structure and CONTINUED THE PUPPET SYSTEMS whilst stunned
I can see removing the reaction element of Puppet Systems or making the target immune if the target is slowed or immobilized, but I can’t really see both applying and still making sense
There’s also the fact that Ferrous Lash has the prone element, is a set range rather than relying on sensors, and can knock targets prone if they’re hostile.
I do want you all to remember that Puppet System is half of another system
The flexibility offered by HOROS1 is power that should be offset by the potency of the individual actions
Although… one thing I’m noticing- Ophidian Trek, compared to Ferrous Lash and Puppet Systems, is a part of an LL2 system rather than an LL1 system, restricts the movement to just moving towards the user, and its exact movement cannot be predicted. In exchange, it’s a teleport and has a chance (not a guarantee) of moving the target 7 spaces, with the flip side being that it has a chance to only move them 2 spaces…
… this is a very tangential topic, of me noticing how most force move systems typically have a quirk or additional upside, but Ophidian Trek seems to have more restrictions and downsides than upsides
Fair- I was keeping it in mind but I didn’t mention it
Yup, the teleport is highly valued in its design IMO
But yeah if you want to move things really well then grab Black Witch 1, it’s a cool tool
If you want some variety, grab HOROS1
And it comes with fold space so same point you have with puppet systems and flexibility
I personally think the Slow + Immobilize causing Puppet System Immunity is more significant than the reaction element simply because a lot of control effects key off of that, so in certain builds there can be negative synergy. I don’t necessarily mean this as a bad thing- if anything I think it’s more interesting + gives “go prone” a way to make you immune to puppet systems and therefore have counterplay + makes the reaction trigger element feel like it has a reasonable restriction
For the reactions part... It's a very easy and guaranteed way to get off 2 skirmishes in a turn alongside a control option
puppetwatch is like, ugh
it gives me a bad taste in my mouth
Horos 1 could be only one of the two options and it would still be in the top 3 invade systems
when you compare to ferrous lash, it really deserves to lose some power in exchange for the value you get out of having two things there
imo, that is
This stuff looks cool 
Thank you! Hope it's useful to you!
I havent bought it but im tempted
not sure I want to overwhelm my players with a bunch of new NPC options considering they're all new to the game.
well, at risk of marketing myself here, but if they're new to the game then every NPC you use will be new to them. Whether an Assault or a Capacitor
that said, use what you feel comfy with using
introducing new NPCs will be it's own issue regardless of source, so it's best you as GM feel comfortable about what you're using
except sentinel
they are familiar with sentinels
(the running joke is that i've included at least 1 sentinel in every combat so far and their contributions essentially boil down to missing all their attacks or just immediately dying)
Well you don’t have to use them all at the same time
That’s weird Breachers normally do that
I'll always recommend making some faction rosters to get some familiarity with certain NPCs
Anyway, my plan for the Knight:
- Compelled Duel my Zheng Player
- Run TF away
The real big choice I’m gonna be making with the Knight is “do I take advantage of my the fact that my Zheng player cannot possibly succeed on a Duel save and just drag him away from everything, or do I take advantage of the start of turn stun to let his team gank ‘em?”
Both are very fun
I suppose it’ll depend on the sitrep
Another fun thing I realized about the Knight: the Goliath, a comparable type of Defender with Crush Targeting, has no armor and therefore makes it so that even if they make Autogunners or Aux Slingers target them, they’ll still take as much damage as anyone.
The Knight has no such weaknesses :)
yeah i've sort of being making those, but since its still early in the campaign stuff is naturally still never new to them
preparing to lose subscribers (jk I only have 6): https://trainlightning.com/overcharge-overhaul/
Overhauling Lancer's Overcharge mechanic to simplify player turns, improve action reliability, and spare GM patience.
now that I've torpedoed my goodwill, time to start blogging about my albatross campaign framework lol
whoops here I go with my "mechs should be at least speed 3" take: https://trainlightning.com/rearguards-on-offense/
Discuss ways in which a Lancer GM may deploy Rearguard NPCs in an offensive role without wasting their potential.
Yeah that’s my main issue with that proposal
If I was a crazy person I would just give all players Puppet Siystems default
it's that centralizing for hacker builds
I'm the one who made that proposal and a lot of my "lancer hacks" posit a sort of "shortest distance approach" to things, that is rather than extensive overhauls I'd be more inclined to make lesser changes
My stance on the proposal is that Horos 1 has two really good choices in one option, so breaking it up across two options serves to make committing to both more of a tax, it's now 4 SP and two levels to get both, that isn't an insurmountable barrier but it's a lot better than 2 SP and one level
The other end of this, though, is that I do sort of agree with valk that I don't think it's quite enough and I actually think part of the issue (which we've had big discussions about elsewhere) is specifically that puppet systems does too much
mainly, as time has gone on, I feel like "use hacks on allies" is kind of vestigial and 90% of it is just "use puppet systems on allies" and I actually think that it's an unnecessary gilding of the lily that puppet systems does force movement on hostiles AND procs overwatch AND moves allies
so to be perfectly honest, I think as a more top-down change to lancer in general, I would be inclined to eject the whole "you can use invades on allies" bit from the game
and therefore, consequently, remove the ability for puppet systems to be an allied movement facilitator on top of anything else
Yeah, I can dig the approach of splitting stuff up to hit the flexibility, and think it could work in other contexts, but a lot of my griping on HOROS1 is how those actions are very potent/troublesome at my tables when they occur
if you want "tech action that helps someone move," the hook for that exists in bolster and you can make systems that plug into that if you want
Honestly yeah making a Bolster tag for very focused situations would make good sense
Like I can see some invade cases like Metafold Carver and Beckoner be useful in the context of allies… but separating them or explicitly carving out space for them with Bolster would be so much more focused lol
I'd be more copacetic to "allied invade" shenanigans if it wasn't so incredibly niche
most invades have no real reason to be used on allies, then occasionally you do and it's almost always some sort of movement based thing
… Bolster-tagged tech action that lets your ally Overwatch something… 🤔
Lazylord energy
Do a mix and match on HOROS 1 and Neurospike for 1 Bolster + 1 Invade option
“Gain the Puppet System option for Bolster and Eject Power Cores option for Invade”
“Gain the Mirage option for Bolster and Shrike Code option for Invade”
Bolster + Invade on a single package is honestly extremely good
Was looking at the split options as if they were directly augmenting the CRB, not any of my house rules
And yeah, definitely, to the point where I would question splitting them up again lol
Eh, I don’t personally agree with that approach considering there are a large number of invaded that do like to target Allies- 3 of them being on Minotaur alone, then you got Celestial Shackles, Eject Slag, Beckoner as a whole, etc. allied invades do serve a strong purpose imo and it’s really just puppet system making the rest look bad
I get reallocating them to Bolster as an option, but enough of these invade options are good on both Allies and enemies that that doesn’t really feel like a great solution either
I suppose the “Bolster + Invade” package idea is fairly functional as a workaround and acts as a sort of mirror to Grenade+Mine systems, which is something
Banish on enkidu buddy :)
yeah I'd tend to agree with you on this one
Like out of all 16 of the invade options in the CRB, 8 of them are useful on both Allies and enemies. Long Rim then tips that into 9 out of 20 so it’s no longer 50% but that’s still a sizeable amount
(If you’re curious, the useful options are Puppet Systems, Dimensional Emblems, Celestial Shackles, Beckon, Summon, Logic Bomb, Ophidian Trek, Fold Space, and Eject Slag)
I mean here's the thing, I also dislike "the avenger can just shoot one of their own dudes" or "the witch can use predatory logic on an ally"
I'm not a big fan of baselining blurring the lines between hostile and allied tech for a number of reasons, among them being that it's often overlooked until you explain it, the fact that it leads to knock-on effects like puppet systems, and in particular the fact that a lot of these allied hack type things are just more ways to end-run around movement, a thing I think has been crept in lancer to an extent that I don't particularly care for it
add this to the fact that bolster is largely unused and overlooked until it had a talent made for it and frankly I don't really care what gets sacrificed on the altar imo
Fair enough
if you want the kobold to have a cool thing that ejects slag around allies great, give them that thing
I'm not opposed to that
what I dislike is cramming it all together into the Invade system keyword
I also dislike "I'll grapple my ally and move them" for an idea of where my broader thoughts lie on this
Which Ultra trait do y’all think reflects a Fortune Teller better: Orbital Eye or Ontolotactical Array?
Actually nah considering the 3rd party NPC in play I’ll go for Orbital Eye (should the context call for it)
idk man but this sounds so good im bout to overcharge
was very skeptical when i first take a look cuz i love the mechanics but this just straight up no dif the original imo
Also this is the… wrong thread for this -_-‘
kind of a patch up but do you think it'd be too much to give puppet system the 1/scene restriction?
ehhhhhhh, on the one hand I don't dislike 1/scene restrictions, but with eject power cores already being 1/scene/character, I think the bigger issue really is (imo) letting it work on allies
if puppet systems was hostile only it would be perfectly fine even as a level 1 dip
I do believe it's the best simple solution but i do have a soft spot for allies invade...
What do you think about this?
When you INVADE, you mount a direct electronic attack against a target. To INVADE, make a tech attack against a character within SENSORS and line of sight. On a success, your target takes 2 heat and you choose one of the INVASION options available to you. FRAGMENT SIGNAL is available to all characters, and additional options are granted by certain systems and equipment with the INVADE tag. You can also INVADE willing allied characters to create certain effects. If your target is willing and allied, you are automatically successful, it doesn’t count as an attack, and your target doesn’t take any heat.
I think that is verbatim what Kai is suggesting
ooh
Broadly speaking, I think that blurring the lines between hostile and allied stuff is a thing that I increasingly find tends to either be overlooked by players and you have to point it out to them (a lot of people don't realize allies can be Invaded at first, then it causes confusion with "so can I do the same with NPCs without needing an attack roll?" and you have to explain that) or it creates a lot of jank and requires everything in that bucket to have to be designed/tested around the prospect of either being used on enemies OR allies
I know some people feel that finding and exploiting this stuff is the quintessential gaming experience, personally I'm less enthused with it
This is, to clarify even more, my own personal thoughts on things and not some sort of objective truth or whatever
valk also isn't obliged to abide by any of this for their own hacks
I see the merit in this approach though, and it definitely has me thinking about Bolster options which I find intriguing
@vagrant grotto question: is the overflow of heat that becomes Energy when your at heatcap supposed to take Exposed into account?
because its doing so on the module
absolutely
I go over an example flow in the FAQ
is that in the pdf?
cool, appreciated
makes sense
What'd make a good buddy for an ultra veteran howler? So far I've got a commander support and a formation of assassins
part of me wants to make it a multistructure artillery like a napalm that the party will either have to commit to fighting (which means less time before the howler does its party trick), but idk if that's gonna, like
do anything
Like Kai's rebaked Barricade w/ Drag Down baseline
aforementioned party trick
oh, nvm it's obvious
drop an Occultist down
now they gotta pick between shooting the drones or shooting the Howler
I've been mulling over if the faction would have occultists in their lineup
ah, if it doesn't fit the narrative then nevermind
It's not that it doesn't. It's that I'm not sure if they do or don't atm
I'm leaning towards a controller regardless
but if it's mechanically nifty, maybe it's worth it
Hive may just be the ticket, honestly
The faction would be more inclined to an occultist than a hive
I may give that a spin if I don't just decide to go napalm
hm. Napalm with like, grenade or the firefly drone could be nifty control
I think any NPC that can ensure enemies are forced to stay near the Howler and enemies that make it harder to hit the Howler. Archers are good for this as an easy choice, but a Hive could be especially nasty. A Lock/Hold Hornet is also a bit of a cheat option imo- the Jam combined with Howl could be devastating.
You could also use a Priest to help the Howler tank the hits it soaks up while also being able to pay back the pain tenfold via Investiture. An Aegis could also benefit from taking hold of the spaces the Howler seizes.
A Rainmaker could also act as a pseudo-controller that knocks characters near the Howler and places Javelins/Skyhammers in places that would require the PCs to engage the Howler to avoid. An Operator could also benefit from the fire that would be drawn to the Howler in order to skirmish better.
I only didn't mention Archer because there's already high damage in this fight
but then again, if it fits the fiction, roll with it
Archer imo feels like a cheat option, but it does fit scarily well
If I were to pick a CRB controller, I’d pick Hive. If I were to pick a Rebake controller I’d pick Slingshot-Lock/Hold Hornet
@vagrant grotto regarding the Prototype's firewall molt - since the hologram doesn't have a heatcap, wouldn't it take the heat from an invade as energy damage and immediately die?
It would, if objects were hackable
Invade explicitly targets characters, like Ram and grapple do
Oh, you're not redirecting the target, you're explicitly negating the effect altogether. I see
But consider: an archer formation with covering fire
Sure, there's damage, but it's not like they're full-on archers
And they can all use the covering fire area if I'm understanding formations correctly
They can but they only have 1 reaction a turn amongst themselves
That was also what I expected
The issue with archers would be that they're kinda chunky and multiples being present for multiple reactions would be a lot of damage
But being able to pick an angle of attack for one reaction and them being fragile works pretty well in this context
Weird take: Ghost makes a half decent Lich purely because Paradox State is probably the strongest Soul Vessel Analogue among PPG and 1st party NPCs, and its slipperiness + fragility + support nature makes it feel kinda Lich-y
@vagrant grotto using Tooltip Alt, how do I have partial info revealed on unscanned characters such as heat and HP?
You’d need to go into the config and edit those values so they reveal more info even when they aren’t observers
the config of Tooltip Alt or of something else?
You will need to go into the tooltip configs for TTA and change them
You may be able to just copy/paste the GM config for HP and Heat Respectively into the player config in this case
👍
Silly question. Is Zeal from Zealot tagged as overshield because it could possibly give overshield event though it doesn't do so on its own?
Oh fuck did I forget to remove that tag
To the bug tracker
My pendantry strikes again
No good catch
Like legit this was just a tag I outright overlooked, from back when I kept changing how Zeal worked
I figured that was the case, mostly because I was looking at zeal like "wait, didn't this give OS baseline?"
Probably because it did at one point
It did! Then it got moved to Fanatical Charge instead
A certain wallflower fight is getting a zealot-demolisher buddy duo in my next run so I was doing homework
I’m currently combing through the pdf for other OS tag mismatches
Demolisher? Slow? Incorrect.
Found 3 cases where I missed adding the OS tag
## Xenoglossary
When at least one character with this template is on the battlefield, roll 1d20 at the start each round and record the result. Each round, one character with this template may replace the result of any 1d20 roll made by a character in Sensors (including themselves) with the recorded result. This choice must be declared before the roll.
Challenge: Don’t give the KTB houses faction templates with actionable lore (Difficulty: IMPOSSIBLE)
Oh I thought this was a trait for your generic faction template
It is
Oh okay
I’m saying that it’s a slippery slope for me to add lore-compliant factions that’s all
I mean it’s only one trait per yeah maybe just leave it at the Xenoglossary. Or hell just call it “Starseer” or something
Have you seen my outline
Imma be real no
Faction Name
Tier
1-sentence lore blurb
Mission
Each faction has an overarching, long-term goal that drives their actions. Describe that here, followed by a handful of short-term goals. During each Downtime, select 1 goal then roll 1d6, adding 1 for each relevant Asset.
If the action is affects or is opposed by another faction, subtract 1 from the roll for each of that faction’s relevant Assets. On a final result of 4-5, mark 1 segment of that goal. On 6 or higher, mark 2 segments. Once a goal is reached, add a new Asset related to that goal. Additionally, each time a faction fills a goal’s segment, grant 1 NPC in their roster a new optional feature.
• Sub goal 1 [ ][ ][ ]
• Sub goal 2 [ ][ ][ ][ ]
• Sub goal 3 [ ][ ][ ][ ][ ]
Assets
• Asset 1
• Asset 2
• Asset 3
Contact
NPC, with occupation, individual motivation, and mannerism
Opposing Faction(s)
• Faction most likely to interfere
Faction Feature
Feature Name
Feature tags
Feature effect
Roster (Table)
|Name|Role|Class & Templates|Optional Features|
—————————
|Cursemonger Celebrant|Support|Cursemonger Priest|Sanctuary, Fractal Assault|
This is the slope
I have 48 traits and counting
Some may get cut
That said: imagine a supplement with literally 50+ factions, fleshed out with concrete goals, a unifying feature, and a short roster
That would be a literal dream for me as a GM
Like a literal trove of gameable content
Right, Valk. I have a question about PPG Structure and Stress Rules change.
Structure change is easy enough to grasp, the choice between Dazed and System Trauma is pretty novel.
But I need clarification on PPG Stress. Is this where you BOTH get Exposed and Overheat or you choose one or the other?
Noticing how this is worded, this kinda begins to crawl into territory where builds that rely on intentionally overheating themselves are rendered powerless.
I'd like to know if that is accurate or you've altered it.
You are both Exposed and Overheated yes
And I’m gonna push back against “rendered powerless” here
Overheating is supposed to be a bad thing
That said, I did make a houserule for Reactor Stabilizer on Sherman, that makes you immune to the spillover heat damage instead of the RAW effect
@granite saddle built an Adaptive Reactor Displacer Swallowtail with this take on Reactor Stabilizer, and could get some decent mileage out of it
In any case, you can use one option and not the other if you want
I’m not your dad
Fair fair.
Ok, also if I got things correct. When you stress in PPG, does the Heatcap spillover still and a Stress is lost or did I misunderstand that part?
There is no stress stat
You have 1 stress like a normal NPC
When you overheat you get Exposed and Overheated and take spillover heat as damage

