#Prototype Pattern Groups
1 messages · Page 27 of 1
The point is that it can’t sit still
Ah yeah fair
Oh I just caught that Torrents are Controller/Striker hybrids- idk how I never caught that that really changes things for me
yeah, if I had my choice they'd be labeled as straight-up Vanguards
Is there anything in particular that needs specific testing in the Boombox's kit? Putting together an OpFor for about 3 weeks from now that could fit one nicely
Currently sitting on Bust a Move and Reverb Feedback as optionals, deploying alongside a Finishing Blow Brigand Squad to take advantage of the Prones
Reverb Feedback to hopefully stop my Sunzi player from stunting on me with Final Secret
I need to update this spreadsheet but it's pinned for reference: #1254229800952922193 message
Oh nice
I'm thinking I will have adjustments between now and 3 weeks from now, but we'll see
Since this is now paid content will there be comunity copies?
Not currently in my plans, no. It's in an "early access" window now at US$4.99 before I finalize the project sometime in the future
oh ok
I've had one demolisher so far.
He was a pirate commanding a boat and I gave him a boarding leash :3.
Exposed raleigh managed to facetank that guy which was impressive.
I had a couple ideas for Howler to make it a bit more “sticky”, not gonna use all of them but just gonna present a few
- Feral howl causes movement away from the Howler to require 1 additional space of movement per space
- Getting hit by Ripper Claws causes the target to become immediately Engaged with the Howler
so it stops the movement but doesnt cause further debuffs that Prone or Immobilise would?
Exactly
I like the idea
makes it feel less mean than straight up immobilise but is still a notable thing
I think Engaged is gonna win here
And probably an attack bonus buff
At least to keep up with the AGIMaxxers
Become immobilised until the end of the current action 
also "end of the current action" doesnt make it clear whether you can move after the immobilise is cleared or not
Would the "become engaged" clause be confusing if they smacked someone at 2 threat?
I get it personally, but I can feel myself reaching for the childproofing rules cabinet locks reading it.
Maybe
im sure someone would read that as "pulled adjacent to the howler," knowing ttrpg players
"but what happens if I'm a sunzi" intensifies
Time to make the party's support Vulture
Very well:
Characters hit by this weapon immediately stop moving and lose any unused movement.
Howler + Demo are going to be a hell of a combo now
this feels like the less overhead option imo
Agreed, frankly. This puppy has enough going on without tracking an extra effect on a player
Thinking of running a playtest this weekend
<t:1772910000:F> or <t:1772992800:F>
LL3 this time
Ping me here if interested, as usual
I could do either
Already on Al's playtest, so not gonna be possible for me
Aw piss
Gl with recruitment anyways !
I’m competing with Al 
If I was available on sundays I would do both this is true
...potentially i could do sunday, put me on the waiting list if no one else is filling the slot
I can do either but Sunday is far more preferable
Me playing 2 games of lancer concurrently
I'll play on the Sat at the same time as running my own 😛
Careful, don’t want Union to know you’re using Didymos
Srsly tho I am unavailable
Have an excellent playtest; may it bear delicious fruit
@vagrant grotto I can do Sunday
Double playtested up
@vagrant grotto so a friend of mine (same person I ran the Boombox test for) cooked this build under the new structure/stress rules
I have a build for my emperor that I think is really really helpful. Let me know if it isnt.
-- SSC Emperor @ LL6 --
[ LICENSES ]
SSC Emperor 3, HORUS Manticore 2, HORUS Lich 1
[ CORE BONUSES ]
Kai Bioplating, The Lesson of the Open Door
[ TALENTS ]
Empath 3, Leader 3, Skirmisher 2, Stormbringer 1
[ STATS ]
HULL:2 AGI:0 SYS:4 ENGI:2
STRUCTURE:4 HP:8 ARMOR:0
STRESS:4 HEATCAP:7 REPAIR:3
TECH ATK:+5 LIMITED:+1
SPD:5 EVA:10 EDEF:12 SENSE:15 SAVE:16
[ WEAPONS ]
Integrated: Marathon Arc Bow
MAIN MOUNT: Unraveler
[ SYSTEMS ]
Āyah of the Syzygy, Shahnameh x4, Beckoner, Smite, Wandering Nightmare, Personalizations
Otherwise known as 'brick this fucking mech'
Name of the game is to heatgun someone to cap and then keep going, triggering the doubles energy damage from going over the heatcap
Sure, sounds like a classic white room build
There’s a lot of qualifiers there lol. I’d have to see it in practice
I imagine it’s gonna need some heat support to get something overheated before it starts its turn
Right, sear could get pretty nutty if set up correctly. Especially with how hot your NPCs tend to run
If you managed to Sear me to death you’ve either done something right or I’ve done something horribly wrong
Probably both
Plus like, how many actions does it take to brick the mech this way compared to just shooting it
You could shoot it for 6 damage after it overheats, without worrying about having 3 targets adjacent for sear for example
I’m only seeing 10 heat on demand here, maybe I’m missing something
- Open Door 2 Heat off Sovereign Presence
- Invade for 2 Heat
- Sear with 3 adjacent for 6 Heat
Missing the other 2
Wandering Nightmare triggers off the opponent’s turn so that’s not on the aforementioned 1 quick action
And NucCav and Hacker are notably absent from this build
If you full teched for a second Sear then yeah that would provide an extra 8
Anyway yeah have to see it in practice
I’m already side eyeing sovereign presence here
And whether it should proc off of heat damage, seeing as the point of these rules were to directly convert Heat into damage with no modifications
I mean Sovereign Presence is already really liberal with its damage procs, and with that second sear mention you could easily just deal more damage by skirmishing with the Marathon Arc, which would also proc Sovereign Presence and not deal any self damage
So I don’t see any reason to account for it specifically
or Ayah, relatedly, but Ayah is a separate instance of damage
Marathon arc doesn’t deal 8 damage base, though. But it would be more consistent than having 3 dudes adjacent at once
Like this is definitely a magical Christmas land scenario
Even with Summon
Especially with Summon, actually
If they’re cold, then the full tech has to hit twice and all saves must fail, and then the result is the NPC overheats
If they’re hot, you’re in better shape
If they’re overheated already, something has gone very wrong/right
And if you’re using default OC rules alongside this, well, yeah guess they’re fucked (if you hit the second Sear)
You’re right, Unraveler would do more
Valk, I've got an insane sitrep in the works, I just need to flesh out the whole Roster
Rat Wars:
Ultra Commander Vulture
Their goons
A lot of wrecks on the battle field
The party has a Nergul class nhp from Legionaare so it's going to be a wild arms race between the player and the vulture for corpse resources
Oh fuck haha nice
Placing wrecks on the field ahead of time is a popular leg up for Vultures yeah, though these days I think they do just as well without pre-placed wrecks
They do, really nicely. I just thought it'd make for a terrifying boss arena
Each turn it just snowballs unless they take control of the wrecks themselves or Ra forbid. Decide to deny assests by blowing them up
@hasty kestrel you like my fucked up ideas
Drive-by Yoink.
Upon activating this system or entering the scene, the Occultist deploys 2 of these drones adjacent to itself. While a character is adjacent to at least one drone, they gain soft cover if allied to the drone, or take 1 Heat after each action they take if hostile to it. Only 5 drones may be deployed at a time.
Rewording FLOCK Drones and the like to make it clearer whom "allyship" and "hostileship" relates to. How does this read?
"Upon activating this system or entering the scene, the Occultist deploys 2 FLOCK drones adjacent to itself. The Occultist and Allied characters adjacent to at least one drone gain Soft Cover, while hostile characters take 1 Heat for any action they take if they are adjacent to at least one drone. Only 5 FLOCK drones may be deployed at a time."
How bout that?
The issue is that I want to make it clear that this effect applies to the drone's allies and enemies, not the Occultist
Ahhhhhh
Ok, so if I am getting this correct.
Making it to the Drone's Allies and Hostiles means that the parent Occultist would also be receiving the allied bonus.
Is that correct?
Correct. Technically, that's how drones already work, but I wanted to make it crystal clear since it's a common trip-up
Right, I just edited it. It should be enough. xD
kinda but I wanted to make sure that the hostile characters only take heat once too 
... by "once" I meant "once, regardless of drones adjacent" not "1/round"
lemme worry about the wording
I just wanna know if it's parseable
ah ok I get it now
Upon activating this system or entering the scene, the Occultist deploys 2 of these drones adjacent to itself. The drone’s allies gain soft cover while adjacent to it. Hostile characters adjacent to at least one drone take 1 Heat after taking any action. Only 5 drones may be deployed at a time.
I think this is the winner
Naisu
Simpler text for allied characters and a bit more clear explanation for hostiles
I was gonna ask if you'd want a suggestion but that looks fine
Alright, Prototype feedback is incorporated
Howler now stops people upon smacking them, and its weapons are +2/4/6 +1 Acc in both cases
hm wait that's not right
ripper claws are 1/2/3 +1 acc, Bite is 2/4/6 + 1 acc
there we go
Rabid Lunge also allows for a Grapple instead of a Ram, or Skirmish, if that matters
Feral Howl is still awaiting feedback on the Overshield, need Tier 1 (and Tier 3?) feedback on it
Biggest ??? right now are
- Should Vulture's Dandelion cannon get a range change
- Should Kensei get an on-deploy defensive buff
- Does Novel Technology hold up well on high-Prototype teams vs. a party with no Chomolungma/mass scanner
Boombox needs revisions still
Bass Drop (Replaces Soundboard)
System, Quick Tech
The Boombox plays music in a Burst 2 area, causing the following effects to characters in the area:
• Hostile characters must make an AGILITY save or be knocked PRONE.
• Allies may clear IMMOBILIZED and SLOWED, and stand up from PRONE.
The Boombox gains 1 Heat for each character affected by this action (not including allies who decline its benefits).
Jam Session (Replaces Reverb Feedback)
System, Recharge 6+, Free Action
When the Boombox uses BASS DROP, it may replace its effects with the following:
• Hostile characters must make a SYSTEMS save. On a failure, until the end of their next turn, they are JAMMED while within Burst 2 of the Boombox.
• Allies may clear one tech action effect.
Subwoofer (Veteran)
System, Deployable, Limited 1, Quick Action
Subwoofer (Size 1/2, HP 12/15/18, Evasion 5, E-Defense 8, Tags: Deployable)
Deploy a subwoofer to a free space in SENSORS. The subwoofer counts as one of the Boombox’s spaces for the purposes of BASS DROP and SOUNDPROOF, additionally creating a Burst 2 area around itself for each respective effect.
thoughts/feelings/opinions?
Bass Drop is now instantaneous instead of persistent, hmm. I think this is interesting.
Yeah, I'm changing Sound Barrier to key off of Soundproof as a result
I have the smallest of concerns that the allied efffect of bass drop steps on Rally the Righteous' toes a little but that's not a big deal
Rally the Righteous
- Is in Burst 5
- Gives a "size bonus"
- grants 5 spaces of free movement
Again, not a big deal
Another very small concern- it does feel notable to me that Bass Drop does nothing for allies that are losing grapples.
oh well?
I guess this could be an opportunity for the "shift allies 1 space in a direction" effect I had at the inception of this NPC
It does feel more concussive now at base rather than techy but them's the breaks
How does Subwoofer read to you?
I think it reads fine, though the "Additionally" section feels almost unnecessary considering the precedent NPCs like Prism already set in the same document
Prism is later in the document
and I had some space to spare, in comparison
I think I like this new division
it keeps the potential for Jammed and cool tech-effect clear, while putting the Support aspect of the frame front and center
also, I like Bass Drop and Jam Session more as feature names
next order of business before cutting a new release will be writing up Vanquish and maybe some examples of gestalt sitreps
I'm assuming you will be swapping out Boombox's Bass Drop and Jam Session names into actual optionals of their own?
that's what they are, above
Soundboard is replaced with Bass Drop and Reverb Feedback is replaced with Jam Session
so Boombox's base features are Waveform Nexus, Bass Drop, and Soundproof
Ah, intorestingaru
Jam Session becomes the new optional in place of Reverb
Its an optional that can change Bass Drop's effect.
Clever
Though question on Reverb Feedback. Specifically the Jammed Part.
These only affect Hostile Characters that have failed the save and only those that have are in the Burst 2.
So hostile characters outside of the radius cannot be affected if they walk in after Bass Drop + Jam Session happens. While those previously affected can walk out to end it early.
That Correct?
correct
This shit's cool
thank you!
Pretend it's AOE Drain Systems
.. wait
that's not accurate at all
But. Does this also mean that until the end of that character's turn (Not Boombox), the Boombox can just follow them to reapply the Jam?
I mean yes
That is hilarious.
it would require them to do off-turn movement, at least
which may be doable via Ferrous Lash et al
THe circumstances in which that would be relevant would be niche, and the tracking would be more difficult, but it is funny
But RAW, that is possible. Which is still hilarious.
goal is to encourage them to back away, at least
PC: "Leave me alone!"
Boombox: Follows them around with the music.
PC: "Aaarghhifmabe!"
Exactly
If I can be honest, as potent as Jam Session is it almost feels more appropriate as a base trait?
How so?
Even though undoubtedly it is really strong in comparison to Bass Drop
Clearing a tech action on a base trait would be really fuckin nifty, tbf, but I'm hesitant on the jammed
because, you know, players fucking hate jammed
like, irrationally so
It just feels like it acts as a stronger deterrent than Bass Drop while also having a clear conditon that more clearly ties into its gimmick
i mean its gimmick is accuracy stacking, idk what you're thinking
It is?
It's a support
Boombox is a support
like, a primary support
I know but not all Supports Accuracy Stack
Its not generally a Controller but it can do that job too.
Think of Boombox as a "Modern Day Priest"
but seriously @ashen crown what did you think its gimmick was
Well looking at it from the angle of "it's a support first" I redact my statement
Generally I was under the impression it was a Controller with a focus on area denial. SImilar to how Kensei is a mobile Demolisher, I saw Boombox as a Mobile Aegis
I saw the Boombox more like a Scout + Priest hybrid.
so I wanted to flip the script for Boombox
while also keeping it from becoming "Zealot take 2"
"Zealot 2, they finally done it!"
If it's a support first, then Bass Drop being the base trait and Jam Session being the optionals makes a lot more sense
If you like those you'll love this supplement called Prototype Pattern Groups
It's real niche
Valk always does some good and interesting work.
I appreciate the compliment haha
Though players that have gamed with me in the past always fear the Napalm for some reason.

it's just a silly little guy, with a little fire trebuchet
I wanna find an excuse to use the Napalm so bad but every time I come up with a reason to do so I think "But I haven't used X 1st party NPC in a while" and I tell myself "shit I'm right"
Its just a nice guy who's making sure you feel warm and toasty.
:]
But yeah, once I'm done with my 0.2.0, I should probably also make a document for my lads. (They still have no document and only an LCP)
Quell
Negotiations have broken down. Subdue the opposing force before they harm anyone else.
Quell models situations when the PCs attempt to outright subdue an opposing force through a combination of violence and demoralization. It can be used in place of a standard combat, or “deathmatch.”
Objective
The PCs score 1 point each time an NPC in the opposing force receives structure damage or is destroyed. Grunts only provide 1 point for every 4 Grunts destroyed. Conversely, the PCs lose 1 point each time they receive structure damage. The total points of structure of the opposing force scales with the sitrep’s duration, as usual.
Victory Conditions
• Total Victory: Gain points greater than or equal to half the total structure in the entire opposing force (both initial deployment and Reinforcements), or destroy the entire opposing force. Any remaining NPCs Retreat, their morale broken.
• Partial Victory: Retreat while having at least 1 point per PC.
• Defeat: Retreat while having fewer than 1 point per PC.
Modifications
Vanquish
Remove the scoring rules. One of the enemy NPCs has the Ultra template. The PCs are victorious once this NPC is defeated. This is always a Short objective; a supplemental objective may be required in order to lower a special defense of this NPC, or defeating this opponent may lead to another objective (such as Transport for capturing the target, or Fortify to secure the target).
Purge
Remove the scoring rules. Mark a number of NPCs in the initial deployment with total structure equal to the PC count. Change the victory conditions to the following:
• Total Victory: Destroy or subdue all marked NPCs.
• Partial Victory: Retreat after destroying or subduing at least one of the marked NPCs.
• Defeat: Retreat without destroying any of the marked NPCs.
Looking for thoughts on Quell, my “Deathmatch sitrep” that incorporates a kind of Morale
I want it to have more texture than simply “kill em” though I freely accept that damage dealers will be favored in this scenario (like how fast mechs are favored in Transport)
I wanna make it clear not be accepting bad faith feedback on Deathmatch as a concept; please meet me at the assumption that Deathmatch-likes are “Good, Sometimes”
I think you could move the "or kill everyone" in the victory conditions to a partial victory too.
If the point is to subdue and break morale, achieving that at too high a cost enters pyrrhic victory territory, and at tbat point what you've achieved is more "inflict significant losses on them" than "break their spirit/momentum"
It seems fine to me, though losing only one point per PC structure taken feels like it might incentivise recklessness if a PC sees a way to, for example, dive an enemy formation to pick off a key enemy or two while taking structure damage in retaliation
Gotcha, was considering 2 points lost as well tbf
Numbers are negotiable
This honestly feels like to me an outright win/loss works somewhat, partial victory makes sense as the consequences being "how many resources were actually expended from the PCs"
Otherwise this looks like a neat way to be able to call a fight with a set limit rather than just going "uuuuuuh do I use more enemies or just end the combat???"
My take is that the partial victory is more about the narrative situation than the players’ mechanical/materiel situation
They blunt the insurrection, maybe redirect it, but fail to outright disperse it
Anyway I wanna highlight the Vanquish variant as a kind of “boss battle” but also something that can segue into another objective. Think Train Heist or securing the Borehulk corpse in Demon of Dogwater Gulch
Or an objective can be part of destroying the target, like how Dustgrave does it
Haven’t read yet but I really like the concept of turning morale into a Sitrep Objective and therefore making Deathmatch be more than just Deathmatch
As a note- currently taking Stress damage doesn’t seem to be a way to gain or lose points in the base version of the Sitrep. Is that intentional?
Sure is
Boss battle now I realise is interesting because of how it combines with multi objective sitreps
Just making sure 👍
Causing the opponent to meltdown will reduce its structure to 0, and you gain points appropriately
Oh I never thought of it like that
I was imagining it skipped past removing structure and just destroyed the enemy, causing only 1 point to be retrieved
Could be an FAQ thing
Command has identified a hostile experimental artillery piece. If left unattended they're gonna get field data for days. It's being deployed for weapons testing and if successful it's gonna wreck havoc on any battles. We want you inserted into back lines then it taken down so they can't use it. Then we want to recover the wreckage to see if we can reverse engineer it
2 star blood money job, stage 1 infiltration, stage 2 kill an ultra bombard
Partial victory, your army doesn't suffer
Full victory your army doesn't suffer AND you get a sick exotic/reserve
Damn I'm so good at this
I should like... Be a game master
Or smthn
A cool idea to combine sitreps is to use Quell as the way for PCs to win points, but instead of losing points via taking damage they lose points via Fortify and the enemy seizing/damaging their encampment or smthn
Which is basically just Fortify but damage forward instead of control forward
Sure that could work
The key takeaway I want people to get from my modular sitreps is “objectives can actually be really fucking flexible”
“If you don’t let them over-determine your scenario, at least”
There are times where I think I should put enemy forces first in the sitrep prep, though
Rather than “desired GM duration”
But it works out either way, one determines the other
Like “this is what you’re up against, and thus you’re in for a short/medium/long haul”
Extraction + kill everyone
Partial victory: objective extracted
Total victory: majority of enemies defeated and objective extracted.
Objective: eliminate witnesses before theft
As a question- for a standard Triangulate, how do you recommend finding a good place to place the hidden objective?
The one time I did it, I constrained it to the approximate inner 10x10 area of the 20x20 map, then rolled 2d10
Furthermore, if I wanted to use the Decoy variant of the sitrep, how do you recommend modifying the rules to accommodate for, say, a PC with 20 sensors easily able to cover the all the objectives with one search?
Excellent question!
uhhh, dependent on how techy the enemy faction is in narrative you could maybe justify them having set up some kinda of faraday cages such that scans can't permeate them either direction?
One answer is "make them feel like a god"
or this
As a follow up question- how do you recommend designing Triangulates to account for Combat Duration? AFAIK it’s the only sitrep without guidelines for this so I’m curious if you have any advice on this
It’s by default a Short or Medium sitrep
This is probably the correct answer but likely requires you having a follow up sitrep in place once the PCs find the true objectives
Given that Triangulate explicitly says this, yeah
Legitimately I don’t have a good answer for the 20 Sensors searchers
Besides “require line of sight” but that undermines my changes to Area Search
I guess I could say “pick a range band to search for objects”
I think a home change I’d make is simply remove the “determine which objectives are correct/incorrect” element and simply have the decoys act as “valid areas to search”
Narrowing the search area to points you can see rather than “the whole map”
Maybe add “you know the direction the objectives pinged are” to the search information given too
Effectively making the same as the base version but having visual indicators on the map for the decoys + true objective that don’t actually interact with the sitrep rules at all
Only in the “20 sensors” case at least
For a team with even 15 sensors at their highest this kinda setup would probably be too mean
Okay okay okay I have a justification now
They all have dummy signatures, and you need visual confirmation that it’s the correct thing
So the search, in this case, requires line of sight
But you immediately know where each potential thing is on the map
I think that works yeah!
I might experiment with my take on things where the dummies are simply map indicators while the sitrep functions as normal (maybe giving a directional ping too), but yours seems cleaner and appears to work fairly for teams without 20 sensor mechs
Does my swallowtail player have ATMS? Yes but if he’s flying like 10 spaces into the air to ping the correct objective at that point I’m just gonna let him have it. Particularly as he makes himself a very shootable target
Scans above range X struggle to get through walls and require LOS
For the Ultra Zealot trait Undying Faith, is it intended that the cheat death effect includes non-grunt allies at 1hp and structure already? Am I correct in assuming the intent is to basically to force the players to kill the zealot first?
You are correct
ok cool, thank you!
@serene tangle what water said
Yeah, makes sense, thanks!
I just wanted to make sure it was intended to create conditionally unkillable mechs
Yeah that was the goal! Wanted the Ultra trait to have some teeth
Move the zone out of the enemies 
Zealot is famously the only Size ½ in PPG
Also true
Does an Operator Formation get 4 Self-Erasures?
Yes, self erasure affects each “self”
There’s days I wonder if I should’ve made 1 more npc size ½, but the only ones that came to mind were just more supports like capacitor and occultist. To which I say, “boring”
Mayyyyyyybe Prism, if at all
size 1/2 artillery is such a funny concept :P
I wonder if there are other ways to make it work besides bending line of sight rules
Flight, probably
mmm yeah that was the other idea I had in mind
Thinking about Jetpack elites from halo 2
Vulture maybe
Nah
I'm a sucker for complexity so I opted for "guy dual wielding energy rifle and a portal gun" for the Gatekeeper :P
Like I could see it
Unironically I think I can see the boombox as a size half or a size 2 and not a size 1
Howler 
… it… is size 2???
Did I fuck up
Yeah but I could see it as size half
That's what I meant
Like a size 2 boombox feels right, a size 1 feels weong
But a size half would also feel right
Idk
Vibes innit
y'know weirdly enough
if you run rebake NPCs there aren't any size 1 supports anymore
besides scout technically but it has such size 1/2 energy
Size half is weird because some mechs are size 1/2 - 1 like assassin and witch
Hm. Boombox is similar in size and range band to Brütal Legends’ Roadies
That’s where the similarities end, though

Ok I see
Like I see them as a massive sound rig or a small DJ with a back mounted boombox
Size half torrent
Custom veteran ultra torrent with split the sea and size 3, and it can split it's size up how it wants however every time it splits it goes down 1 size
Power Chord is this guy dropping a sick riff on your ass
Exposed cockpit too
You have to chew through their health and somehow the entire time they're just boogying on ya
Pomeranian-ass defender
An ultra torrent with 8 copies of itself across the map but they're all size half
Individual bugs
That’s the funniest thing I’ve ever heard
I mean… is that not what Prism does?
You say that about Scout but Swallowtail
I'd argue what prism does is bending LoS -- it can draw LoS from two different locations
not sure what this has to do with what I said? I'm talking about support NPCs
like I know swallowtail and scout are analogous, I just still think scout has squishy size 1/2 energy
My point exactly yes
ok lol
my original question was about whether you could make a size 1/2 artillery work without bending LoS in a weird way like prism and gatekeeper (my take on the idea) do
Arcing or Seeking weapons prolly
Tbh Rainmaker could be size 1/2
You could make Bombard size 1/2 and it would change very little
I posit this is still bending line of sight in a weird way
Do not normalize Arcing and Seeking
Operator?
Operator probably yeah
Guy in a power suit and a souped up gun
Playing fuckin Crysis
Honestly you could make the “no size 1/2 artillery” argument about PC mechs too
nanocomp unironically makes me want to use your seeking house rules lmaaoo
And Sniper
Honestly I probably dunk a little hard on it with everything I do
Sniper I don’t think could work as a size 1/2, it needs it little sniper next wall to peek over so it can attack without being fully exposed
although maria's note about raising edef as a soft counter to seeking kinda paid off in some of my playtests
Operator meanwhile wants to be out in the open when it attacks and behind a titanium wall when it ends its turn- being big doesn’t influence that game plan
that's true, operator definitely sounds like a viable size 1/2
A small artillery cannot have ordnance because in order to see enemies it would have to expose itself to be able to do its job, something very few artillery actually wants to do
Moving Nanocomp into LL3 on a license that otherwise wants nothing to do with Artillery is honestly probably enough for most lancer campaigns; increasing the SP to 3 like Maria does is likely also a good deterrent
Strider is 50% Ordnance and even if it can get around it I do not thing it has sufficient mobility tools to get away with it, so I personally think it wouldn’t work too well as Artillery
How did we get here again with size artillery
The former change makes it basically equivalent to Paracausal Mod, while the latter change simply makes it more expensive
You only have 1 size 1/2 in PPG and we were contemplating that
Then Prism came up as a valid candidate for a potential “size 1/2 or 1” NPC and then it was pondering “no size 1/2 artillery NPCs are in core, how could you make one without weird LoS shenanigans?”
Yeah let’s bring it back to PPG
Tbf I still have misgivings about PC Mod on Saladin of all things
But yeah
Making it 3 SP makes it comparable to deep well- there we go that’s the analogy I was trying to think of
For a “really strong LL2 system that has a high SP cost”
didn't have a real great idea on how to portray the battlefield lol
so I added some "X"s for implying deathspots
Gearing up for the Combined Objectives section:
COMBINING OBJECTIVES
Combine enemy forces into a single pool
Short + Short = Medium, Short + Medium = Long
EXAMPLE COMBINED OBJECTIVES
CAPTURE
Quell (Vanquish) and Transport
HUNT
Quell (Vanquish) and Fortify
RALLY
Fortify (Survive) and Seize
RETRIEVE
Triangulate and Transport
FLIP
Blitz and Fortify (each Blitz objective becomes a Forti-fy objective and begins scoring).
RANSACK
Blitz (Ruin) and Transport (Collection).
MELTDOWN
Seize (Gauntlet) and Transport (Escape) with a hard cutoff three rounds after the Gauntlet ends (the Gaunt-let objective melts down and explodes).
just demonstrating that I'm not making setpieces, I'm making Lego pieces
Question: does having PPG Structure and Stress changes do anything for Ultra's Legendary trait?
I don't believe so, no
I think Legendary becomes superfluous
given that it exists to keep Ultras/Veterans from just fuckin biting it, I'd say this is fine
gotcha gotcha
You could steal from core and just add cover suggestions
that's gonna be even less informative
Fair
So you didn't go with "destroy everyone" in Partial Victory in the end ?
Interested in knowing why if there's any particular reason
Well like… the full success was “destroy enough people” and partial success was “destroy everyone”. I feel like there are very few scenarios you could partially succeed instead of full succeeding
And the point of partial success is “you settle for this to save resources”
But the old partial success involves losing basically as many resources as possible, which seems somewhat contradictory
Here's my vanquish sitrep and my purge sitrep. The vanquish has you killing this ultra bombard
The purge sitrep afterwards has all 4 marks on this ultra bombard
Alsoooooo, does the EDZ need to be at the enemy backline?
Because I don’t agree with it, mostly. Lancer has deadly mechs and Quell involves deadly force, but pilots can still walk away from the mechs/eject/whatever. even if not by RAW, then by fiction
So, eliminating all targets blowing up the joint who refuse to run away is “job done”
No, and I mention that the map layouts are suggestions in the generalized section
Fair
I cannot account for every layout
I’m mostly highlighting the key necessities/assumptions in each one
For Quell, it’s
- There’s a player deployment zone
- There’s an enemy deployment zone
- The enemy deployment zone may double as an ingress zone
And that’s it
For Seize, the implication is that in addition to those 3, there’s also
4. Initial enemy deployment is somewhat in the center of the map
5. There are some sort of objectives floating around the map
Is anyone here willing and available to listen to me yap about a module I'm making that is heavily enhanced by Prototype Pattern Groups content? I don't want to have too much about paid content public, and I'm not good at keeping things to only me.
@vagrant grotto got some more play feedback. Holdout modifier for Fortify is pretty easy for a well coordinated team, as they're able to set the objective up to basically just be bunkered
base Fortify should be harder in practice
Got it, thank you!
oh also there's some wording things that are wrong I noticed
Could you go into more detail about that? I’m curious how they went about fortifying the objective
on Torrent, the weapons have the Melee class, however RAW Melee weapons can't exactly attack outside threat, so RAW the cone weapons don't work
Utility Drones were placed around the objective which gave difficulty to any NPC trying to contest by getting adjacent to a player, and a Lich just kinda spammed "you don't get a turn" abilities, and they had some damage to spare for the active enemies
was really great teamwork tbf
but it felt a bit easy player side
also, is data not found supposed to hide info about things on it and statblocks (read: Athena)?
Afaik Valk’s objectives were designed to “be on the easier side” to be able to run faster, & great teamwork + tactical play should be able to demolish any sitrep imo. What did you set the point requirement for, and how many players did you have?
Nope- Scan adjacents work just as well as scans
Triangulate into Fortify 2 per 5, in hindsight I could've gone for 3 per 5 but it wouldn't have changed much
Yes, however if a player tells me I can't be attacked by the melee attack because I'm not in threat. I'll throw a brick through their window
Triangulate into triangulate into triangulate
So far thoughts are just being gathered on any of the sitreps, so if you can share your table’s thoughts on Triangulate (even just “it’s good”), that’d be helpful I think
they thoroughly liked Triangulate
The utility drones are honestly really clever tho props to them
they liked the process of elimination when it comes to different characters running Scan as far as I can tell
er, Search
I haven't had caffeine yet today
brain isn't firing on all cylinders
they were drawing on the map to actively label the potential objective location
Athena will reveal everything yeah, Data Not Found isn’t like Abhorrent or the Exotic trait, the intent is to encourage folks to use info-gathering abilities on it
it was really fun to see
got it
will keep in mind for next time
like I don't know how to describe how happy I was to see that
Happy to hear this then haha
Noted on Holdout, it makes sense it’s easier due to being 1 spot to hold
Oh that makes me very excited to use Triangulate myself when I next get the chance
yeah, just make sure your players have drawing tools enabled for them if you're on Foundry
I hope I do I never though to enable that
As for the melee stuff: yeah I’m now kinda pissed about how weird RAW is here
The intent is “treat it like a dang ranged weapon”
Besides the cover and engagement of course
Now that I’m thinking on it, why would they even have that restriction?
The answer is “tom assumed that all melees have threat instead of Range”
Which is grossly unhelpful for me, someone who just wants an AOE melee weapon that you can’t overwatch with from 5 spaces away
At this point I’m gonna just make a FAQ entry because I think the intent is relatively clear
it's more because the book declares that threat is the maximum range a melee weapon can attack at
being able to parry the greywash flood is quite funny
Are there any other AOE melee weapons in existence
iirc Prototype Weapon
Fuuuuuuuuuuuuuuck
Brutus has a threat 2 melee weapon that attacks all targets in range
but that works since it's burst 1 and you have threat 1 on it
honestly I'd just give those two weapons a special clause in their effect
or like make them actually CQB but have the clause "This weapon is treated as a Melee weapon for systems talents etc"
I’d have to say “this weapon ignores cover and engagement”
yea
But that doesn’t help Sweeping Blows on Knight
mmm
I’m gonna make a FAQ entry and declare “specific beats general”
"Instead of attacking up to Threat, this weapon can attack up to its range/cone/etc"?
Valk, you can keep it as is and no one will notice 
that's how lancer tends to function anyway
Threat 5 baybeeee
Honestly this is an esoteric bit of rules that almost no one knows about that I feel you could just leave it as an FAQ thing
Thank you for bringing this detail to my attention
I'm particular when it comes to details, np
Would the shatterhead "can't be effected by difficulty" verbiage handle this?
that ignores Impaired and other things
Oh true
Let’s be real how many tables are gonna look at Sweeping Blows and think “oh but the great sword is threat 2, I guess the designer intended to have the cone cut off at range 2 despite making a cone 3 footprint?”
The amount will be nonzero, sure, but the number is so low where that’s what the FAQ is for
also I had a really funny cataphract but it got bullied out of existence by a TCB
I tried seeing the wording on ranged attacks
Ranged attacks need to be Vs someone in range... However if it has an aoe and they're within the aoe template they're within range
it was fun watching a Fabi TCB smack it tho
However range doesn't matter on an aoe
it had transforming frame or whatever it's called I forgor, and the minigun
so it scooted around at speed 10
ridiculously funny
I need to double check the wording on memetic weapons
Because memetic weapons make attacks that don't target allies... Otherwise they're not ranged and not melee. They sometimes have only threat and sometimes have only range and sometimes have only aoe
I need to run Prototype more
Yes
it's a cool template
You should run more auntie augmented minigun hornets
I think I would be executed for that
Ive not been executed yet
You’ve got it backwards, it’ll execute them instead 
But yeah I understand
that's the neat part, it's a race between executing your player's characters and your players executing you
Characters?
Anyway you should give a hornet a demo hammer
I'm definitely gonna run a mission where you have to steal experimental data and you're facing a buncha Prototypes
If they can't kill it in time that's on them for not having enough smart or reliable
memetic is “ranged” but friendly and ignores engagement
It’s not what I want on 99% of these
Only ones would be like, on the Boombox
But like, canopy has like... A threat 1 memetic
Actually putting memetic on a common enemy sounds like a horrible idea, because like... "You see, your talent doesn't trigger because that wasn't a melee or a ranged attack... It was actually a memetic
watch your entire team want to die because 2 operators but all of a sudden one is doing Mirage bullshit, still the implicit threat of it being able to shoot you
Anomaly ass weapon that is just the assaults rifle but it's a tech attack instead
Tech attack
+1/2/3 to hit
Threat 1
Kinetic damage
Reliable X
Gonna repeat myself here: Memetic is a ranged weapon type
Explicitly
Ok cool I'm just illiterate twice, mb
God imagine if you actually made Waveform Nexus a memetic weapon (don’t do this)
It means the threat 1 no range memetic weapons do nothing 
It basically is already
I might run Aid as an action in all my games going forward because that feels very good
Hell yeah, very glad Acatalepsy turned me on to that action
Aid is very fun
I did a prepared aid the last combat I was in
I love sacrificing my actions to make the new player CPR user use their cool gun more
aid actually goes really hard for a spotter and artillery duo I think
True, but flavorwise it muddles some stuff and mechanically- like not everyone has wallflower or is gonna remember what Memetic off the top of their head
Like
This is why I put Memetic in the appendix
That is also true
I gave it a thought, aid felt very OP to me at first having a build able to help shoot a siege cannon every turn. Then I take a step back and think like... You're collaborating and making a build to help someone else fire and it probably isn't as effective as just having 2 siege cannons
I basically invoked the Lancer Third Party License and reproduced the rule like many reproduce the Exotic gear rules
Yeah it requires the two characters be in Spotter range, which is punishable
Sprinting across the map to aid the CPR user when there's someone who desperately needs killing is fun
also Doomscroll is a really funny ability
has fun narrative potential too
I was tempted to use it and just say "You watch as text flickers across your displays... It reads one simple message, have you ever played googoogaagaa babies with your umamusme on the line?" to inflict psychic damage on the players themselves
I've used doomscroll once and it was on a Harrison mech and I cried
TRUE HARRISON ARMORY LEGIONNAIRES LOVE COLLEGE FOOTBALL TOO MUCH FOR PROPAGANDA!
Your propaganda is too meaningless compared to my propaganda
What do y’all think would be the funniest use case of a Prototype Sourced Pause Engine?
GENERAL FAQ
AREA OF EFFECT MELEE WEAPONS
Some melee weapons list an area of effect, but no listed THREAT. Can they still attack beyond the default THREAT of 1?Yes, the intent is that all melee weapons in this supplement with an area of effect (e.g., Torrent’s WAVEBREAKER) may attack all targets in that area, regardless of THREAT; their listed areas are more specific than the general rule of THREAT being the “maximum range at which a melee weapon can be used” (Lancer, p. 64). They use the default THREAT of 1 for the purposes of OVERWATCH, as normal.
I'm gonna name-drop the "Thrown" tag as an example of "more specific"
COMBINING OBJECTIVES
As mentioned, modular sitreps may be combined into a single, multi-stage sitrep. Budget both total Duration and Enemy Forces for the combined sitrep as follows:
• Short + Short: Budget as Medium.
• Short + Medium: Budget as Long.
By default, follow initial Deployment for the first of the two composing sitreps (if reasonable); augment deployment to fit the fictional scenario. The composing sitreps’ objectives are each treated as if they were their original, respective durations for the purposes of scoring and determining victory.
The combined sitrep may require one sitrep to be completed before the other, or the two may overlap in some way. Flexible design is encouraged in order to best fit the fiction. The following examples illustrate just how adaptable these objectives can be.
how's this read?
I have a dozen example combo sitreps now
I think this makes sense, though I do question if simultaneously sitreps should be budgeted the same as consecutive sitreps
Fair enough
it's like adding a side objective, except recognizing that the side objective is taxing
I’ve actually got a (potential) Triangulate + Purge Vanquish (simultaneous) coming up so that’ll be fun!
AMBUSH
SEIZE + QUELL
Take several defensive positions (SEIZE objectives), then QUELL an incoming, unsuspecting opposing force.
CAPTURE
QUELL (VANQUISH) + TRANSPORT
First, defeat the ULTRA. Next, drag their wreckage, pilot, or black box to an EZ.
ENDURE
SEIZE (GAUNTLET) + FORTIFY (SURVIVE)
Take control of a SEIZE objective, then SURVIVE the retaliating enemy forces for 3 rounds.
EVACUATE
TRIANGULATE (DECOY) + TRANSPORT (COLLECT)
Find the real DECOY objectives (e.g., vehicles with ci-vilians inside). As soon as a real objective is identified, it may be dragged to a nearby EZ.
HUNT
QUELL (VANQUISH) + FORTIFY (HOLDOUT)
The PCs and an opposing force hunt an ULTRA MONSTROSITY (Lancer, pp. 324–325). Once the Ultra is slain, the PCs must secure the corpse from hostiles.
MELTDOWN
SEIZE (GAUNTLET) + TRANSPORT (ESCAPE)
Sabotage a GAUNTLET objective. Then, extract from an EZ before it explodes in 3 rounds.
PILLAGE
BLITZ (RUIN) + TRANSPORT (CTF & COLLECT)
Score or destroy several BLITZ objectives, then pick up the heavy loot and carry it to a nearby EZ. Only one piece of loot may be carried at a time.
RALLY
FORTIFY (SURVIVE) + SEIZE
Survive an opposing onslaught for 3 rounds, at which point allied forces arrive and take control of the flanking IZs. With the tides turned, secure forward positions for those allies, as indicated by SEIZE objectives.
RETRIEVE
TRIANGULATE + TRANSPORT
Discover the TRIANGULATE objective’s location, then drag it to the EZ.
THIEVE
QUELL (PURGE) + BLITZ (FETCH)
Eliminate several high-value targets, INTERACTING to pick up their valuables along the way before abscond-ing with the treasure in an EZ.
USURP
BLITZ + FORTIFY
After each BLITZ objective is scored, it becomes a FORTIFY objective that accrues 1 point per round while controlled by the PCs, as normal.
WITHDRAW
FORTIFY (SURVIVE) + TRANSPORT (ESCAPE)
Hold a defensive position for 3 rounds until an allied dropship arrives, then extract on that dropship.
ooh these are good
I love Capture
I'll run that at some point
with all the other base objectives + modifications, that's 34 sitreps in this book
and they all came from 6 basic objectives
modular sitreps honestly feel great
like
I'm looking at them and I'm going "how the fuck does base Lancer not have these"
they're stellar and promote more player thought and creativity
thank you! I'm looking forward to running more of these haha
it also gives the players a small dopamine kick as they've completed a stated objective in the middle of the sitrep
In other news: I'm pulling the trigger on "Torrent Prones with no save on any collision"
if I get negative feedback on that, I'll just revert it
Should I do the ill advised and make a triple Sitrep combat?
as long as they're all Short, lemme know how it goes
terrible idea for Capture actually
you have to kill the Ultra but a good chunk of the NPCs are Doppelgangers, and some even have multiple activations
(Retrieve Sitrep combo with a Vanquish going on as a side objective in the background)
Well if it’s for testing I don’t see why not lol
"hey DM, there's... Five assaults on the field, there's no Ultra. We can't complete the mission if there's no Ultra."
"I know. please play the sitrep :)"
Wait, better idea
Make the assault a formation
And the Ultra a Doppelgänger copying the formation
I'm not sure that'd work
how do you imagine that working?
because I'm having an evil idea
A formation with 5 members :)
What? 2 formations? 4?
||The Ultra obeys Formation rules for having 4 tokens, and follows resource and action restrictions of a Formation, however every time the Ultra is structured, the last damaged token is destroyed.||
I was more just imagining the Capture idea but the Ultra is a Doppelgänger copying one of the 3 identical formations on the field
oh that's horrible
and if they haven't figured out which one the Ultra is, I'll say "The Ultra takes its second activation and immediately passes its turn."
You could even make them all Anomalies so they don’t even know they’re formations, they just see 13 assaults
Or, have there be 1 formation, and then 4 other doppelgängers copying the formation to mimic a second formation
Formation is hilarious I love it
"fuck you, you're playing whack a mole now"
the only problem is the Ultra would activate out of sync with the Formation and be easy to spot
That’s why you have 1 Formation, 3 Doppelgangers with SpecOps, and an Ultra
The formation should also have SpecOps too, for extra confusion
how would the turn orders work?
If I knew how then the idea isn’t confusing enough
But like:
1st formation activation: Normal
2nd Formation activation: still normal
3rd formation activation: Spec Ops I see
4th formation activation: wait wtf?
5th formation activation: wtffffff?????
And so on
But there’s so many you lose track of who is and is not in the same formation
Going hard on the provisional test changes:
JURY-RIGGED
Trait
Hostile characters gain +1 Difficulty to checks and saves against the Brigand. Once a hostile character SCANS the Brigand or an identical character (i.e., an NPC from the same faction with the same class, templates, and features), all hostile characters instead gain +1 Accuracy to checks and saves against it.
If you’re gonna test this change I’d change the name personally , as Jury Rigged doesn’t fit the flavor imo
(Aka, scan to learn the Brigand’s tricks and therefore gain the upper hand)
Expect the Unexpected maybe?
I'll worry about names
Fair
you worry about the effect
steal more MTG names
"Flimsy Tricks"
The trick is make the Ultra take the 1st and 3rd activation to make it look like coordinated carnage, and then have the formation actually take the coordinated carnage turn, that way the second activation gets lost
Anyway obligatory Anomaly Prototype Brigand, aka “Scan to Fuck This Guy Over AND Under”
I'll probably add the updates to sitreps on my blog tomorrow
but yeah, shit's real
Alriiiight, I've read through your sitreps. They are short sitreps you can mix and mash together to form actual larger sitreps in comparison to CRB and Enhanced Combat.
This is actually a really neat way to build sitreps.
Thank you! Really once I started going into combinations it became very clear to me that a modular approach is actually incredibly powerful
It's a pretty neat and novel way to handle Sitrep building.
Honestly, if there was a Lancer 2E I’d hope those sitreps take inspiration from this. This is way more versatile + more explicitly ties into the games mechanics
I may start working with these modular sitreps and stripping some of the CRB and Enhanced ones to make them modular friendly as well.
tbf I think I covered most all the CRB ones
that's why I explicitly named the modifications after them, so the parallels were clear
but yeah, idk exactly how EC did their sitreps, I just know they're a bit more involved than usual
Some EC Sitreps are involved in that they nearly take the entire 6 Rounds to complete on a bad run.
But they can be completed in less than that if players work together to leverage their advantages.
There are Optional Objectives that the GM can place to give Players a thing they can do at the same time while completing the main objective.
A bit different but may be a similar vein to your multi-module sitreps.
Whereas EC has One Main Objective and One Side Objective (if the GM is feeling it)
PPG has a two part Objective system for the Sitreps.
yeah I don't really believe in Side Objectives per se, tbh
The Side Objectives mostly REALLY shine in Campaign Runs.
usually because existing objectives are involved enough, and the side objective only serves to complicate things further
Even the EC has notes saying that Side Objectives are more so to add rewards to your players in a campaign.
The Side Objectives themselves aren't that bad, some can actually be really fast and feasibly completed during the sitrep.
But the main caveat is that they require specific strengths to leverage.
Such as Overcharge while in a specific area, Speed through a number checkpoints, takeout the Supreme Leader NPC, among other things. (Very simplified versions)
IMO some of the EC Sitreps, at a glance, feel like they have overlap with some of Valk’s steep variants, while others (aka Breach and Clear) feel like they have somewhat artificial round inflation (and of course the ones that don’t fall into either category like Train Heist). I’d say there aren’t many EC Sitreps that can’t be emulated with these Sitreps (demolition, any of the item collections, nexus defense, behemoth brawl, etc). Train Heist and Breach n’ Clear feel the most distinct
EC leans a lot more into the Module side Lancer construction of combats, where they’re all somewhat premeditated by the GM and are meant to all be long + rough
Few of the EC sitreps sit on the shorter side - which isn’t necessarily a bad thing but it’s certainly less versatile
It’s really just a different design philosophy at the end of the day, going for a path of proposing more combat scenarios with unique mechanics rather than providing the tools to generate your own across more generalized mechanics
yeah, I ultimately feel EC is leaning into that "Bespoke situation" vibe and I just don't find that useful enough as encounter building tools
so yeah I wrote my stuff for flexibility
Queeeeestion
With combined objectives. Is the design intent for latter objectives to be public information or private until prior objectives completed?
I can see two methods of secrecy in my mind
- Objective secrecy: whether locations/objectives are known prior
- Sitrep secrecy: whether sitrep itself is known beforehand
And with these:
- Public objective, public sitrep: all combined sitreps and their relevant objectives are known beforehand
- public objective hidden sitrep: objectives are on the map, are not explained until prior sitrep is complete
- hidden objective public sitrep: combine sitreps are known prior, but location of objectives aren't known prior
- hidden combined sitreps: information of combined sitreps are totally hidden
csgo_demolition: seize (gauntlet) -> escort (extraction/escape)
Defeat: enemies remain at full strength
Victory: enemy asset thwarted
P victory: as above + remaining PC mechs take structure relative to distance from objective
Mmm, modular sitreps are fun to brainstorm
I think I need to start using this stuff. I'm getting too bored using the basic ass sitreps and enemies in my talent rework playtests 
For Bottom of the Well is it supposed to be something that basically forces a Shutdown -> Boot Up on failure, especially at T3, or am I missing something?
Also, Thunder Lancer full action is an on hit effect in the LCP.
It doesn't force a shutdown boot up
They can still stabilise or activate systems. But shutdown boot up does work
And grease monkey 2 stabilise will clear it all
Oh it's until end of scene
It doesn't force one but that's the quickest way to remove 3/4/5 conditions that might make you basically soft stunned
Yeah shutdown boot up is the wise choice
There's other ways
Impaired until end of scene is horrible because it's enough of an inconvenience that you want it removed but a full action to remove is very costly
Just having my T1 anomaly be a little dick and keep impairing people
Public, in general, but as always it depends on the fiction
Given that I highlight Stakes as something the GM should establish immediately, I lean towards open info here
I think there's a realm where unknown objectives are cool but that tracks
It usually makes more sense to head into a combat with an objective with a briefing
Thanks for the catch, that’s a bug, ill push a patch today
I desperately yearn for a control combat where objectives are escort objectives
Given that combo objectives are 2 short objectives combined into 1, there’s not a lot of runway to hide the second objective anyway
But Valk, I love breaking things over my knee
Alright go off then
Al highlights many potential options; PEBCAC is also possible, as is something like Lich’s Antilinear Time
Using handle rules on an iceout also works
So it should be more used as some sort of gear check than just on its own?
I had a designer intent question but then I reread it and it kinda answered my question
I was gonna ask about reinforcements but I assume the default is initial deployments then merged reinforcements
This is a good point that I’ll consider
I don’t want an outright gear check tbf
But it’s something that may be good to reward your Kidd player?
Worst case, Shut Down + Boot Up would do the trick
Aid action can also help split the action cost, if you’re using that rule
It doesn’t
Yeah I checked
Action cost of stabilize *
Stabilize, unless you have GM2, is only 1 condition each time.
Immob too
That one is priority 2
Ya
But with aid you're going to stabilise at least twice to clear 2 of the 3 conditions at t1. Whereas shutdown will clear all. So aid without GM2 won't do much
I’ll consider a lingering Save at end of turn to clear 1 condition each time
My issue is that, especially at tier 3, it feels like you are saying to a player "You can't play."
Sure, you can Shut Down into Boot up, but that's 1 quick and a full. So 2 turns if you don't overcharge (with default overcharge rules).
Or one of your teammate have to have something to help you with it.
I’m more concerned about it at T1, where players are less likely to have options, tbf
“Teammate helping” is desirable gameplay
But yeah no I feel you
Gonna note it in the tracker
In the meantime if you (or anyone) do try it lemme know how it goes
Yeah, I'm very interested in the modular sitreps!
I hope they prove useful to you! Ultimately my goal with modular sitreps was to demonstrate that it’s actually really easy to throw something together, and that you can be fast and loose with the rules when making something on the fly
Once the GM knows either
- how many enemies they’re committing
- how long they want the fight to take
Everything else falls out from there
Thinking about how my house rules have reached a point where I can’t really expect myself to write Lancer adventures anymore lol, because that would mean playtesting Vanilla NPCs, vanilla sitreps, and vanilla structure and overcharge, lol
The sitreps I could define in the adventure, true, but everything else…
I think that’s why my next “adventure” project is gonna be a campaign framework that lets me use my toys lol
It looks like I'll be able to get data on the howler and boombox changes tomorrow
Ultra howler o'clock, now with more accuracy for those crits 
Only the first one requires paid content by your own admission.
they're not going to be rebake by default iirc, they're just going to have rebake versions released alongside the crb versions
oh the message was deleted - this was in reference to igf
This is very real ngl
Going back to vanilla structure/stress in particular just feels... Bleh.
This is why I used Maria's for my playtests lol
You can make the CRB versions of the combats second class, like how in my module the version with an Ultra Mirage with Titan-Snare Drones is second-class to the version with an Ultra Occultist with Titan-Snare Drones.
It actually just occurred to me: Torrent and Demolisher would make a very entertaining duo because they’re two ends of extremes when it comes to knockback and using it for objectives
"Sorry. You rolled a 1 on your second structure roll. Get annihilated. Entire combat has entered scuffsville"
Unlike PPG, Valk's alternate rules are free on Github.
Yeah but the PPG ones aren't
And also, running a pre written adventure shouldn't really require much outside of the book you're reading and the CRB
Valk let Redox use modular sitreps for her book.
You can't balance module releases around modded structure/stress rules becuase there are high odds people who run it won't know of or use those tools
?
#1470221024178995319 has a Fortify (Holdout) in the final combat of one of the missions.
tbh I probably should run some playtests with vanilla rules to make sure nothing is horribly broken
Module tests have to be run as close to vanilla as possible to recreate the average GM/Player experience, which is "Look at this neat thing I found on itch. What's a pnet?"
Like the number of Lancer players I've met at my LGS that don't even know there are first party modules is, uh, all of them.
The neat thing about books is that they can inform people of things.
You have to design in the vacuum, which is a shame becuase the vacuum is a bit rough
Sitreps are easy to define in a module and are generally flexible
NPCs, not so much
And yeah if I’m writing an adventure, I do ultimately want to make it accessible to folks
This honestly makes some sense if your only exposure is via a physical print of the CRB
Let’s cut the flippant talk, please
Sorry.
There are literally several things in the books people have that do not function as written, so it actually is a design problem for Lancer
Right.
You've rodeo'd a bit more than I though
We’ve been through the considerations of what we’re comfortable including and what we’re not. There’s a lot of factors that go into it
Not the point! You’ve published
I will say that I'm probably done with campaign modules unless a jam compels me or I get a one/two-shot idea
Setting guides with inbuilt mechanics are probably better suited for my tastes
If you want to keep PPG at 15, modules are the ideal place to put new NPCs.
I will worry about my own business decisions, thank you
Fair enough.
Honestly, I think a tool like "here's a faction, here's their default roster" and make every combat somewhat more of an encouragement than a set in stone piece allows replay ability and modularity while holding the GMs hand but allowing them to still cycle without stabilisers
"this combat features big Steve. He's an elite demolisher with these optionals. He becomes a veteran at 5 players. Otherwise the rest of the sitrep uses this faction, encourage using X"
Legitimately my goals are to eventually publish:
- 1-trait faction templates (with faction information)
- Nodecrawl “band of blades” style of campaign
- Union civil war “armour astir” style game
In like, that order
I'm curious about a proper node crawl. Would it be more of a framework to build on to dodge vanilla issues, or would you be looking to have it be a full-on campaign?
This is kind of what I'm doing with my module, to the extent I'm working on it; it uses a wargame-style structure with battalions of four factions of the Karrakin military advancing down a point crawl at an Armory base, such that each combat consists of the forces of the battalions at that node.
(Relating to Al's message).
Framework to slot in the GM’s own content
Think FTL (the rogue like video game)
Hmm. I could play ftl
You’re moving across the galaxy to a hot zone and solving problems along the way
Playtesting can also be difficult for more experienced folks if the context is “running the module for my home group”, because I like. Make too many home changes to combats.
I’m planning to blog about it first before publishing it in a nice shiny pdf
If it’s just “running game for new group/strangers/whatever” then the issue is gone, but most people that play TTRPGs with regularity tend to do it with the same group of people
Which is also the context modules are being tested for
Yeah no everyone runs their home games differently and I expect the folks who know their vibe will remix anything I make to make it their own
In that regard, playtesting is more about “how do I make this accessible to most of my audience”
Most everyone does it, even the people who made the modules, it’s just unfortunately not a thing that’s conducive to playtesting
Yeah exactly
So I don’t playtest for that lol
If anything I playtest for myself: If I don’t have time or patience to remix something, I want it to Just Work out of the gate
My biggest goal is to respect my audience’s time
I don’t want GMs reading my adventures to have to overhaul something or force them to connect the dots themselves in order to run my stuff
Sometimes being told to draw the rest of the owl makes people excited. Other times it makes them go "I don't have time for this," yeah
Yeah no, if I’m gonna tell folks to “fill in the blanks” I’m gonna provide them with ample scaffolding first
That’s kinda what the sitreps act as, innit?
If I’m selling a publication, I’ve got to offer something that folks won’t just think of on their own
And yes
Decided to buy this
Really cool stuff
Honestly the new sitreps made PPG jump from “a really fun supplement” to probably my favorite 3rd party work
I hope it serves you well!
hmmm gonna add this next version I think:
Quell (Pankration) - Modification where players can play up the crowd and score extra points for style (via Interact)
bugfixed this, LCP patch 1.19.1 is up now on itch
Unlikely to use anything in my campaign since it's already ongoing but still I wanted to check it out
Dancing is a Quick Action
it's gonna be about making callouts and following up
PANKRATION
This modification emulates gladiatorial, entertainment combat. Each character (PC or NPC) may INTERACT 1/turn to play up the crowd. They make a contested skill check against a hostile character as part of this INTERACT action; if they succeed, the target is marked for humiliation until the end of the round.
If a marked character in the opposing force suffers structure damage, the PCs score an additional point. If a marked PC suffers structure damage, the PCs lose an additional point. In either case, the mark clears after the first instance of structure damage.
Based
Pedantic hat on, is there any point in doing it as a quick and not as a protocol?
Also
Me and my bestie (Veteran assassin)
dunno, I can modify it though
Just wanted to point it out. Idk if it's a problem
"the loser is marked for humiliation until the end of the round" there, you can protocol but it's higher risk
idk, I may make it an outright quick action only
Just cos, if I had it as a protocol I'd pop it every round 
Mama didn't raise no bitch
My impaired ass trying to start a dance off with a vet assassin with +2 ACC to agility
This modification emulates gladiatorial, entertainment combat. Each character (PC or NPC) may play up the crowd 1/turn as a quick action. They make a contested skill check against a hostile character in SENSORS as part of this action; if they succeed, the target is marked for humiliation until the end of the round.
there, okay, no punishment for trying to call them out, but it's always a quick action and not an Interact
Demonstrate how modular Lancer objectives can combine in novel ways to make a wide variety of bespoke combat encounters.
I'm now calling these rapid releases of blogposts "Blog Blasts" and you cannot stop me
Looks like the stuff up tomorrow is:
Boombox:
- Spotlight
- Power Chord
Howler:
- A Beast Uncaged
- Rip and Tear
- Viral Bite
- Lunar Splendor
- Bloodhunt
- Longclaw
Yelling blog blast over and over again in the same manner that I'd yell eldritch blast
BLOG BLAST, BLOG BLAST, BLOG BLAST
Howler for today's Sitrep
His Demolisher room-mate
Rock and a Hard Place ready for trouble 
I was gonna say, lol
@vagrant grotto would A Beast Uncaged clear burn? I'm thinking no but just making sure
how would you like it to be
Don’t clear burn


Let it ride, clear burn
understood
We’ll see how it fares
it passed its burn check but MAYBE
So not much feedback from the 1st howler as it got 1 turned by a brutual crit mornging cloak
I have another tomorrow
Sadly not
Brutal Crit doing something for once lmao
happy for them, they earned their scooby snack
ultra veteran howler playtest complete
my players have thoughts
remarks incoming (in a couple hours)
Ominous lol
It's why I make it a freebe
Uhhh, I’d probably have it stay at Heat Cap but otherwise have Exposed and Overheated clear
This ultra trait is looking iffy though lol. Lots of edge cases
okay, because this pervert did not stabilize and also my players have thoughts about it
forthcoming (after this sts2 run (i'm at Glory))
It should probably have some incentive to stabilize still, that or outright clear heat on structure loss
I mean it’d still be overheated so it can’t use Heat at all, so I don’t really see the benefits of it never stabilizing considering it kinda. Depends on its Heat abilities
It’d also still be taking energy damage from Heat
It... was unconcerned
The intent of clearing exposed here would also be clearing overheated
"oh no six ap energy damage"
I’m gonna wait and hear out the full feedback
"anyways I have 23 hp and am still in danger zone"
Sounds like this was a loaded ultra
"time to viral bite all the things"
Ultimately it’s sounding like the Ultra trait may need outright replaced unless I want Isa’s players knocking down my door
Seeing this talk about the jacked Ultra is giving me a wary eyeball for how I'm going to build Ultra+ in the future.
Juiced Howler Playtest:
Players (all LL1)
- DSAS Vanguard Chomolungma
- Heatgunner Chomolungma
- Riflespam Everest
- Heavy Gunner Forced Movement Everest
Opfor:
- Ultra Veteran Howler (Longclaw, Lunar Splendor, Bloodhunt, Viral Bite + A Beast Uncaged, Supreme Melee, Siege Shield + Rip and Tear)
- Elite Boombox (Spotlight, Sound Barrier, Power Chord)
- Commander Support [K] (Latch Drone, Empowered Cloud, Bolster Network)
- Formation Custom Archer [K] (Replace Suppress/Moving Target with Kai Bioplating, Covering Fire+Got Your Back)
House Rules:
- low-variance structure
- one stress for all
- no core powers
- reroll OC
Sitrep:
- Quell (Vanquish), players lost due to TPK
Quell/Vanquish Feedback:
- "So it's a TDM with points?"
- They had no further thoughts
Formation Archer
- They liked it. I liked it. No further comments.
Elite Boombox
- Battle buddy for the ultra. The two hung out a lot. Heatgunned PCs into exposed range, and they rarely had time to stabilize
- General uncertanty about waveform nexus. not threatening damage-wise but thought lock-on felt "too free." I don't necessarially agree. They were also confused about how this weapon interacts with overwatch. I just didn't have it overwatch.
- Soundboard was weird to work with, but I eventually figured out how to use it. Not especially useful on multi-activation NPC apart from getting more time to stabilize heat off. How does the heat gain interact with overheated?
- Soundproof+Sound Barrier is remarkably relevant at low LLs. Lots of explosive damage floating around at the bottom of T1.
- Spotlight was liked but players expressed it felt low-impact. Inclined to agree. Maybe it could be Blast 2?
- Why is Power Chord a melee weapon? Had a lot of "interesting" interactions regarding LOS and cover (or lack thereof because it's melee). Players said it should be a nexus with the ignore engagement clause. Inclined to agree, but want to hear why it's melee first. Players really like microstun.
Ultra Veteran Howler
- Everyone agreed it was way too tanky and too capable of shrugging off basically everything without extremely careful timing and planning because of A Beast Uncaged and getting 5/7/9 OS with each howl. Players still stepped on each others' feet canceling effects they were relying on to damage/control the howler.
- Very easily able to gapclose on ranged attackers and force engagement. Claw OW stopping movement means having to FA disengage to get away, and it could just catch up again.
- Feral Howl made it way too durable with its ability to create a mosh pit and tank tf up. Consider reducing OS and/or adding per-tier scaling.
- Innate accuracy on weapons synergized with deadly for a lot of crits
- Ripper Claws with Rip and Tear were winners. Loved the attack. Wished they weren't exposed all the time.
- Viral Bite also was appreciated. They liked the dynamic it brough to combat.
- Bloodhunt was considered too low-impact at low LLs. "I see the vision, but it should just be a passive. Not a protocol."
- Lunar Splendor similarly was low-impact. Party thinks it should just be a static effect with no OS clause, both to make it like the lycan and to reduce mental overhead.
- Liked Longclaw. Makes me think a reason why it was able to apply pressure to the party and get so much OS off howl was because it could easily drag a PC along with it.
- I liked A Beast Uncaged because I'm a freak, but it was very hard to manage at low LL with their limited kits without extreme coordination.
tl;dr-
boombox: conceptually interesting, but a bit clunky
howler: "it protects its allies by making sure everyone is dead more than it acts as a lure tank, and it's good at being a tank too"
Thank you for all this feedback! To be clear, this was with v1.19 Boombox with Soundboard replaced with Bass Drop, right?
Surprised the boombox was heatgunning of all things
Were you just off-action invading or have I missed something crucial haha
yes
it was all 1.19
Yep. Just invading to punish the party being in the DZ
and because it's LL1, they don't have a ton of engineering
Okay cool, noted noted
the boombox was also grappling people and bringing them to the howler
As for why Power Chord is a melee weapon, I was giving on it being a guitar attack I guess
they said it should have cover, like you're hiding behind a wall to deaden the noise
I said "okay well I wanna hear valk's reasoning first"
It makes sense, I figured the sound would be able to get around cover in-fiction but I get the vibe
Heat gain on Bass Drop should mean that it can’t use Bass Drop if overheated
Very noted on the T1 tankiness on Howler, and the interaction between Howl’s heat and how the ultra trait clears exposed
May make it way too easy for the ultra to abuse howl
That was kinda something I considered?
On the one hand, it doesn't cost heat to use it
but on the other, it feels like it should stop working if it overheats
Yeah I’d treat it like the Type 1 flight system in that regard
If doing something while overheated would mean you take heat at some point, you can’t do it
I figured it'd keep ticking over and dealing energy damage per trigger, but couldn't be used again
didn't come up though. it was just something I was thinking about afterwards
Honestly, I wasn't abusing it all that much, but even in the few chances where I decided to stabilize to get rid of the heat, the follow-on howl for a lot of OS basically blanked out a PC turn or two of damage
Well, im glad to hear that it was both durable and sticky
Will need to reevaluate some of its numbers though
Very happy to hear that the Formation Archers “just worked”
one of my players got 3 Brutal Crits and a Paint Job proc last session lol
anyway wanted to ask: has anyone had a ROKO NHP go into cascade with the Prototype template?
if so how did you RP it?
I haven't, but like. Over protective or harm anyone who doesn't attack the Roko
@sudden cosmos now that I've slept on your feedback, I have some follow-up questions:
- What did you think of Rabid Lunge? How did you use it (Ram, grapple, or Skirmish?), and how often did you use it?
- You mentioned that the innate accuracy on the melee weapons synergized with Ultra's deadly. How did that feel?
- For the Formation, how did it feel to manage the standard movement of the 4 bodies?
I acknowledge this ping but will answer it when the playtest starts
busy with a s0
Scheduled another playtest in 2 weeks from now, I think my content is at a comfortable enough state that I can confidently start using various house rules. Will be using PPG Sitreps and NPCs for the playtest 🫡
Tomorrow I pit my Calendula player against his character's ex wife in a Prototype Veteran Ghost with Feign Death and Auntie. I anticipate the Ghost will still get its ass kicked, but hopefully it will be interesting
whats the module that has the cards at the top of the screen?
Combat carousel
Or something like that
Re: my ultra boombox from today (Valk heard) about it already
His callsign was "DJ DISPLACED" and he was just a regular guy from DeKalb Illinois circa 2026 that partied hard, blacked out, and woke up inside a mech at Dustgrave Crater Pit Bloodsports. He did not know how to turn off his comms and was yelling the whole time
The assault he featured had his comms stuck open after getting promoted and the two yelled at each other the entire time
Apparently it beat out the Festive Solstice Conifer extraction
Hell yeah! Maybe boombox and howler will even be in a good state by then, recent playtests have been very illuminating
May you get the chance to fire the gun twice haha
Formations continue to Feel Good on artillery, I used a double baked bombard formation today and it seemed absolutely sensible
Potentially, unfortunately I'm probs gonna steer closer to more stable PPG NPCs at least just because primarily I'm testing my stuff I have just been tired of NOT BEING ABLE TO USE COOL TOYS
Yeah no I figured you’d stick with something stable instead lol
@vagrant grotto heyo, getting too keen with playtest in checks notes 2 weeks. Would you want data to see if a triple short combined sitrep would work or would you rather stuff be tested as written before tinkered with
short answer: do it
long answer: Do it, but lemme know how long it takes to do all 3, how you structure all 3, how players feel about doing all 3, and how many they actually get through
by structure I mean: Do you do them sequentially, or in parallel (or if mixed, in what combination)
I also want to see what would happen if I test a ||Kensei with allied movement powers. Commander lead the charge Kensei with a desant hard points support >:)||
It's A Good Idea!™
al have you played sekiro
or will you not get the reference im about to make
Btw, is Quell by definition a Short sitrep, or no?
no, Vanquish is
Perfect
Quell can be short/medium/long, it's just that the main source of scaling is just the same shared Enemy Forces for all modular objectives
||Idea is Triangulate into gauntlet (probably size 2) into extraction||
All aiming to be short in length
STAKES
The stakes of PC victory and defeat should be made clear at the start of any combat, and players should be given the opportunity to decline a combat if they deem the stakes unacceptable. The exact terms of victory and defeat do not always need to be conveyed, but the GM should be generous with this information so players can make an informed choice before entering combat.
So regarding Partial Victory concerns: I currently have this written under STAKES in v1.19
I think it covers the concerns of players getting stuck in a bad situation
in other news: reviewed save targets and realized I gave Napalm 13/15/17 save target scaling???
13 save target T1 is unheard of
Save for Spite
I think I'm gonna tone it down to 12/14/16 at most, Napalm's ST doesn't need to be that high when it's a primary artillery
Another aggressive scaling is Knight with 12/15/18, but that is partly so the compelled duel keeps its teeth
To be fair, as a Systems save and a save that triggers at the start of every turn while also giving the Greatsword and Shield benefits without depending on the save, if the Knight picks the right target they’re going to fail at least once and even if they don’t they’ll still suffer from the duel
it should probably be 12/14/16
A target that succeeds on all duel saves is probably still gonna suffer tbh
not a lot of systems investment from folks, and yeah it's not 100% dependent on saves to do anything meaningful like Seeder does
Plus the consequences of failing a save are pretty bad
Unclear why Barricade has a 12/15/18 ST in Core and Kai's rebake though, but whatever lol
My guess? Base Kit barricade has no saves and it’s optionals really depend on targets failing the saves due to how rarely they come up (limited 1 for titan snare and recharge 6 for everything else)
the optionals and any potential Templates are really the only explanations yeah
Since the base Kit has no saves the save target can scale aggressively to assist purely the optionals without being too unabalnced
like I don't think Barricade needs to change I'm just noting the dearth of save effects in its base kit compared to other NPCs with similar scaling
The big drawback about Duel is that the Knight can’t change targets, but the benefit is unless the target Shuts Down or is PEBCAC’d, it will never clear
sure
… huh, that’s actually interesting. Unlike Assassin’s Mark, there are ways for the target of Compelled Duel to clear it
Simply by being a tech action rather than a normal action- funky
yeah, though it's really only PEBCAC
Shut Down is 3 actions to counteract 1 action
it's worse than CRB Scout Marker Rifle
Only if it’s the only tech you’re suffering from
sure, if you're facing multiple tech effects that all last longer than the end of your next turn
Shut Down is just incredibly niche, that's all
And it’s still a way to clear it, unlike Assassin’s Mark
The sword or the duel?
the concept of using Shut Down to stop the Duel
like, in terms of "this is the ratio of actions to use to actions to clear"
Gotcha
scout marker rifle is 1 action to use, 2 actions to clear (stabilize) which is already obscenely good
so Compelled Duel 1 action to use, 3 actions to clear (Shut Down + Boot Up) is beyond the pale
if Stabilize let you clear a tech effect (say, a "Hacked" condition") then we'd be in a different ballpark
that said, still 1-to-2 use-to-clear action ratio in that case
Yeah Compelled Duel is effectively permanent unless you’re in specific circumstances
Support was a bit too much for the Ultra howler vis a vis sustain, so now I'm thinking about Ultra Howler+Ghost 
Ultra Howler + Elite Ghost
Marker rifle mentioned
I fucking hate scouts they deserve to burn in molten piss
Sorry I that was a bit much
Commander ghost becuase that works so well (it doesn't, I think)
Tbh I have no idea how ghost works
Ghost is intangible when schlorped onto someone, so it inherently lacks LOS to tangible things (like the NPC it's schlorped on)
So every ability that requires LOS doesn't work
Which is basically every commander skill
It can affect tangible things thanks to phase shift
Use it for buddies you don’t want caught out and dumpstered
Phase shift lets the bonded target instantly break free of grapples and traps like Webjaw Snare, and lets them move through walls and obstructions
Paradox State applies an action tax to affect the bonded target
And Ghastly Vigor Bolster helps it avoid its one weakness, tech actions
Ghost wants to schlorp up your actions so you can’t effectively kill its bonded target
anyway, Commander Ghost should work
Oh shit u rite
I was thinking like "that's only stuff that targets" for some reason
Realizing reCaste dealt like, 26 AP damage vs a Howler in a single barrage lol
Roland Chamber be rollin'
The hand cannons and Roland rolled 5, 6, 6, so yeah. The bolt thrower rolled 9 total on 3d6
Honestly going through the NPC roster, there are very few normal NPCs that could withstand that barrage
Even accounting for Resistances, it would've killed:
- Bastion [K]
- Demolisher [K]
- Goliath [K]
- Sentinel [K]
- Anchor
- Howler even up to 6 overshield (obviously)
Only things that might survive a 100-0 would be:
- Knight, if dueling with Templar's Shield up
- Mesmerist, if it won enough coinflips
- Prism, if attacked through the projector (with 1 HP left
) - Maaaaaybe a Torrent, depending on Soft Cover (thanks to only having Vanguard 1)
And as soon as LL3 is reached, there's opportunity for the Stort to grab the integrated Aux for an extra tap, which would finish off most of those, lol
I think this was just a case of "loading weapons in a barrage is pretty nasty huh"
Thanks for the run down
And as I go through the optionals that depend on the Howler's Overshield, I'm concerned about gutting the OS too much and leaving those optionals toothless
the durability concerns on the Ultra Howler may ultimately stem from A Beast Uncaged doing so much to clear Exposed and the like, when it should've been stabilizing more to clear heat
But there's also the issue of "This was a Core Power enabled striker, doing striker things" mowing down 2 out of the 3 howlers
the other Howler at least tied up 2 player turns worth of actions, even with high-roll GMS heavy melee doing work
This is why my players seemed okay with Lunar Splendor not being contingent on overshield. Also it reduces mental overhead for the GM as a static trait.
And the overshield seemed fine at T2. Really all I think it needs is scaling on the per-player half to make it a bit less brutal at T1
Even with Uncaged, it spent most of the fight exposed and still only took about 80ish damage that wasn't mitigated by OS
That said, even without the 10 or so OS that would be the difference between 3+2/pc or 3+1/pc, they'd still have been a country mile from killing it because they loved using explosive damage on it when the boombox was standing right there
If it was an ultra, they would have killed. The ultra vet would have had one structure left.
I wish I got to use my howler
Ultra Veteran is a horrid cruel thing upon the world
It was playing the role of Regret from wallflower. It is supposed to cause pain.
you could say it's meant to make the players REGRET coming here
You know what, fair
No I used a commander ghost before, did some due diligence with rules interactions. It absolutely works
Bloodhunt
System, 2 Heat (Self), Protocol
Until the start of the Howler’s next turn, it ignores INVISIBLE and HIDDEN on hostile characters in its SENSORS (ignoring line of sight) that are in the DANGER ZONE or under half their maximum HP. Additionally, those characters gain LOCK ON.
@sudden cosmos pinging for thoughts, because I kinda think Bloodhunt should do a little bit more
and I think that the Danger Zone/Bloodied stipulation keeps this limited enough to warrant a Protocol
I want Bloodhunt to do more because any old Veteran or Ultra can take (Lesser) Sight
in exchange, I bump the heat up to 2
Is there no range limitation on this?
Sensors (which is 10)
Does the lockon happen instantaneously on protocol use or whenever something enters its sensors?
should be instantaneous
Hmmm
Sounds pretty funny with a rainmaker
I can reorder the effects
