#Prototype Pattern Groups

1 messages · Page 28 of 1

vagrant grotto
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Bloodhunt
System, 2 Heat (Self), Protocol
Characters in the Howler’s SENSORS (ignoring line of sight) that are in the DANGER ZONE or under half their maximum HP gain LOCK ON. Additionally, the Howler ignores INVISIBLE and HIDDEN on those characters until the start of its next turn.
sudden cosmos
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My players did mention that lock on would be a cool thing for that ability to add

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Seems less niche. I'd mess with it

vagrant grotto
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Protocols are so fucking hard to make lol

sudden cosmos
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Oh absolutely

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Something something "the hardest things to design around are free"

vagrant grotto
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it's a free action! but also, it has ordnance! videogames

sudden cosmos
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I suppose that makes it so it can't target an adjacent character???

vagrant grotto
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the free action is the hardest part though, it's so much easier to just balance a Quick lol

sudden cosmos
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An ordnance protocol is less silly than making a superheavy unique

vagrant grotto
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right now I'm weighing Beast Uncaged and Feral Howl in my mind

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I kinda question if I need multi-target scaling on Howl, since players are prone to splitting up

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like, Sentinel implies it wants to be in the thick of things due to how Eye of Midnight grants more Overwatch, so I think Howler has similar implications in its current design with Ripper Claws????

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something else I didn't consider: Drones contribute to that OS total

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that's an interaction I'm not keen on

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though it's solvable by saying "hostile mechs"

vagrant grotto
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alright, I'm making it 5/7/9 overshield

changed the attack scaling on Claws to 2/4/6 no accuracy from 1/2/3 +1 acc

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I'll say though, I'm considering changing the damage scaling on claws to something a little more aggressive

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It's AP, and it has a way to trigger Overwatch besides someone walking away, but 4/5/6 feels a bit anemic

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gonna leave it for now

drifting parcel
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Lil friendly Vulture done for my party

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I hope it has the looks/vibes you invisioned Valk cause I was stuck for a hot second on how to approacj it

vagrant grotto
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Oh it’s dope

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NPCs are generic after all, lots of room for interpretation. I like the big gun and the potential jet boosters on the shoulders

drifting parcel
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Those are indeed jet boosters

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I know I'm making my HA one a Gilgamesh

vagrant grotto
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I have just realized something concerning regarding multiples

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When was the last time someone fielded two Capacitors in the same fight

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And did they think to have the Capacitors Power Surge each other

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It’s probably fine

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… but I wouldn’t mind feedback

placid glacier
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If I get the chance to do a skirmish oneshot again I will keep it in mind

steel apex
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My general pattern with melee strikers has been to give them +1 Accuracy baseline for their stuff because it means Impaired can influence it, but this guy isn't really a dedicated striker, so I think it's fine for it to be a little less accurate baseline

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+2/4/6 isn't even bad tbh

tame wharf
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i see why you removed teleport kidnapping Valk

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a Wallflower fight is currently beating our ass because of it

sudden cosmos
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their instinct was to get to high ground, but because of longclaw, it was able to yoink a size 1 and bring at least one OS-giving bloodbag for it at all times

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in normal circumstances, most people would probably try and keep their distance to not get caught in howl/claw threat at all

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2/4/6 with no accuracy on claws feels like it'll be okay at a glance though

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keep accuracy on bite though because that move is already freaky and I like how swingy that is when deadly gets into the mix

south cypress
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Prototype Veteran Ghost did well, survived until round 3 because it had Feign Death. Full writeup tomorrow

sudden cosmos
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Becuase I kinda want to void some warranties, 2x ultra fight with howler and ghost

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It's just them. Tweedle Dee and Tweedle Dum

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Or Regret and Penitence in my case

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I've never done a double ultra fight before

vagrant grotto
vagrant grotto
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PERILOUS HOWL
Trait
Hostile characters affected by Feral Howl must make a Systems save. On a failure, on the target’s next turn, they must use their standard movement to move as far away from the Howler as possible. This is done before the target takes any other actions on their next turn (including Protocols).

Considering something

silent flicker
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damn, no protocol

tame wharf
vagrant grotto
tame wharf
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The fact it goes off before Protocols is quite strong yeah

viscid ingot
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Park this on a Crack Shot build and they will cry.

vagrant grotto
sudden cosmos
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Idk of I'd take it, but if there's no OS/player scaling, then having a cuddle puddle with the howler won't feel as essential

sudden cosmos
silent flicker
vagrant grotto
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Anyway I’m not sure adding a Fleeing component is actually interesting

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Even if it’s thematic

tame wharf
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I'd agree

muted blaze
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You may ignore the flee if you have the NEGATE FEAR keyword

viscid ingot
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My suggestion?

Trait
Hostile characters affected by Feral Howl must make a Systems save. On a failure they must choose one of the effects;
- On the target’s next turn they must use their standard movement to move as far away from the Howler as possible. This is done before the target takes any other actions on their next turn (including Protocols).
- Or become Immobilized and attacks gain +3 Difficulty if they target anything other than the Howler But attacks against the Howler are made with +1 Accuracy.
```-
umbral sluice
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trench crusade mentioned

viscid ingot
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Something like that

vagrant grotto
muted blaze
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💀

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Oof ouch owie

vagrant grotto
silent flicker
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also gated behind a system save

vagrant grotto
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Maybe this is the Lunar Splendor I’ve wanted

viscid ingot
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Haul ass or Throw hands, Player's choice in the end how they wanna get screwed over.

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:]

silent flicker
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Imagine if the Melee player purposefully fail just to get that accuracy

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Dog on Dog violence

vagrant grotto
viscid ingot
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Suspiciously Assassin shaped bush nearby.

viscid ingot
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Your lads gave me plenty of ideas for my lads. So is fair play really.

vagrant grotto
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I’ll probably tweak it but this might replace Lunar Splendor’s current effect

viscid ingot
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If it was just full on flight then it would be rather oppressive. But make it be a choice of what effect the player wants to suffer? All of a sudden it isn't as oppressive because the player must choose the lesser of two evils at the moment... or gamble of course.

vagrant grotto
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Yeah no a dilemma is good

viscid ingot
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Let's be real, they will always gamble.

vagrant grotto
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Honestly thinking about like, if this should be Feral Howl instead

viscid ingot
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Oh wow, that much of a change?

vagrant grotto
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I don’t know

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I went with a light touch at first

silent flicker
viscid ingot
silent flicker
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Hive is great, wish there was a Hive 2, so i made one

muted blaze
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"when caught in the howlers fight or flight, you must either fight meaning you can skirmish as a free action or flight granting you a fly speed"

vagrant grotto
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Oy vey

tame wharf
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Make it so they can Skirmish with any mount. Let the Howler get domed by a Sheavy

silent flicker
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that just defeats the point of the dilemma

vagrant grotto
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Yeah no

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I’m not giving folks free attacks

tame wharf
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Lol fair

vagrant grotto
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I wouldn’t even give the accuracy, I’d just have the Crush Targeting difficulty

drifting parcel
vagrant grotto
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Yeah, it wants to be sticky

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If it misses the overwatch then that’s rough

drifting parcel
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Maybe consider some reaction trait for it since it's a overwatch friends

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Fiend*

vagrant grotto
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I gotta think more about it

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Ideally after a full night’s sleep

drifting parcel
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Maybe getting a standard movement when someone is affected by feral howl moves or selecting a 'prey' as it were to follow

viscid ingot
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Ok, hear me out.

JUMPSCARE
Trait
When a hostile character moves within Range 2 of the Howler, the Howler moves 2 spaces towards the triggering character and attacks with an Overwatch.```
drifting parcel
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Too strong imo

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It already has a good tar pit kit, this would make it too oppressive as a base npc. Maybe if you want to do a final boss style one

vagrant grotto
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A Beast Uncaged (Ultra)
Trait
The Howler may use Feral Howl as a full action. If it does, it immediately clears all hostile effects that can be ended with a successful check or save (including Grapple).

Revised ultra trait

vagrant grotto
final violet
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I like the current version of Feral Howl because I can put it on something like a Mesmerist.

vagrant grotto
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Gonna close the window for unsolicited design ideas for now

ashen crown
vagrant grotto
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Riffs on my stuff is fine, but I’m not looking for new stuff from whole cloth

vagrant grotto
final violet
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Watch the Hero As She Soars Across The Screen Into Your Heart! See How She is Perfect In Every Way!
HA Barbarossa augmented with DHIYED-derived memetic weaponry
Prism (Size: 3, “Minuano” Kinetic Saber, Mass Driver Sheathe, Double Vision, Scinitilating Gleam, Omniglass Barrier, Orbital Eye, Short-Cycle Lance)

ashen crown
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Do you intend contact with…. That… to be survivable?

final violet
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It's for the module I was talking about earlier.

ashen crown
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Was not the question

final violet
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Fair enough.

vagrant grotto
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Aight so it’s using Prism’s projectors to cheat movement while sheathed

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Its an interesting Prototype Ultra

ashen crown
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Veteran Ultra

vagrant grotto
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Dunno what orbital eye is

final violet
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It's from the rebake.

ashen crown
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Rebake Ultra ability- gives Lock On in AOE

vagrant grotto
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Aight so it sets up some projectors and then holds down the fort with the sword

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Or aggresses

ashen crown
final violet
ashen crown
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Never mind then

vagrant grotto
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Aight well enjoy

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Hope it plays well

final violet
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Didn't want to give it that extra structure.

vagrant grotto
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Posture Break worked pretty well on T1 Kensei over the weekend, happy that it was reasonable

The one Kensei I deployed definitely got some Charged hits off, but wasn’t as prioritized as the Howlers and Boomboxes, which is honestly fine, that means the defenders did their jobs and that Kensei actually wasn’t viewed as Public Enemy Number 1

sudden cosmos
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I know I was too busy running my stubby gobbo legs across that map while getting chased by dogs and giant speakers

south cypress
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Prototype Veteran Ghost playtest

LL3 Players:
-Agimaxxed Melee Vlad
-2x AssCan + Krakatoa Drake
-Very standard Sunzi 3
-Melee Calendula

Final combat in 3-combat mission
-Hybrid Sitrep 3CZ Recon -> Extraction; Extraction objectives were treated as characters and became interactible after PCs held a CZ for 2 consecutive rounds.
-Optional objective: Extract objectives from false CZs as well as the real one
-Outcome: PC victory w/ optional objectives complete, OpFor surrendered at the top of Round 6 as there were too few NPCs left to contest the final CZ, and the Sunzi used Art of War to instantly extract objectives to its Blink Anchor in the Extraction Zone.

OpFor:
-1 Veteran Pyro (Siege Armor, Jamming Pylon, Acrobat)
-1 Prototype Veteran Ghost (Maxwell’s Demon, Wavefunction Collapse, Feign Death, AUNTIE-Augmented Minigun)
-1 Support (Remote Cloud, Empowered Cloud)
-1 Hive (Electro-Nanite Cloud, Driving Swarm, H/K Nexus replaced with Seeker Cloud)
-1 Berserker (Superhot, Echo Edge)
-1 Hornet (Adapt/Evade/Disengage, Sap)

Reinforcements:
-2 Breachers (Follower Count, Superior Ram); Only one deployed
-1 Berserker (As Above); Didn’t deploy
-1 Hornet (As Above)
-1 Hive (As Above)

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Ghost gameplan/what happened:
-Round 1 Ghost used Quantum Bond + Paradox State on the Pyro, Pyro moved aggressively against bottom left CZ, where two PCs had grouped together in easy Flamethrower range. Ghost used Maxwell’s Demon to give the Pyro a heat-free Flamethrower shot and Paradox State + Wavefunction Collapse to stop a FragSig and an Assault Cannon Barrage against the Pyro, respectively. Pyro ate a FragSig later in the round anyway, sharing effects with the Ghost via Quantum Bond.
-Round 2 Calendula popped core to prevent Vlad from getting structured by the Berserker, Ghost fired AUNTIE at 4 difficulty to structure the Intangible 11-evasion Vlad anyway. Hilarious. Drake used Siege Specialist 2 to separate the Pyro from the Ghost and break Quantum Bond, then one-rounded the Ghost with an AssCan Barrage. Novel Technology didn’t come up because the Drake high-rolled its attacks.
-Round 3 Ghost used Feign Death to return to the field, consumed a Restock Drone, and used Quantum Bond+Paradox State to partner with a Hornet on the top CZ. Drake baited Quantum Bond with a Krakatoa shot, then Sunzi threw a Warp Grenade to move the Hornet and end Quantum Bond, and finally the Vlad finished the Ghost using Pankrati to negate Novel Technology’s difficulty.
Sidenote: if a Ghost Quantum Bonds a flying ally, should the Ghost get to fly? I played assuming the answer would be yes

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PC Ghost opinions:
-Drake player liked it and especially liked that Siege Spec. 2 could directly counter Quantum Bond, felt that its defensive actions were properly impactful without feeling oppressive.
-Calendula player disliked Paradox State’s lack of counterplay, drew comparisons to other defensive tech like Resistance reactions and Priest’s Sanctuary that have workarounds
-Sunzi player felt that Paradox State and Wavefunction Collapse felt like “gotchas”

My opinions:
-I really like this thing! I somewhat agree with the players that Paradox State could use counterplay, since in its current state it feels like a straight Quick Action trade unless a PC has a hostile protocol like Type-3 Shield, and at one point it became a QA - Full Action trade when it negated a Barrage.
-I kind of wish I had used Ghastly Vigor, but I don’t know when I would really have had the opportunity since it feels like Paradox State is very stiff competition for QAs and my PCs kept knocking the Ghost out of Quantum Bond. Phase Shift also didn’t really come up as the Ghost took its first turn quite early and never targeted a hostile tangible character with anything.
-Maxwell’s Demon is good and cool
-Wavefunction Collapse is neat, but having a Reaction that can stop a Barrage cold without apparent counterplay for 1 heat feels a bit bad; even if it doesn’t Recharge for the whole fight, it feels very impactful.
-Novel Technology felt fine, but my PCs would rather gamble on high d20 rolls than “waste” a QA on Scan to negate 1 difficulty. I could see a world where Novel Technology has a harsher penalty attached to it, but I was ultimately fine with it primarily acting as a Pankrati negater, and I didn’t really think it would be too impactful on an 8 evasion frame regardless.
-AUNTIE is wonderful. I didn’t use any of the free actions it gives since the Ghost was Quantum Bonded at the time, but being able to say “hey Intangible guy whose gameplan is to run and Stabilize! Eat lead!” was very fun.

vagrant grotto
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So that Prototype Veteran Ghost ultimately ate 8 quick actions from the players, which is respectable in my books

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With a combination of Paradox State usage and simply getting attacked instead of a buddy

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Wavefunction Collapse stopped 2 quicks, and Feign Death let it take on another 3

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Unless the Vlad barraged on the Pankrati

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Then it was 9 quicks stopped and feign netted 4

south cypress
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No it was a Skirmish

vagrant grotto
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Noted on the “gotcha” feel of Wavefunction Collapse at least

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Glad that AUNTIE felt good as a big fuckin gun

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Also glad that Novel Tech was somewhat a deterrent but not oppressive

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I could see a variant of Wavefunction Collapse with a “Hostile character starts their turn” trigger

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So a GM can still reactively use it in response to a Striker taking their turn, but it’s still telegraphed

south cypress
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Yeah that seems like a reasonable change to me

vagrant grotto
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Also if I had a dollar every time Held Image popped Paradox State, I’d be able to buy a copy of PPG lol

south cypress
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I could also potentially see a 1/round restriction on Paradox State to make Wavefunction Collapse more of an action compression tool than something to use in addition to QA Paradox State. Could also free up action economy for Bolsters, maybe

vagrant grotto
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Mm

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I admit I am unsure of wanting to keep Wavefunction Collapse as a glorified “use Paradox State twice a round” tool

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Buuuuuuut if I add a 1/round restriction to PS, that hampers Elites and Ultras

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Would need some trigger wording like “A hostile character starts their turn, and the Ghost did not use Paradox State on its last turn.”

muted blaze
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What is the intent behind wave function collapse?

vagrant grotto
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Remove some telegraphing from paradox state, make it have a surprise defense tool

muted blaze
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So it can use it against what it wants as a reaction instead of the next thing as a QA and it stacks

vagrant grotto
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Yeah, though now I’m debating the “stacking”, so to speak

muted blaze
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May I throw some hats into the ring?

vagrant grotto
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Sure

muted blaze
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Remove recharge 5 from the reaction and make it like extrudite or the seeder optional where paradox state becomes recharge?

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It's basically a "better barrel roll" even at that. It can't be baited, you can't easily turn off reactions and slow won't turn it off

vagrant grotto
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I don’t like making Paradox State itself Recharge

muted blaze
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At the cost of self heat

vagrant grotto
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I’m starting to think that Split Timeline is actually good enough for this niche of “defensive no sell reaction”

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I might actually replace Wavefunction with… A defensive reaction for when bond breaks?

muted blaze
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Sounds neat

vagrant grotto
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“Trigger: Bond breaks”
“Effect: Ghost moves its speed, and it is Intangible during this movement.”

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Ejecting Exorcism
System, Recharge 5+, Reaction
Trigger: Quantum Bond ends while it is not the Ghost’s turn.
Effect: The Ghost moves up to its Speed. It is Intangible during this movement.
muted blaze
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"go ahead, move" says the intangible calendula in threat

vagrant grotto
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This might replace Wavefunction Collapse yeah

muted blaze
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I have some concerns, but they mean nothing while I haven't seen it in play

vagrant grotto
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I’d rather that extra Paradox State uptime be confined to the Ultra

vagrant grotto
muted blaze
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So, I'm worried that via playing into the ghosts counter (move it off it's ally or move it's ally off it). In my experience with ghosts it becomes "cool, kill it now before it acts and becomes unkillable again"

Reliant on the map moving up to 6 spaces away means on some maps it's untargetable if it runs out of LOS through a wall

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Which isn't the end of the world...

vagrant grotto
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I might make it 1/scene or Limited 1 instead of recharge

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Because my Overheating rules would cause drastically different results compared to core

ashen crown
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I think the ghost having 6 speed is contributing to the power level. I had some concerns about the ghost having 6 speed last I used it. If this were implemented, I feel it’s pertinent to bring them up again

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If the ghost had, say, 4 speed, I feel this trait could be 1/round and not be a concern

vagrant grotto
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I’m not making Ghost 4 speed

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Best you’ll get is 5

ashen crown
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Not saying you should just thought I’d bring it up

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5 speed would also be preferable to me, though the reaction would still be a bit spicy at that speed

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Anyway funny Ghost Thought: Ghost (String Theory Marionette) + Mirage.

Not only for (in the rebake) String Theory Marionette duping Glitch Sensors, but also bonus hides.

Example:
Mirage Hides in Dataveil
PC searches and spots Mirage.
Ghost uses STM to reaction hide and go
-# ”No you didn’t!”

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Also I just noticed that all elements of Ghost that give heat to their bonded target have been removed in its most recent iterations. In hindsight this actually makes a lot of sense- the Ghost overheating is as possible as it was in most all versions, and with a 6 Heat Cap, it’s gonna be the easier target to overheat most of the time

vagrant grotto
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aight so right now v1.20 is looking like:

  • Boombox speed + save target nerfs, flat self heat on Bass Drop, changing Power Chord into a nexus that ignores engagement
  • Ghost replaces Wavefunction Collapse with Exorcism Ejection
  • Howler Feral Howl gets tier-scaling OS instead of enemy-scaling, Bloodhunt applies Lock On, Lunar Splendor difficulty bumped to 2, A Beast Uncaged enhances Feral Howl into an escape tool
  • Knight Save target nerf
  • Napalm Save target nerf
  • Drop Prone prevents standing up on the same turn
  • Removed Covered Prone status for less confusion in Foundry
vagrant grotto
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besides those changes, I'm leaving Feral Howl and Ripper Claws as-is to see what changes

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one feature on the chopping block, however, is — you guessed it — Hatchet's Return to Sender

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dunno what to replace it with yet, but it's been a niche-ass thorn in my side for a while

ashen crown
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Nooooo

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I feel like Niche should not be a limiting factor here considering Lead Astray, Melt, and other fun optionals are still alive and kicking

vagrant grotto
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and once you know the Hatchet can have it, you just don't throw stuff in their general vicinity

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it's the Deflect Arrows problem, but on an NPC

ashen crown
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Okay that makes sense

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Not really any way to save it I presume?

vagrant grotto
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probably not

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One thought I just had was "throw a weapon at the thing if it's centered in Throwing range" but again it has the issue of "Hatchet isn't going to have weapons when it's not its turn" and I refuse to make an optional that requires another optional

ashen crown
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Isn’t that just Reckless Dive but to the left?

vagrant grotto
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yesn't?

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listen, they're both reactions that try to stop something from happening

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I could maybe broaden the trigger to trigger off Ranged attacks, but at that point, what's the point really

ashen crown
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And I feel like the “hatchet isn’t going to have weapons when it’s not its turn” is a bit deceptive.

Think of Moving Target from Sniper, including rebake. If it has the optional, Sometimes it might start and end its turn with its weapon loaded to take advantage of it

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Not the best example but there are others I think

vagrant grotto
ashen crown
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It’ll still do that tho, just sometimes not on its turn if it has this optional

vagrant grotto
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what is "this optional"

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Return to Sender?

vagrant grotto
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I'm not gonna have the GM hedge their bets on whether someone shoots an arcing weapon within 5 spaces of the Hatchet within the next round

ashen crown
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Fair enough

vagrant grotto
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the hatchet wants to throw weapons, wait a round, then retrieve the weapon and repeat

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honestly I may replace Return to Sender with a Limited 1 grenade

ashen crown
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If you don’t mind me saying, just in general I’ve always liked the idea of the Hatchet having something Ricochet themed

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Like Atlas’s Ricochet Knives

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Feels right

vagrant grotto
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aight, noted

ashen crown
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A grenade would also be cool tho

vagrant grotto
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I'll worry about the design, regardless

ashen crown
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Ofc, it was just a theming thing that was on the brain

dapper goblet
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I have a combat I have a free license to just get super fuckin weird with coming up

ashen crown
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How do you think a fast Ultra Demolisher would fair in a Triangulate into Capture the Flag?

vagrant grotto
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first half, it'll need the speed to be even close to relevant

ashen crown
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Actually, a general question about Triangulate:

what are NPCs in Triangulate supposed to do if they can’t directly interact with the objective?

vagrant grotto
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get in defensive position to prepare for the second phase

ashen crown
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I’ll… try my best????

vagrant grotto
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ah wrong word

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just fuck around with em

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"harass" that was the word, harass the players and impede them

ashen crown
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For the first phase of the Sitrep, deploy all Prototypes and spam the ever living fuck out of Doomscroll

placid glacier
# ashen crown I’ll… try my best????

"As you can see, with the removal of these key workplace assets, you'd be hurting your future contract benefits in the long run and as such should let my team synergize a more equitable solution which would involve removing you from the premises"

"Is... is that all the cataphract is doing on its turn?"

"yeah pretty much, you're impaired from the corpo jargon transmitted into your cockpit though"

visual nest
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Orator be like

sudden cosmos
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My players liked seeing it

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The ones that are awake rn, that is

muted blaze
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But alas twas chosen for just tier based scaling which will prevent a bombard problem

vagrant grotto
muted blaze
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Scaling overshield based on PC parameters is very interesting

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Was thinking for a prototype optional but OS works well on a specific class but is too swingy on any class

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I just had a wacky prototype optional idea...

opaque crescent
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it may be a little short notice but judging interest for a playtest this weekend either:

  • any time between <t:1773493200:F> and <t:1773514800:F>
  • <t:1773601200:F>
    running for the usual ~3 hours + some time for feedback
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my weekly game got cancelled so I have more prep time to allocate than I'd previously expected

thin depot
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Are there any tokens people have made for these new classes? Im planning to use some in my upcoming Dustgrave campaign

vagrant grotto
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I have some placeholders made from retrograde minis

thin depot
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Oo im intrigued

vagrant grotto
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lot of them are very basic tbh

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just reusing some of the homebrew PC frames from Retrograde and calling them a standin for the NPC

thin depot
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Understandable yea
I appreciate it and i love your work

vagrant grotto
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thank you! hope it brings joy to your tables

thin depot
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Its my first time GMing after having played several modules with friends for months and I saw these and knew immediately I had to bring it in to jumpscare them with new enemies LOL

twin escarp
thin depot
umbral sluice
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i can do it

opaque crescent
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Oki, if we get people for it anyway

south cypress
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I could do Sunday as well I think, if there's still room

sudden cosmos
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peeling off the warranty sticker and cleaning the plastic with an IPA-soaked microfiber towel at this point

vagrant grotto
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If you need a prerelease version of PPG v1.20 I can send it over

sudden cosmos
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there's gonna be at least two versions of PPG before this fight happens, I reckon

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I'm doing high-level NPC setup with the expectation that some edits will be happening before this fight happens in...

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ten to twelve weeks from now?

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I think it'll be very fun to see the TCB everest duo trying to navigate a world where Paradox State can just say "no thank you, actually" and sequence turns around that

vagrant grotto
#

@opaque crescent btw if we end up playing tomorrow, lemme know if you want me to kick a prerelease v1.20 lcp your way

vagrant grotto
#
FINAL NOTES
Combat encounters in Lancer are simply complicated, drawn out skill checks: Both serve to resolve conflicts with uncertain outcomes and consequences, both are shaped by player preparation and choices, and both can be bypassed when their outcome is obvious.

For example: If the PCs can use an ORBITAL DROP reserve (Lancer, p. 52) to skip to the end of a TRANSPORT (ESCAPE) sitrep, don’t even bother breaking out a battle map for the situation. Other conse-quences can be established — perhaps the GM informs the PCs that they will need to fight their way out through the enemies they skipped — but that flexibility is the primary benefit of these modular sitreps. Inform the players of the stakes, adapt to their choices, and start rolling dice only when the situation requires it.

Going to add this to the end of the Modular Sitreps section; thoughts?

tame wharf
#

I think it's a good footnote

south cypress
vagrant grotto
placid glacier
#

What's the current testing list for 1.20?

vagrant grotto
placid glacier
#

Ah right the tracker doc- I kinda forgot that got made my b ^^

#

Thank you tho valk

vagrant grotto
opaque crescent
#

sorry :(

vagrant grotto
#

I have a free day tomorrow! :joyous:

#

I appreciate you reaching out and starting something up, regardless

#

Today has been BUSY so this is actually a bit of a relief, silver linings and all that

placid glacier
#

I come bearing a testing report once again :)

placid glacier
#

Sitrep: Gauntlet
Player Mechs: Caliban, Blackbeard, Viceroy
(All LL6)

OPFOR (All T2)

Initial Deployment
1x Elite Veteran Howler (No Escape, Rip and Tear (Vet), Long Claw)
1x Veteran Mesmerist (Mountebank's, Narcissus Override, Self Repair)
1x Prototype Operator (Singularity Grenade, Lightning Rod)
1x Boombox (Spotlight, Bust a Move)
Reinforcements:
2x Cataphract (Electrified Lasso)
1x Boombox (Spotlight, Bust a Move) [Undeployed]

Result: Pyrrhic Victory (All enemy units killed, players did not make it to gauntlet zone)

Boombox (Tested with 1.20 stat and Basedrop Changes)
DM Side

  • Save target reduction feels fine at T2 at least
  • Flat 2 heat is nice for overhead and the few times it got Base Drop off I generally only had 2 characters within range anyway
  • Unsure if Spotlight is supposed to act like Hive Drone instead, but I dropped it right on the Blackbeard
  • Bust a Move was able to lock down the Blackbeard for a turn and a half, played into its "sandpit" npc nature well
    Player Side
  • Scale of 1-5 for fairness, all players agreed it was at a 4, but they also rolled hot and were able to burst it down early
  • Blackbeard player didn't have any particular negative feedback to Bust a Move
#

Howler
DM Side

  • Double Activations on elite really allowed me to spam the shit out of Feral Howl, basically activated it every round, and didn't really get close to losing structure at any point, but to be fair none of the player mechs were particularly oriented towards tech attacks to exploit that weakness
  • No Escape felt like it had more impact than Rip and Tear, but I'll get into that more on the player side. No Escape was able to consistently lock down two players, and knocked off a structure each off those two players
  • Grapple wasn't able to be exploited as much as I wanted to, but that was kinda more from the party having a lot of knockback.
    Player Side
  • Scale of 1-5 for how fair the Howler felt to fight, ranged from 3-5, with the lowest being from the Viceroy player that was basically CC locked for more than half the encounter.
  • Was able to be properly delayed with slowed, and was very quickly nuked down at the start of the encounter, only survived as long as it did with the Mesmerist taking heat off it. Was then was able to survive almost the rest of the encounter of OS alone
  • On that topic, the players thought OS gen did feel a bit much, but also could have been from Elite double activations letting me spam it so much with not much risk to reactor
vagrant grotto
#

Realized I had Howler changes too I could’ve kicked your way whoops

#

The changes probably weren’t going to affect you though, it changed attack scaling on the claws to 2/4/6 with no accuracy, and made the Howl overshield gain a flat 5/7/9

#

If you consistently netted 2 players in Howl, the Overshield would’ve been identical

vagrant grotto
#

Also @placid glacier how did the players feel about Boombox's Waveform Nexus? or any other pieces of its base kit

You ran Spotlight correctly, by the way

vagrant grotto
#
Fan of Knives
System, Recharge 5+, Quick Action
The Hatchet throws an array of knives in a Cone 5 area. Characters in the area must pass an AGILITY save or take 3/4/5 Kinetic Damage and have a knife deposited in a space adjacent to them. Knives may be retrieved as if they were THROWN weapons, but otherwise have no effect. On a successful save, the target takes half damage, and no knife is created.

replacement for Hatchet's Return to Sender

#

Please Evaluate And Critique Honestly

vagrant grotto
#

I hard committed to it anyway; Update to v1.20!

vagrant grotto
#

so yeah, Boombox and Howler are coming together great, and I'm excited to put some fresh tools in Ghost's and Hatchet's kits

ashen crown
#

I do wonder if having the Knives be a status rather than a thing placed on the field would be easier to track

vagrant grotto
#

run it and lemme know how it goes

ashen crown
#

I do like it though, it really leans into Cleaving Retrieval in a fun way

#

How does it work with Reckless Dive though?

vagrant grotto
#

so you should be able to dive towards a knife

ashen crown
#

And how do you, uh, cope with the possibility of “knives endlessly propagating”? Considering they are only removed from the field when the hatchet Retrieves them

vagrant grotto
#

If I need to reword it I will

ashen crown
vagrant grotto
#

well, it's a "may"

ashen crown
#

Ah gotcha understood

vagrant grotto
#

Like, I could've made it a weapon I guess? but I wanted to give it another system for once

ashen crown
#

No I think it works a lot better as a system

ashen crown
#

I am hoping for the best from it however!

#

It also allows the hatchet to more easily do things like “free action retrieve weapon to trigger flip kick -> cleaving retrieval thanks to flip kick allowing it to engage a target”

#

Since it allows the hatchet to place multiple weapons on the field with one action

ashen crown
umbral sluice
vagrant grotto
#

listen: Maybe lol

this was more of a subconscious thing here I think though, I had Xayah from league more in mind

umbral sluice
#

but overall, I think this is good

#

to me it feels like it fills a niche similar to something like Lance Shot or Micromissile Barrage

#

optional AoE thing on an otherwise single target class

#

while also keying nicely into it's main kit

#

and further playing with saves which is somewhat of a theme in the Hatchet

#

also, this one will actually trigger unlike poor return to sender 😭

vagrant grotto
#

yeah lol

#

But yeah, not a huge update otherwise, but Boombox + Howler are getting into good shape now

placid glacier
#

Damage wise, probably would have still knocked a structure each off each player with 4 vs 5 damage

placid glacier
vagrant grotto
placid glacier
#

Aah misread that

vagrant grotto
#

Glad that they felt they had to respect the Overwatch

placid glacier
#

I mean it almost lead to complete failure of the sitrep ^^

vagrant grotto
#

"Almost" is a wonderful word

viscid ingot
#

NGL, I kind of want the Boombox to have a Veteran or Rebake Ultra optional just called

][ DISCO FEVER ][
Probably have it be a heat building optional feature.

vagrant grotto
#

I'm content with what I have now

viscid ingot
#

I got my own heat building monsters. xD

#

I just had a weird idea for the Boombox

placid glacier
viscid ingot
# placid glacier Honestly I need more NPCs to cook my players 👀

Eh, my lads are just enhanced/remastered/reimagined versions of the Core Rule Book NPC Classes and Templates, with entirely new templates as well.

They are a bit more mechanically intense than the base NPCs and Templates.

You sure you wanna use 'em?
I still haven't finished their PDF yet.

placid glacier
#

aah fair dos fair dos

final violet
#

Are Formation members banned from gaining Overshield?

#

Because Formation Howlers would be interesting if their survivability wasn't so juiced for formations.

muted blaze
#

Grunts just have a poor relationship with overshield

#

Just because 2 overshield is a 200% durability increase

#

I'm not valk but it's probably something along the lines of "you made the formations, you have the overshield, exercise caution"

viscid ingot
#

I cast upon thee, Formations only get half the overshield.

vagrant grotto
dapper goblet
#

Doing a full anomaly capstone fight for my roguelite thing in a metavault. Elevator clip Kensei is going to be fun.

#

And heliocide bastion with tweaked hp values and no self resist on interdiction because I’m a criminal

tame wharf
#

How do you add status effects/effects into Foundry from an LCP?

vagrant grotto
tame wharf
#

I do know how to do this

#

I realized I didn't say the right question

#

How do I add statuses to an LCP

vagrant grotto
#

"How do I add statuses to an LCP" is a question for #lcp-tech-support

tame wharf
#

Oh, duh

#

Thanks Valk

muted blaze
#

NOOOOOOOOOOOOOOOO

#

RETURN TO SENDEEEEER

#

😭

#

I'm Cancelling Valk on Blue sky dot com

umbral sluice
#

I'm sorry Al... it had to go

#

the ultrakill parry...

tame wharf
#

gonna be running a slightly modified version of Seize today with zones you have to be fully within to interact with instead of objects

#

this may void my PPG warenty

vagrant grotto
vagrant grotto
tame wharf
#

i dont expect there to be a size 3

vagrant grotto
#

Should be fine

dapper goblet
vagrant grotto
#

It’ll be weird that there’s nothing to actually interact with, but whatever

dapper goblet
#

All rule books in ttrpgs are an opening bid

muted blaze
tame wharf
muted blaze
#

Itch? Linked In?

dapper goblet
muted blaze
#

Sick

vagrant grotto
dapper goblet
sand mulch
#

wait did this become paid recently? i have no idea if i purchased it and its not showing on itch but i have 1.13

#

huh. suppose i didn't

vagrant grotto
#

but yeah I went paid for PPG as of v1.18 as a kind of "early access" thing that's still in development but still has a lot of useful material

#

I'm still welcoming feedback, and have pinned a spreadsheet of stuff that still needs tested

sand mulch
#

you deserve it king

vagrant grotto
#

It's got the Howler and Boombox now and those are shaping up pretty nicely, but still need more playtesting

#

Ghost and Hatchet also got new replacement optionals, so looking forward to feedback on those too

sand mulch
vagrant grotto
#

and of course, happy to hear how the new modular sitreps are working (though those are also free on my blog)

sand mulch
#

i probably won't be using them for a while though 😔 my plan was to use them in wallflower act 2

#

though maybe i could set up a playtesting session, i do want to test the new shiny things (to me)

frank blade
#

i also have 1.13

vagrant grotto
#

The latest is currently v1.20 on itch

sudden cosmos
#

New version has cool things 1.13 doesn't have like

#

A dog

#

A giant speaker

#

Sitreps!

frank blade
#

very nice!

vagrant grotto
frank blade
#

thanks!

sand mulch
south cypress
#

Only if you are very brave

sand mulch
#

i'm not a coward

sudden cosmos
#

If you're a GM, you can very easily

sand mulch
#

just curious valk, do you want any testing for the house rules as well?

vagrant grotto
# sand mulch just curious valk, do you want any testing for the house rules as well?

I’ll take whatever playtesting you’re willing to give

I know a few of the optional rules are a bit spicy and untested at the moment, and I haven’t tried them yet

The big ??? Right now are:

  • No Split Moves
  • Covered Prone
  • Covering Guardian
  • Drone Standard Move (I’ve allowed this but no one’s used it yet, lol)
  • Retreat (I think this one is fine but also needs tested in a campaign environment)
umbral sluice
#

I think recaste tried to use drone standard move only to realise that Subwoofer was a deployable therefore it didnt even work

viscid ingot
# tame wharf

The humble Goliath

PC: "Move your fatass off the objective!"

Goliath: Siege Armor + Heavy Frame intensifies.

opaque crescent
south cypress
#

1.20 Boombox and Brigand Squad playtest

LL4 PCs:
-Agimaxxed Melee Vlad
-2x AssCan + Krakatoa Drake
-Drone Commander Sunzi
-Melee Minotaur
-Andromeda Sherman

First combat in a 4 combat mission
-Escort Sitrep, objective was treated as a character
-Optional objectives: Don't step on flower tiles, don't deal hp damage to the Brigand Squads, Scan every unique enemy
Outcome: PC victory w/ optional objectives complete in the middle of Round 4. Took 3 Structure and 2 Stress from the party collectively (2 structure from the Drake, 1 from the Vlad, 1 Stress from the Sherman and Vlad). Sherman and Sunzi popped Core.

OpFor:
1x Elite Veteran Demolisher (Concussion Missiles, Nail Gun, Limitless)
1x Commander Witch (Chain, Dark Cloud, Bolster Network)
2x Brigand Squad (Finishing Blow, Shredding Claws)
1x Breacher (Painmaker, Rapid Response)
1x Strider (CQB Training, Hustle)
1x Boombox (Jam Session, Bust a Move)

Reinforcements:
1x Commander Witch (As Above)
1x Breacher (As Above)
1x Strider (As Above)
1x Boombox (As Above)
1x Mirage (Illusory Subroutines, Multiplicity)

#

What happened:
Round 1 Turn 1 Sherman popped core and one-tapped the first Boombox with a 20 damage Solidcore shot, later Drake used Expanded Compartment to store the Objective. Demolisher overcharged too much with Limitless and underwent a reactor meltdown immediately (relevant).
Bottom of round 1 one of the Squads successfully used Shredding Claws on the Drake, exposing the objective in front of the mid-reactor meltdown Demolisher, then the other critically hit the Drake to knock her Prone with Dirty Fighting and deal bonus damage with Finishing Blow. PCs spent about 10 minutes strategizing at the top of Round 2 to ensure the Drake could safely get the objective out despite being Prone + AssCan Slowed inside the Demolisher's blast radius, with the Demolisher using a Nail Gun for Overwatch (they succeeded).
Second Boombox entered as a Reinforcement at the top of Round 2 and immediately attempted to use Jam Session to tag the Drake, Vlad, and Minotaur. All three succeeded at their Saves, then the Boombox successfully used Bust a Move on the Sherman to enable Squads to deal bonus damage with Finishing Blow, but the Sherman activated before the Squad could capitalize.
Round 2 the other Brigand Squad used Shredding Claws to Shred the Drake, allowing the Strider to ding her effectively with the Ranger Long Rifle without having to swap to Marksman Kit for paracausal damage. Credit to the Squad for assisting with that Structure.

#

Round 3 the second Boombox died unceremoniously to a Sherman Fuel Rod Gun Skirmish (not overwatch) and the Drake's Assault Cannon Barrage and the Squads failed to do anything relevant for the remainder of the sitrep, as they didn't recharge Shredding Claws or score any Crits and PCs didn't get knocked Prone again.
PCs didn't Scan the Brigands until after they had become irrelevant to the greater combat, so Flimsy Tricks got a lot of mileage, helping with a Dirty Fighting proc and a Shredding Claws success.

#

PC Opinions:

  • Boombox is fragile

  • Feels like much more of a controller than a support (skill issue on my part tbh. I played it much more as a Controller than as a Support for the one activation it got)

  • Feels like it doesn't force combat to happen around it enough to make Bass Drop/Jam Session good; agree that Boombox

  • PCs suggested giving it hover to let it more flexibly force combat to happen around it

  • PCs liked how fast the Boombox was, felt that with the relatively small AoE of its effects it wouldn't be able to fulfill its role without good speed.

  • Drake player: "Shredding Claws forces engagement with a part of the system that I don't tend to think about, so it's technically good, but it vexes me"

  • Mino player dislikes that it allowed a theoretical Shredding Claws -> Strider 9 Paracausal Kinetic to the pilot sequence

  • PCs like Flimsy Tricks, esp. that it costs 1 action to turn an ongoing annoyance into a bonus

My opinions:

  • I think I played the Boombox very poorly, made a major blunder in which I didn't notice that Bass Drop to remove Immobilized from the Demolisher during its Reactor Meltdown could have won the sitrep on the spot for the OpFor by allowing the Demolisher to control where it blew up.
  • Bust a Move is fun and inconveniences PCs in a surmountable but not trivial way.
  • Jam Session is clearly very good; I just got unlucky with PCs rolling high on their saves. Feedback on that is probably a wash.
  • Brigands feel great. Finishing Blow is a fair and useful bonus damage option alongside Dirty Fighting, and Flimsy Tricks feels engaging in the way it invites simple counterplay via PC action expenditure.
#
  • Shredding Claws were the star of the show here, really. The ability to counter Expanded Compartment on an Escort map put the fear of god in my players in the best way possible, and after Round 2 the PCs ensured that they stayed too far away from the Squads to allow them to even attempt Shredding Claws again.
#

the map

vagrant grotto
vagrant grotto
# south cypress PC Opinions: - Boombox is fragile - Feels like much more of a controller than a ...
  • For clarity, the Speed 4 on Boombox felt good?
  • On your comment about “forcing combat to happen around it”: it looks like something was cut off after “agree that Boombox”?
  • Noted on potential for Boombox terrain ignorance as a trait (working title: “Electric Slide”)
  • If you had a choice between Flimsy Tricks and the old Jury Rigged (aka reverse Veterancy), which do you prefer in general?
  • Player fear of getting domed after Shredding Claws is valid; that said, glad it put the fear of RA in them
  • also noting that the Boombox save target nerf would definitely be relevant this late in T1, but that may be how the cookie crumbles
south cypress
# vagrant grotto - For clarity, the Speed 4 on Boombox felt good? - On your comment about “forcin...
  • I think something might have gone wrong with cloud syncing, because looking back on it the Boombox definitely had 5 speed and ST 12. The players liked its greater speed
  • My bad, I was running on fumes and went to bed immediately after posting. That should say that the players agree that the Boombox could use some way of incentivizing PCs to close distance to it rather than necessitating that the Boombox choose between helping its allies and crippling the PCs.
    That said, I think that feedback was colored by the fact that I played the Boombox poorly
  • Electric Slide is a wonderful name for that
  • Flimsy Tricks is way better than the old Jury Rigged imo
  • Yeah I rebutted that player's feedback with "okay but that would sort of be the Lancer equivalent to KOing a PF1e PC and then Coup-de-Grace'ing them"
  • Yes but even at ST12 no one failed a save against the Boombox anyway by virtue of the Boomboxes only getting one turn between them and everyone high-rolling against Jam Session
#

Oh also according to my players the Boombox is now 'canonically' piloted by a cracked out DDR player

vagrant grotto
#

I do find it very funny that the standard player response to encountering something new is “kill it first” lol

#

Not many t1 NPCs survive a coreburn shot lol

#

And the second one at least ate 3 actions before dying

south cypress
#

Hilariously, the Sherman was a brand new player. Everything was new to him and he still popped core turn 1 and blew the Boombox up

vagrant grotto
#

The meltdown into shredding claws moment made my day though, that’s good shit and I’m glad it caused problems

#

Also very glad that flimsy tricks feels good and is preferable

#

Lots of trusting my gut lately

south cypress
vagrant grotto
#

Absolutely baller

#

But yeah boombox went to speed 4 because of how they performed in another escort I ran, where they could just keep running down and proning folks

#

Glad to hear speed 5 felt good, I may revert if speed 4 feels meh

#

The higher mobility may be necessary to force fights without a tank buddy like the howler to lock down the opponent

sudden cosmos
#

Maybe scaling speed?

#

Early on, PCs only get 4/5 movement, so they can get perpetually run down by the angry speaker if it's got 5 speed

#

But when T2 hits, mobility investments (amongst other things that help with the saves) are more common, so it being able to run someone down at that point would be better to have

vagrant grotto
#

Scaling speed….

sudden cosmos
#

It's weird, but it also limits it from playing bouncer and dragging people into the pit or away from objectives

vagrant grotto
#

Scaling speed…. On the Kensei…. And Howler???

#

You’ve opened Pandora’s Box

sudden cosmos
#

The trouble may be resolved by the lower ST as far as Bass Drop goes

#

I did look at rebakes quick and scaling speed isn't that weird

#

4/5/5 might be the sweet spot? It would lag at the end of T1, but what NPC doesn't

#

Rebake sentinel is 4/4/5 but that's a bit apples/oranges

vagrant grotto
#

Huh. Rebake Support is 5/5/5 speed

sudden cosmos
#

That did confuse me for a second

#

I could have sworn it was 4

vagrant grotto
#

Me internally: “boombox should be faster than the Support”

sudden cosmos
#

But support is the only S2 that hits 5 at T1 (and T2 as well I think)

vagrant grotto
#

CRB is 4 yeah

#

Lotta mild speed scaling is at T3 only, in Kai’s rebake at least

#

The speedy NPCs have more aggressive speed scaling (Hornet specifically is the most aggressive)

#

Specter is the only 4/5/6 I could see

#

I’m just kinda breaking things down here

sudden cosmos
#

I was doing the same to make sure I wasn't saying something too silly

vagrant grotto
#

Big question too though is “how is boombox chasing different from a Support using Ram repeatedly”

#

Arguably support is even worse with Whitewash

#

That said: I did feel GM side that it was a bit too quick

#

So imma stick with 4 for now

#

But I’m open to reverting it

#

And/or adding scaling

sudden cosmos
#

Support also doesn't have offensive options that the prone enables easier hits on

vagrant grotto
#

Yeah, instead it just grapples you crylaughing

sudden cosmos
#

As a striker brained pervert, I am very familiar with they ways of the grappling support

vagrant grotto
#

In any case, one good superheavy hit oneshots this thing

sudden cosmos
#

Also, to be fair to the support, ram is single target. Bass Drop isn't (but to be fair to the boombox, it does have a cost for going AoE with its prone)

#

Maybe it's because I got bullied by it, but I'd apply the Unauthorized Fucking Thing debuff on a boombox if I were ever in a low-level mobility based sitrep again.

vagrant grotto
#

Anyway, it’s speed 4 now, with ST 11/13/15

#

Hm. Network binding may be decent vs boombox

#

Regular-ass Eject Power Cores obviously shuts it off for a round

muted blaze
#

Scaling speed...

#

Actually wait yeah the hornet does that

steel apex
#

Probably the most "dramatic" example of speed scaling in the CRB is the Breacher which starts at 3 and goes up to 5, which is a pretty significant turnaround as opposed to the ones where it's just like "this guy starts out fast and then gets super fast"

vagrant grotto
#

Yeah exactly, CRB Breacher is such a weird flip

#

3/3/4 is fine for it, imo, but 3/4/5 is beyond the pale

placid glacier
south cypress
#

If a Vulture uses Magpie Subroutines to restore a Napalm's Firefly Drone, nothing stops the Napalm from deploying the second and having both simultaneously, right?

dapper goblet
#

This is probably in the faq but does kensei’s disarming parry reaction’s movement suffer from the difficult terrain penalty of it being sheathed?

#

I ran it as no but the timing/intent isn’t clear to me

vagrant grotto
south cypress
vagrant grotto
#

This is what folks get for demanding it be Limited 1

vagrant grotto
#

It’s not affected because the sheathe ends on parry

dapper goblet
#

Yeah that’s what I thought

#

Ordering can just get funky in lancer

vagrant grotto
#

I tried to make it clear what happens when

#

Parry interrupts the attack, causing Unsheathe

Disarm happens after the attack resolves

dapper goblet
#

Could be operator error honestly, willing to concede the “I didn’t read very carefully” possibility

#

That is how I ran it (and logically, only moving 2 spaces feels kind of crap) so it’s probably fine

vagrant grotto
#

That and it’d be slowed otherwise

dapper goblet
#

…also a good point

#

“This ability doesn’t work at all” is a controversial npc design that I’m not sure I’m a fan of. /j

#

Oh I jump scared someone using a seeking weapon against an elevator clip kensei yesterday

vagrant grotto
#

I had to add a FAQ entry re: area of effect melees

#

Hell yeah

dapper goblet
#

I don’t have a ton of valuable feedback from that combat but it was hysterical

#

“Wait how did he do that”
“Game bugged man idk”

vagrant grotto
#

“It was fun” is valuable feedback haha

#

Legit saying “this worked as is” is super useful

dapper goblet
#

Fair enough!

#

I’ve now run the kensei in like 6 different forms and its current incarnation feels buttery smooth tbh

#

I wish it had a slightly higher heat cap but that’s probably actually a sign of it being balanced

vagrant grotto
#

I legit think Kensei has come a long way and is in a really good place right now

#

Only things I’m at all worried about on it are

  • is the reversion to 5/7/9 Overshield too much
  • should it perhaps have scaling speed
dapper goblet
#

Funnily I’ve never actually run it as a guy with a sword (it’s always been flavored as a revving thing (chainsaw/drill)) but the mechanics feel really great on both sides of the table I think.

vagrant grotto
#

But like, those are numbers issues, whereas the core gameplay loop Just Works™

#

And all its optionals seem functional and useful

#

Mortal Draw (Ultra) could always use more data but I think it’s probably good to go

#

Frankly glad the design came together so quickly compared to some of the other NPCs; Mesmerist and Zealot are my faves but they took a while to hammer into a pleasing shape

dapper goblet
#

Not bad, just hard to test

ashen crown
hushed anchor
#

I feel like I shouldn't be putting more stuff in my campaign but putting in a final boss ultra howler is very very tempting.

void wave
#

also I'm sorry @vagrant grotto I just can't take the howler seriously

#

I always think of this

vagrant grotto
#

I haven’t played hi fi rush but Roquefort is 100% the vibe

ashen crown
dapper goblet
#

Oh it’s the howler and boombox duo combat

vagrant grotto
#

Unironically that thumbnail was on my mind as I designed Howler

#

Energy claws, metal werewolf, AWOOOOOO

#

Absolutely peak

muted blaze
#

I think you play as the boombox

dapper goblet
#

I’ll boom your box buddy /j

#

(In retrospect that joke came out a lot dirtier than I meant it to)

umbral sluice
#

I'm not sure how to not read that as dirty lmao

vagrant grotto
#

I’m imagining boxing someone’s ears

#

“[punch] your [head]” etc etc

vagrant grotto
vagrant grotto
#

“Disco-mbobulate”

south cypress
#

The test tracker document is fully up to date, right? I just realized that the map I'm cooking up for Monday is a perfect fit for a Prism

vagrant grotto
ashen crown
vagrant grotto
#

Anyway

#

Ultra Prism

#

Flashbang Projector

#

I’m lukewarm on it

placid glacier
viscid ingot
#

Ngl, I always liked Roquefort's design when I first saw it.

vagrant grotto
#

Potential 16th NPC idea:

TORMENT
manticore-style striker
When it takes damage, it deals damage to nearby targets

#

Vanguard/Assailant

ashen crown
#

On the one hand I wanna spritz you with the “no scope creep” spray bottle

On the other hand I really want this to be a thing

vagrant grotto
minor crest
#

The heat-overshield loop seems interesting

#

Self-sustain bruiser seems like a solid way to do the Manticore fantasy w/o putting on its resistances

vagrant grotto
#

Excruciating Transposition
System, Recharge 5+, Quick Tech, +1/+2/+3
The Torment makes a tech attack against a character in Sensors. On a hit, the target takes damage and is Impaired. Hit or miss, the Torment teleports to a space adjacent to the target.

minor crest
#

Might be interesting to have a self-damage system to play with Bedevil?

muted blaze
#

We love heat use counterplay

vagrant grotto
muted blaze
vagrant grotto
#

It’s Telefrag hours

muted blaze
#

Gnarly

vagrant grotto
viscid ingot
muted blaze
ashen crown
#

Also, if it has a self heat weapon and taking heat grants it free Overshield, idk if making the free damage come from that is necessarily… productive? Is that the right word to use?

#

Cause the flow chart is:

take heat-> gain Overshield and deal damage
Clear Overshield->deal heat

But then the weapon throws in
Attack->take heat->gain Overshield and deal damage-> potentially hit and deal damage

#

It’s redundant in a way I suppose

#

Oh wait 1 difficulty

#

Okay that kinda balances things out

#

But in that case I feel the weapon damage + free damage need to be balanced around each other in a way akin to Breacher Shotguns

#

And those have 2 native difficulty, don’t auto hit, and deal 6/8/10 damage. This first attack auto hits and the second one scales at 7/9/11 with only 1 difficulty scaling + Knockback 1

#

There are nuances keeping it in check like the Heat giving a limit on round usage + having 1 less threat, but there are also nuances buffing it like not suffering from engagement difficulty + free Overshield that ultimately offset that to not matter much imo

#

To say it in less words- either that’s too much damage or the free damage shouldn’t proc on taking heat

ashen crown
#

After reflecting on it I realize Assassins and Specters and other strikers can easily reach Breacher damage without going through the same nightmare of hoops so nevermind actually

viscid ingot
#

I mean, Assassin needs to rely on others to knock peeps prone in order to stab them for true damage.

Specter has to isolate targets in order to yoink them into the darkness.

Scourer needs to double tap like Breacher but it is spread out to two rounds in a row it needs to hit the same target.

The only one who can easily reach the same damage threshold without that much of a problem is Ronin tbh.

ashen crown
#

Well, non-rebake Ronin

#

I guess point half stands?

#

Berserker is also worth mentioning

viscid ingot
#

True. Non-Rebake Ronin

ashen crown
#

Despite having no true double attack they have 2 methods of attacking twice

viscid ingot
#

My Ronin+ maaaay be a little bit too insane but yeah.

ashen crown
#

Aggression and Avalanche Charge

viscid ingot
#

Yeah Berk too.

#

Berker, Burger.

ashen crown
#

And like this fella, the Berserker relies on being hit to trigger some of its effects

viscid ingot
#

But its Shred is at least guarded behind a paywall. (Crits)

#

Still, the damage is nothing to scoff at yeah.

ashen crown
#

I’m ignoring the shred for the purposes of damage output rn

#

Since this thing so far doesn’t have any explicit AP or shred

viscid ingot
#

It is similar to Breacher tho in the two attack hit equals beeg damage whether Shred or no.

#

But yeah, the Torment is a bit weird to look at rn.

#

Nothing truly concrete yet.

ashen crown
#

Regardless, unless the free damage is really low, 7/9/11 damage scaling feels a tad too high rn and the self Heat into free damage feels almost too direct a combo only if it’s still getting the Overshield from it

#

And I doubt Bedevil will have any round limits otherwise it may as well be a feature of the Flail

vagrant grotto
#

Terrifying Emergence
Trait

After using Excruciating Transposition, all hostile characters in the Torment’s Sensors cannot voluntarily move closer to it until the end of their next turn.

Flensing Flail
Trait

When Flail of Gehenna hits a target in the Danger Zone, the target is Shredded until the end of their next turn.

Spiteful End
Trait
When destroyed while in the Danger Zone or Exposed, self destruct

Torment Nexus
Main Nexus, Smart, Seeking, +1/+2/+3
[Range 5][2 Kinetic + 2/3/4 Burn]
On Hit: Until the target clears all Burn, they gain Lock On whenever they fail a check to clear Burn.

#

Many of these are conceptual and lack numbers/saves

viscid ingot
#

[Torment Nexus]
Ouch.

vagrant grotto
#

Writer: “I have written this scifi story, the Torment Nexus, as a cautionary tale”
Me: “I have reinvented the Torment Nexus, also as a cautionary tale (for your players)”

vagrant grotto
ashen crown
#

Gotcha fair

ashen crown
vagrant grotto
#

I probably wouldnt

#

These names are all WIP

vagrant grotto
#

Obelisk of Abhorrence
System, Deployable, Limited 1

When hit/ending turn in burst 3 area around the Obelisk, Stun until start of target’s next turn

Legion of the Damned
System, Recharge 6+, Quick Tech, +2/+4/+6
The Torment makes a tech attack against a hostile character in Sensors. On a hit, all allied characters in line of sight to the target may move their Speed towards the target as a Reaction, ignoring engagement and reactions.

tame wharf
#

whats the Torrent's Sensors?

placid glacier
#

I really hope the Torment gets something along the lines of Manticore also being anti Energy damage to really put the hurt on NuCav users

vagrant grotto
#

I think Torment is gonna be my first Striker/Support lol

umbral sluice
#

wait is Zealot not that

vagrant grotto
#

Names:

  • Reckoner
  • Agonizer
  • Tormentor
  • Bedeviler
  • Erinyes
vagrant grotto
umbral sluice
#

ah yeah

umbral sluice
#

idk why but the name Flagellant pops to my head even if that's not necessarily the vibe you want

final violet
vagrant grotto
umbral sluice
#

I think Agonizer pops out to me the most atm

vagrant grotto
#

Reckoner I’m okay with sounding like “Beckoner”

Tormentor is better than Torment (nearly mispelled that as Torrent, case in point)

#

It’s a pickle

umbral sluice
#

hmm

#

Tormentor also lets me flavour it as a Vlad

#

with it's iconic Tormentor Spines

final violet
#

Elf?

#

ELFs and sprites are lightning-like atmospheric phenomena, and naming an NPC the Elf (or Sprite, but the Spite exists) fits better with PPG's name scheme than my projects.

vagrant grotto
#

I’m not calling it “Elf” of all things

#

The vibe here is Manticore, Castigator of the Enemies of the Godhead

final violet
#

Maybe nerdy references to random facts I know because of unrestricted internet access are more my thing.

#

In that case, Confessor.

vagrant grotto
#

Aight I’m gonna stew on names for now

vagrant grotto
drifting parcel
# vagrant grotto

I fuck with this heavy. Has some strong synergy with the Capacitor, vulture and even some select engineers. I'd say simplify damage to a burst 1 area

drifting parcel
tame wharf
# vagrant grotto

So is the way to deal with it to shoot it to death instead of hacking it?

vagrant grotto
tame wharf
#

Fair

vagrant grotto
#

Most of them are named after abstract capabilities/actions or objects instead of creatures

drifting parcel
#

Ah fair

vagrant grotto
#

So if anything I’m gonna keep it broad instead of a proper noun

ashen crown
vagrant grotto
#

I’m also trying to avoid the 3 most common starting letters for NPC classes used in the CRB: A, B, and S

#

More ideas, refining the list

Harrower
Tormentor
Reckoner
Ire
Malice
Fiend
Censure

vagrant grotto
#

Before someone suggests Wrath: It’s already used by a Liminal Space mech and I want to avoid confusion (plus I think I can figure out something else appropriate)

tame wharf
#

Imo adding 'er' to the end of it makes it feel clunkier

vagrant grotto
#

I like Harrower more but noted

tame wharf
#

Mechanically is the 'when it gains Heat get OS' going to be 1/round?

vagrant grotto
#

No clue yet

#

Gaining OS is manageable though

#

Doesn’t stack

tame wharf
#

That was gonna be my next question

#

If its OS stacks

vagrant grotto
#

What? Never

#

Stacking OS is an unhealthy mechanic IMHO

#

Regenerating HP at least has a cap

final violet
#

Well, crap.

vagrant grotto
#

biggest issue on the Ire's kit right now is all the fiddly bits of damage and heat

vagrant grotto
#

It's between "Ire" and "Malice" atm

umbral sluice
#

I like Ire personally

vagrant grotto
#

mayyyyyyyyyyyybe Harrower. But there's no "I" NPCs so that's novel lol

#

ugh trying to determine how the Overshield application should hook into the kit

#

and how the self-heat should key into everything else

#
Excruciating Transposition
System, Recharge 5+, Quick Tech
The Ire teleports to a space adjacent to a hostile character in SENSORS. That character must pass a SYSTEMS save or become STUNNED until the start of their next turn. The Ire then takes 1d6 Energy AP damage.
final violet
#

There's already a Harrower in Mythos.

vagrant grotto
#

I'm already competing with Knight in Mythos so I'll scratch Harrower off the list

viscid ingot
#

Hmmmmmm

#

Oooh, what about the Monolith?

vagrant grotto
#

It's down to Ire and Malice, maybe Reckoner if I'm okay with the "Beckoner" rhyme

#

the vibes are

  • HORUS Manticore
  • Alecto from Hades
  • Valkyr from Warframe
#

we're moving fast and breaking things (sometimes ourselves)

#

we're reckless, we're swinging a big fucking flail

#

we get strength from pain

minor crest
#

what about penitent?

vagrant grotto
#

this NPC is not penitent

They're making everyone else penitent

minor crest
#

fair lol

vagrant grotto
minor crest
#

ah yes i remember now

#

i was confusing her with the one who doesn't really talk lol

vagrant grotto
#

Ah Tisiphone

minor crest
#

yeah!

vagrant grotto
#

this NPC is caps lock [ON]

minor crest
#

but yeah all of these names are pretty good tbh. my vote inches more towards ire fwiw

vagrant grotto
#

perf

umbral sluice
#

but yeah I'm still on Ire personally

vagrant grotto
#

good, Ironclad is good vibes

umbral sluice
#

my beloved

vagrant grotto
#

don't know enough about DD to gauge it but I think this'll be less "tanky" than what I know of Flagellant

#

it'll still be a brick shithouse though

umbral sluice
#

i see i see

#

yeah Flag in DD is a self damage DOT/support unit mainly

#

I'm really curious to see how the flavour text will be on this though

#

love me a good "strength from pain" archetype

vagrant grotto
#
Torment Nexus
Main Nexus, Seeking, Smart, +1/+2/+3
[Range 5][2 Kinetic + 2/3/4 Burn]
On Hit: Until the target clears Burn, they gain LOCK ON whenever they fail a check or save.
#

intensifying the Torment Nexus

umbral sluice
#

oof that's very nasty

#

love it

opaque crescent
#

have we not learned to NOT build the torment nexus yet

#

they wrote a book about this

vagrant grotto
#

Good news: this one is also a cautionary tale

umbral sluice
#

and HORUS has studied it for their nefarious goals

vagrant grotto
#

"don't fuck with the NPC that has the Torment Nexus"

#
FLENSING FLAIL    Trait
When FLAIL OF GEHENNA hits a target in the DANGER ZONE, the target is SHREDDED until the end of their next turn.

more optionals

#
HORRIFIC EMERGENCE (ULTRA)
Trait
After using EXCRUCIATING TRANSPOSITION, all hostile characters in the Ire’s SENSORS must pass a SYSTEMS save or be unable to voluntarily move closer to the Ire until the end of their next turn.

This had Ultra trait vibes

#
SPITEFUL END    Trait
The Ire may SELF-DESTRUCT. If it is destroyed while in the DANGER ZONE or EXPOSED, it explodes as if using SELF-DESTRUCT at the end of the round.
vagrant grotto
#

I need you all to imagine this thing recklessly charging towards you, teleporting out of your chest, and screamingFUCK. OFF!” while swinging a flail at your head

ashen crown
ashen crown
vagrant grotto
ashen crown
#

Side note I do like Ire as a name quite a lot

ashen crown
umbral sluice
vagrant grotto
#

It seemed like a neat way to gain some accuracy with inaccurate flail, and have an off-support effect

umbral sluice
#

(i do like SONT stun to be clear)

vagrant grotto
#

This is me attempting to use Shredded and AP less, aren’t you all proud of me lol

opaque crescent
#

Posting for interest for playtest at one of the below times next weekend:
🐌 - <t:1774706400:f>
videogames - <t:1774724400:f>
solomag - <t:1774807200:f>

vagrant grotto
umbral sluice
#

you already know girlie

vagrant grotto
#

Okay this is shaping up more

Bedevil
Trait, 1/turn
When the Torment receives Heat, it inflicts 2/3/4 Energy AP damage to a character in Range 3. 
Flail of Gehenna
Heavy Melee, 2 Heat (Self), Knockback 1
+1/+2/+3, +1 Difficulty
[Threat 2][7/9/11 Energy damage]
On attack: Gain Overshield 2/3/4. On hit, instead gain Overshield 5/7/9.
Excruciating Transposition
System, Recharge 5+, Quick Tech
The Ire teleports to a space adjacent to a hostile character in SENSORS. That character must pass a SYSTEMS save or become STUNNED until the start of their next turn. The Ire then takes 1d6 Energy AP damage.
#

This is looking like base kit

ashen crown
#

It still feels like a high numbers bh, especially with the true combo with Bedevil, but that’s something to be determined in playtesting I suppose

muted blaze
#

In some situations there'd be more lock on than attacks crylaughing

vagrant grotto
# vagrant grotto ``` SPITEFUL END Trait The Ire may SELF-DESTRUCT. If it is destroyed while in...

I wanna take a moment to highlight this one out because I think folks may not understand what I’m doing with it:

Vanguards naturally want to kick opponents off of objectives, even if they’re not very good at holding those objectives (see: Torrents)

To me, self-destruct used in this telegraphed way is an excellent soft threat to encourage opponents to leave the vicinity (usually around the objective itself)

So it actually ties in directly to the damage-oriented Vanguard game plan

#

Dunno if this is gonna be a Veteran feature or not, maybe it will!

#

Probably safer than one available to a Grunt/Formation

steel apex
#

As a Veteran trait, I will say that it DOES sort of overlap a bit with Parting Gift

#

I know you have considerations with grunts/formations, and I probably wouldn't make it a baseline or base optional trait either for that reason, but as a Veteran trait I think you could stand to juice it up a little. Maybe increase the radius a bit

ashen crown
#

I think there’s a precedent to Veteran/Ultra Traits acting as specialized versions of general versions- like the Capacitor Ultra trait paralleling Harbinger Rockets or Volley Module

#

Iirc some of the rebake Veteran traits are similar I did not

steel apex
#

Sure, I just feel (personally, anecdotally, at a glance) that this doesn't add as MUCH to being able to self-destruct as I think Valk has the budget to explore

ashen crown
#

Good point

steel apex
#

the additional effect only procs if it dies in one of two particular circumstances, which while perhaps common to how the NPC wants to be, means it could simply not go off at all

#

It's sort of like Briareos Frame in that respect

ashen crown
#

Imo I think it could be instant/end of turn + given the Deathcounter Telegraph treatment

steel apex
#

I think the issue with that sort of timing is it makes it hard to deal with AND it doesn't really achieve the goal of "make people move" so much as "be a big damage stick"

#

the analogue to stuff like this in the existing NPC roster are things like Orbital Strike and Atlas Missiles which have a timing of "end of next round" for that reason

#

the point isn't REALLY "I'm gonna be a bomb for more damage," it's "you need to move or take damage"

ashen crown
#

Ah okay that makes sense

#

In which case buffing the explosion is probably the most warranted buff method- and I’m there are plenty of fun ways to do so

steel apex
#

I know the Manticore CAN blow up immediately, I just don't think there's a lot of merit for an NPC doing so UNLESS the damage is more measured, and baseline self destruct damage is (imo) a bit too high for that

#

Berserker Aggression and Operator Self-Erasure are things I'm more copacetic with in terms of "damage when dead" type effects

ashen crown
#

I think back to Self Erasure getting a control effect rather than getting a damage buff in the rebake.

steel apex
#

you can turn it into more of a living bomb with Deniable Asset, but even then I capped it at 6/8/10

#

self-destruct is swingy and, in theory, might not do a whole lot, or it might do a whole bunch

ashen crown
#

The operator’s range band cut certainly makes it more relevant, but imo considering how slippery Operators are I almost never expect it to trigger unless the Operator intentionally tries to trigger it.

#

Base and rebake operator- there are 100 places an operator wants to be and “next to an enemy” ain’t one of them

steel apex
#

yeah for the most part I don't really think of self-erasure as more than a ribbon

#

it's absolutely not really a major factor in what it does or how it plays outside of grunt operator telefrag memes

ashen crown
#

You could read it as a “discourages getting close to the artillery” tool but with its teleportation and Self Erasure not doing too much in the first place it’s not a strong incentive

muted blaze
#

Compared to everything else in the NPC article. 4d6 damage feels out of place. Especially since a commander ultra pyro explodes as hard as a veteran hornet

vagrant grotto
#

More Orbital strike than self erasure here

vagrant grotto
#

The Ire is currently clocked at Size 1 but it may get a Size 2 bump

#

Mostly because I feel like some of its stuff at size 1 should be Range 3 but others should be range 2?? Whereas size 2 is pretty comfortable with universal burst 2 spacing

#

Like the flail feels like it should be threat 2 max but the Bedevil zap feels like it should be range 3

viscid ingot
vagrant grotto
viscid ingot
#

Fair fair, also is the Ire the name you're choosing to stick with it?

vagrant grotto
#

I think so

viscid ingot
#

Is a pretty solid name

#

Judging by what you sent before, its a Vanguard Manticore-style NPC yeah?

vagrant grotto
#

yeah exactly

#

Damage-forward vangaurd with some force-multiplication support tools

viscid ingot
#

I'd say go with Size 1 for now then Upsize if needed.

vagrant grotto
#

then I'll probably up the flail's reach to 3

viscid ingot
#

Probably for the best.

ashen crown
#

Do you imagine this will have a secondary role apart from Striker? If it had to have one I can imagine Controller being it but honestly I can see it being a pure striker

vagrant grotto
#
Abhorrent Obelisk
System, Deployable, Limited 1, Quick Action
Obelisk (Size 1, HP 12/15/18, Evasion 5, E-Defense 8, Tags: Deployable)

Deploy an obelisk to an adjacent free space, which creates a Burst 3 area. Hostile characters in the area are IMPAIRED and take 2 Heat at the end of each of their turns until they leave the area.
muted blaze
#

Sitrep for tonight

vagrant grotto
muted blaze
#

||I know the opfor consists of an elite commander Kensei (Or just Commander) with lead the charge and Gaussian blur called "Colonel Nelson from the United Kingdom Her Majesties Royal Navy. And have a veteran support with Desant hardpoints called "The HMS Victory". Then the plan is to mount the Support, charge the blade then lead the charge -> Gaussian blur with MASSIVE threat||

#

||The rest of the opfor... IDK||

vagrant grotto
ashen crown
vagrant grotto
#

Looking for feedback on an aggressive, vanguard-type NPC class themed after the Manticore, which focuses upon driving opponents away from objectives through a combination of damage and force multiplication.
please ping with feedback thanks

vagrant grotto
#

the optionals are more support coded at this point

#

like yeah it can captialize on all these effects, but also buddies can too

#

Numbers are debatable at the moment, this is just the first draft

south cypress
vagrant grotto
ashen crown
#

Now that I look at Legion of the Damned I can see where the support angle comes from

vagrant grotto
#

it's an off-support thing 100%

ashen crown
#

I don’t immediately agree on Legion of the Damned being a full action per se, as that robs the Ire of a lot of it’s actions, but I can see it being watched for nerfs in the future

minor crest
#

Valk how do you feel about the Ire as size 2

vagrant grotto
#

was sticking with size 1/range 3 to start

minor crest
#

Excruciating Transposition with a Size 2 footprint sounds interesting in my head

#

I guess it depends on what direction you want the Ire to have in terms of contesting objectives

umbral sluice
#

@vagrant grotto Hey so funny thing about Start of Next turn Stun I just discovered: this uncharges the D/D288

#

Just watched a Knight do that do a poor poor dd empakaai

umbral sluice
#

last line here

viscid ingot
#

Ala oof

#

Melee lads be scared, lest you draw the attention of the Ire.

drifting parcel
#

Working on my Ultra Boombox

viscid ingot
vagrant grotto
#

plays Eruption by Van Halen

viscid ingot
#

Truly an Ultra, its perfect scoring Through the Fire and the Flames.

Those lancers are cooked bro.

drifting parcel
#

The theme of the faction

#

Evil MEnacing

#

KTB Brttish Assassins

#

They're House of Sand

#

So it's MEtallica songs

viscid ingot
#

Do it like Jojo and name them after Metallica songs

drifting parcel
#

This is Devil's Dance and Master of Puppets

viscid ingot
#

Niiiice

drifting parcel
tame wharf
#

COO Brightbend - "Sick of the Silence"

muted blaze
#
# PPG feedback

## Sitrep
### Triple sitrep
- Was really cool, long. "Get everyone out at the end" felt doable but HARD. Otherwise, very neat. 3 smaller things in one is cool. Diff terrain made it harder (oops support)
- Gauntlet and triangulate focus on getting to one place. 
    - Clumping enemies in one place and trying to get them in one
- Had 12 structure and stayed to roughly 2-3 activations above the PC activation count. Players were overwhelmed and 2 reinforcements never entered play
    - DPS was mostly focused around limited charges (War pike with explosive tips) or full actions (DD288 Empakai and brawler Orchis)

### Triangulate
- Continues to be very interesting in terms of complexity. Actual triangulation is cool. Takes more involvement in order which is cool. Positioning and sensors are a big cool puzzle. takes action econ but not too limiting because it takes about 3-5 search actions to find it
- Felt good because when you took the QA you *did something* without a contested check
    - How would this feel on smaller sensors
### Gauntlet
- One thing not liked that was painful. When digging up the booty. If someone is adjacent you have to make a contested check. That was painful. (With regular overcharge rules felt very bad)
- Given the game was "pretty long", if overcharge reroll was used for this it would have been "much much worse"
    - Personally unsure why
### Extraction
- Interaction on grabbing payload was "thank god"
- "Can I grab it with the Empakai hand or ppunch it with the DD288"
    - That would end well
#
## NPCs
### Veteran knight
- Surprisingly oppressive
- "Stunned is bullshit", I get it. It's only on the target of the duel... *Realised it was until start of next turn, less bs than thought*
- "How do you kill them?"
- Turned off a DD288 and forced them prone on a horse
- PCs took a long while to deal with the the knight. Was hardly attacked, and kept up templar's shield a lot. Never actually attacked while it was up.
- "Would like a way to deal with the duel"
- "Duelling two people at a time was harsh", two people were locked into the game
- Whole movement was decided by where the knight is. Compelled duel locked them into the fight, the iceout drone meant they had to stick to the iceout drone to stay within melee rannge
### Regular Napalm
- "Those guys terrify me, so much"
- "Did not feel threatened" <- Horse
- Line 5 is scary on a small map with a small objective
- 1 difficulty should counteract this but it kept hitting :skull:
#
### Commander elite Kensei
- "Where is the Kensei from" "PPG" "Ok Valk I'm killing you"
    - "Who shreds you until the end of the sitrep"
- Kensei is real cool, 
- "So many free actions"
- Felt like it had an answer to "absolutely everything" the lancaster said. Apart from grappling where it would smack the shit out of people
- Had 3 whole turns of sheathe and slash before it had to stabilize
- No one in the party capitalised off the heat. Very little controllers.
- Party rushed it and played it's game
- Otherwise it was on a horse
    - For 1 round
- Hard to run because it was in a "5 meter squared space"
- Gaussian blur was neat. Only used once.
- "Is this worse than a demo, no I don't think so"
- At the very least demolisher, it's a stagnated double quick actions and it takes heat.
- Would like to see an "easier way" to deal with the shredded
    - Stabilize was hard in an action intense sitrep
- 3/4 of the PCs were shredded by round 3
- Missing aid action
- Players played into it's game a lot, and lacked controller options to keep it away
- Had the grenade pistol optional. Was never used and bounced the first sys trauma
- Had Gaussian blur. Was used once, it positioned where it wanted to so it was rarely used. Thanks horse
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Here's notes from the playtest Valk :>

vagrant grotto
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it was riding a... horse? was that a support [K] with Desant Hardpoints?

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I guess I'm not too surprised the crowd of melee NPCs turned the "gauntlet" into a clusterfuck

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Glad that "get everyone out" felt doable but hard

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this seemed like a big-ass fight so impressed that the players got as far as they did

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I can totally understand a microstun pissing off a D/D 288 user that hard though

vagrant grotto
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sounds like it got knocked off at least

muted blaze
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It did

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Quick march desant hardpoints to allow move 5 tiles as a protocol then slash

vagrant grotto
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woof

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helluva combo

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the Elite in them definitely sounded rough too

muted blaze
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Yeah

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It was

viscid ingot
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Knight with Support Horse is wild but it checks out.

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I have to try a combo like that in the future.

ashen crown
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Ultra Desant Hardpoint Support ferrying around 12 melee strikers around the field

sudden cosmos
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Just got out of a wallflower fugue state to see talk of a New Guy appearing in the PPG lineup

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And so far it seems like the only thought I had from its conception to now has been addressed, being the name

vagrant grotto
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Worried about overloading stuff on it

ashen crown
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How so?

sudden cosmos
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Oh there was a drop

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Remember what I said about being in a wallflower fugue state

vagrant grotto
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Like if I should have left self destruct off its base kit

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Or if I should’ve given it another non-recharge feature for its turns

sudden cosmos
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Lemme read about this fella

vagrant grotto
viscid ingot
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Unless its main gimmick is to just blow the fuck up. Then I think you can leave it in, but if it is supposed to be a lad that threatens immediate vicinity then you could have it as an Optional?

vagrant grotto
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It’s mostly a ribbon

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Still needs to engage the self destruct

ashen crown
vagrant grotto
ashen crown
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You can say the same about the Cataphract and Ronin too

vagrant grotto
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It needs +1 acc to offset the flail

ashen crown
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Most CRB strikers actually

ashen crown
vagrant grotto
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So lock on and ram work great, yes

ashen crown
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I half wonder if it could use higher sensors but that’s a later thing

vagrant grotto
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5 felt okay, but I could see the argument for 8

viscid ingot
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If its a Manticore like, it probably has low sensors range and pretty good survivability to get to its sweet spot.

ashen crown
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Something to playtest

vagrant grotto
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Also dunno if I should plate this thing with armor or not

vagrant grotto
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And/or hp

sudden cosmos
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I'm sure this has been addressed already but why does that weapon give overshield

viscid ingot
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I am legally blind

ashen crown
vagrant grotto
viscid ingot
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I think 1 Armor should be fine.

umbral sluice
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Manti is 10, Lycan is 8

ashen crown
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Was about to say

umbral sluice
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frankly Manti doesnt feel like it should have ten but thats whatever

vagrant grotto
ashen crown
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Anyway, if Berserker has Stampede Defense and 1 armor I think this fella can have some armor too

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It’s engaging in highly risky plays so it needs some survivability

umbral sluice
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I'd personally agree with 1 armour too

ashen crown
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And imo the Overshield gain is not nearly as strong as Stampede Defense

viscid ingot
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Stampede Defense is nuts but is offset by how many ways it can be disabled.

ashen crown
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True- but with a self damage base trait + the miss Overshield being a bit of a pittance it’s still not nearly as strong

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I’d honestly argue for less HP and more armor if it comes to it for both flavor and to tie closer to Transposition + Overshield

vagrant grotto
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Anyway this thing started with like, way too much loaded on the passive

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Current iteration is my trying to reduce the fiddly damage bits

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Fiddly damage and heat

ashen crown
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I am curious if the 8/10/12 Heat Cap will stick too. Yes it’s a self heating unit without a heat clear trait but the Ire gains a lot more from being targeted by heat. Emphasis on curious however definitely need to playtest it to find out

vagrant grotto
ashen crown
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Also true

viscid ingot
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I'd bring it down to 8/9/10 and see how that performs.

vagrant grotto
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It’s a bit of an anti berserker

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I’m keeping the heat cap as is for now

viscid ingot
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Feels like

Same Vibes

Different Methods

sudden cosmos
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I guess, looking at it, I am kinda wondering what out of its base kit makes it supporty

vagrant grotto
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If I do anything, it’s going 9/12/15 and making the flail 3 heat

viscid ingot
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That is a lot of Heat and Heatcap

vagrant grotto
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Most of the support is in the optionals, admittedly

viscid ingot
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Maybe shuffle one of the weaker ones to the forefront?

vagrant grotto
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But it’s very striker forward compared to like, zealot

vagrant grotto
sudden cosmos
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I didn't wanna be the wingwong who says something like "a Demolisher stuns but it's not a support" but it really does feel frontloaded with striker stuff

vagrant grotto
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Demolisher stuns until the end of next turn

I view stun to Start of next turn as more of a light disruption/accuracy booster tool

viscid ingot
vagrant grotto
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Which is literally what it’s doing with the flail

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But yes

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Otherwise, damage forward

sudden cosmos
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Like, it could telefrag in and get an easy smack with the flail if that stun hits. Pretty spicy combo (obviously contingent on a failed save and a hit)

vagrant grotto
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The support off-role is so folks don’t ask me why the optionals at more supportive

umbral sluice
viscid ingot
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Light Disruption and Accuracy Booster is right since Stunned still reduces an enemy's Evasion to 5 while Stunned.

vagrant grotto
sudden cosmos
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I do not have bias

vagrant grotto
viscid ingot
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Engineer is a Support that forgot to leave behind the heatcap.

umbral sluice
vagrant grotto
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Reminding me I should remake by GW2 engie Holotechnician Jatt in Lancer somehow, thanks

viscid ingot
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My Engineer+ is a Rearguard but can also fit on the Frontline now if given certain optionals.

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Also he is the absolute bane of people with RBJJ and any form of Flight.

vagrant grotto
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Yeah I saw Kai’s rebake give Guardian to turrets and realized “oh. This is the piece I was missing.”

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I made Prism as an Artillery/defender at first and then realized that Engineer was the true Artillery/Defender the whole time

sudden cosmos
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(Mildly off-topic but amalgam rules. I hasn't touched holosmith since amalgam dropped.)

viscid ingot
umbral sluice
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artillery rearguard that if left alive just a little too long will absolutely murder the party

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love my engies

viscid ingot
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Upsizes the Turret to Size 1, alpng with other stuff along with Guardian.

umbral sluice
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love hitting some poor bastards with 4 Kinetic Damage seven times

sudden cosmos
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Looking forward to tormenting my wallflower party with an ultra engie. Even with the more killable rebake turrets, it put the fear of god in the party.

viscid ingot
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I had to cap up Engineer+ turrets on my end. 6 Turrets max and destroy oldest with normal.

With Shell Rig (The optional thing that makes it bigger) it is limited to 3 Turrets.

vagrant grotto
umbral sluice
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if they dont have the right tools that mf can ramp really fast

viscid ingot
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Rebake Engineer is a juggernaut you do not want to leave alive.

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The longer it runs, the harder it hits.

vagrant grotto
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Anyway

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Happy for engineer and its big-ass heatcap

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It can be a comrade to the Ire

viscid ingot
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Is slightly weird tho for it to have the heatcap but nothing really to offset its generous heatsinks.

vagrant grotto
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A lot of the numbers are up for debate, but not that much debate

vagrant grotto
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Like I do for occultist

viscid ingot
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Hmm, genius.

vagrant grotto
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But yeah anyway back to Ire

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And by that I mean “I sleep”

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I’ll catch up later

viscid ingot
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Judging by its current iteration now. You think Ire would benefit from tanky partners or fast bois on the frontline?

vagrant grotto
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Feedback welcome, just feels over design thanks

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And yes it would pair great with a melee defender like Howler, or a melee support like Boombox

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And like. Obviously Zealot

viscid ingot
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Ah, so Melee Frontliners that like throwing wrenches into plans.

Got it.

vagrant grotto
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@muted blaze from last night’s playtest: It sounded like some folks were relatively new to PPG stuff, which led to some shock value?

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I think everything sounded “systems nominal” from your play report

Veteran Knight being so threatening was good, though I suppose a little worrying

Kensei, I’m not sure if I wanna keep the permaShredded or not, I just want charged profile to have some bite though? So it’s gotta have AP at least

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The dogpile on the gauntlet objective would be similar to regular gauntlet, though without action costs spent to capture the gauntlet objective

Outta curiosity, how many attempted digs were there? So I know how many times they failed the contested check

muted blaze
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6-7 I think. No overcharge reroll

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But overcharge try again would have worked IG but OC was core

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It was also a size 2 gauntlet rather than size 3

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DPS was also inconsistent tied to reactions, full actions or limited charges

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And there was a lack of controllers among the party

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DPS was also drastically reduced due to a nerfed executioner

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I'm curious how the sitrep would have gone with PPG rules and with base talents

vagrant grotto
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The goal of action-oriented objectives is not to obviate damage-dealing, but to make control/support competitive with it

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Size 2 gauntlet is okay though I think

muted blaze
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Orchis w/ buffed brawler and Blackbeard systems

Lancaster w/ a 3d6 damage war pike, conditional better knockback and accuracy (duelist variant)

Gorgon w/ drones (iceout MVP) and double vorpals (got focused some more to prevent vorpals going off)

Empakai w/ dd288 and nerfed executioner (half damage on both targets and reliable rather than just the second target)

opaque crescent
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i'll say as the one piloting the only mech not directly looking at throwing out numbers at people, i didn't feel like i could reasonably afford the action econ to interact with the objective if it wasn't as a protocol

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though i imagine that's more of an effect of the slopment nexus than of the sitrep design

tame wharf
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@vagrant grotto do you have the doublebaked bombard on hand

vagrant grotto
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So… yes I do have them lol

sand mulch
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no more playtest tomorrow 😔

viscid ingot
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Damn bruh

south cypress
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Very quick Prism feedback

LL4 Control map with Agimaxxed Vlad, Drone/Centimane Sunzi, 2x AssCan+Krakatoa Drake, Andromeda Sherman, and Melee Minotaur.

Vet Prism had Slippery, Mobile Projectors, and Scintillating Gleam

Prism scored two points by leaving its Projector on a hard-to-reach CZ from the beginning, then used Scintillating Gleam to protect a Lurker and a Hive for 1 round, got off one Lock On Diffraction Beam shot against the Sherman in round 2 before losing it to a Structure check, then died early in round 3 to a Vlad Pankrati Charge Heavy Melee swing.

Dictated targeting for 2 characters' attacks (Sherman and Drake) for 1 round, failed its Burn check against 7 Burn from an Andromeda + Krakatoa wombo combo to lose its first strcuture, then ate Sunzi chip damage (Puppetmaster's Electropulse off of a Hive's Razor Swarm of all things) before dying to the Vlad.

Overall consumed 1 Barrage, 3 Skirmishes, 1 Pankrati Charge, and 1 Electropulse, and ruined 1 Sherman turn with Lock On Diffraction Beam (He popped ASURA to Disengage -> Stabilize to heal away from the Lurker!) Probably prolonged Lurker and Hive's lives by 1 round given their hp totals later and Scintillating Gleam blocking their inclusion in a Krakatoa AoE.

PC feedback:

  • "Scintillating Gleam seems like it could be extremely obnoxious with the right team comp, like Bombard + Witch or other high target priority classes"
  • AoEs being unable to target allies w/in Scintillating Gleam felt bad. PCs suggested applying Hidden to allies w/in Burst 3 rather than LoS blocking. (General "AoEs require LoS" complaint tbh) w/ justification that it would still be a QA trade at worst and would reward AoE weapons

My thoughts:

  • Scintillating Gleam is neat as a way to buy time for allies, but it does feel a bit too good at forcing interactions as compared to Massif Defenders.
  • Diffraction Beam is really cool and good and combos well with Refracting Armor in the close quarters environment of Control map CZs
ashen crown
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It just occurred to me that the Prism is like... a CRAZY potent objective holder. Like if it puts its projector by an objective, you literally can't do anything about it except kill the Prism (or CC the Projector to death via overheat or what have you). How has that not occurred to me before?

viscid ingot
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Not many builds can heat bomb to overheat as well, so that is rough.

placid glacier
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got an interesting opportunity this week, dming for a (mostly) new party