#Al's Talent rework
1 messages · Page 3 of 1
discombobulate
Ignore reactions could easily be a condition
it could, and so could blind, but alas
Honestly... Kinda cooking ngl
I'm not gonna do it
the Discombobulated condition which means they cant take reactions
Honestly if you go with this I'd love to see Discombobulate be just a little bit better, if only because it's so funny that I want to use it more often than "situational but very strong in those situations"
(It's actually fine I just want more discombobulate)
Hull save, on a 5 or lower their head explodes
My ultra when they get slapped by a goblins improvised attack
what does their head exploding do mechanically
My Osiris improv attack build where I'm just a goblin for 2 rounds then I reach 3rd gate I just kill someone
Sweep the legs feels useless however...
If you do an improvised attacks which is a not a ram
You’ve heard of Vorpal Sword now get ready for Vorpal Palms
Babe wake up, new brutal 3 just dropped
Right, especially since at rank 3 you also just ram them after anyways
Ooo
Sweep the legs make them no longer be an obstruction until eont
Still can't end in their space yada yada
But like, stop being an obstruction in general, even to your buddies
Also true
Oooh I see
Makes it mean with the ram follow up
Wait wait, what if you made leg sweep into "no reactions + no obstruction", and discombobulate into the "fragsig" slowed + impaired ? (because slowed + the prone from rank 3 ram is diet immob which makes discombobulate unironically very good)
That sound fun ?
im not Al but that does sound fun
it's got like
pf2e flurry of maneuvers monk vibes
if you've played that
It's kinda meant to be monk flurry of blows like
I'm a pf2 fiend
My academic success is currently hanging on the line because I've just been offered a spot in a pf2e campaign and it takes all my willpower to not say yes
I'm more in my debilitating strike rogue era rn, but ye monk funni
i like your idea a lot water
I could just add both... Gut shot and sweep the legs
My asura brawler where I just 1/scene make someone L + impaired + slowed + discombobulated + prone + move 2 tiles
You don't feel this one ?
'cause like, I'm honestly more and more convinced the more I think about it. For three options it gives you a bit of everything, and I can see all three being used semi-frequently
like least ridiculous asura turn ngl
Oh I am, I just forgor
Me in my atlas kicking a Goliath's legs and screaming in pain as my mates run under it
picture me Joyous, I got us a worthy discombobulate
Wait was your idea on top of discombobulate or it's own option?
My thoughts are
- discombobulate: same
- spinning kick: same
- sweep the legs: target doesn't cause engagement and isn't an obstruction until the end of they next turn.
- gut punch: fragsig
My idea was combining sweep the legs and current discombobulate and keeping it named sweep the legs, renaming gut punch into discombobulate, and keeping spinning kick the same
Worst case just split 'em again yea
Next playtest I'm just gonna bring a quick jabs off-controller Nelson for the true pf2e monk experience
fuck yeah
Hunter lunge, improv attacks and asura
Punches you, punches you, punches you, punches you, punches you, punches you
Next to the !V! 0 engi displacer swallowtail, hacker nelson is I think the funniest actually functional build I know; this might just steal second place if it works
I don't think much can get worse than the 0 eng displacer tail
It's just... the perfect lifemechform
God it's so fucking good to be back man
I missed this kind of design discussion
How is Juggernaut 2 intended to work if you have jump-jets? IIRC flying allows you to ignore obstructions along the path. Can you never activate Juggernaut? Does it allow you to fly over things until you choose to stop?
You can just... Not fly if you want to collide.
Ugh I hate flight rules
i'm ngl i've been more generous than RAW with flight in our game so i have no clue is this actually true lmao
i think maybe?
like im sure you can fly into an object if you want right
It says ignore obstructions unless it's impossible to do so like fitting through a gap you can't fit through
"ok boss what do you mean by this"
Maybe you can idk fly through a guy but not a rock
Faq for juggernaut: if I ignore obstructions can I not use juggernaut: "if you ignore obstructions you can choose to not ignore obstructions for the sake of ending the boost and triggering the ram"
That’s actually one thing about Jug which confused me- it’s considering characters obstructions, right?
Also I will say- maybe the special action stuff isn’t the most concise, but I do think it’s pretty clever when it comes to design space, making combined actions count as both taking place for dupe action restrictions. Opens a lot of fun avenues!
(it’s something that only appears in ASURA and imo it should appear more often)
It applies to overcharge
I can't, move boost, skirmish, OC spearhead charge
wait I misinterpreted what you said
Yeah it reads as a necessity to me but it's ugly wording
It’s a fun necessity though
I am so curious how LLancer would be if dupe action restriction just DID exist onn free actions full stop
It’d be super interesting if ignoring dupe action restriction was an exception rather than the norm
Off the top of my head, the only stuff that would need that would be Sekhmet and maybe overcharge (if you can barrage into skirmish then why stop people from skirmishing twice? You’re just discouraging doing stuff other than attacking maybe idk)
Nah, OC would have nothing
Or pull the lancer tactics and make skirmish like how tech actions work
Skirmish for as many weapons as you have
But can't dupe them this turn
This is getting slightly off topic, point is I don’t think the dupe action restriction is enforced enough and the tALents enforcing it is fun
Unfortunately there's only so much rules changes I can do within scope
Axing some Core bonuses will be fun but unfortunateyl I can't be arsed to do a core bonus rework
Also fair
Lancer with no dupe action restriction on free actions but Multiple Attack Penalty from Pathfinder
HMG Everests when their fourth skirmish this turn is at a -10
Evasion doesn't scale enough like grit does hto
So that just means you can easily with enouggh accuracy and grit mag dump a low evasion defender with a HMG
easy, 2nd-3rd skirmish onwards loses grit benefits while continually stacking pathfinder multiattack penalty
Every attack with the same weapon generates heat, andn you roll 1d6 overheat die. If you get a 7+/5+/3+/1+ on the die (scaling with number of attacks with the weapon ) the weapon breaks after the attack
based
fuck, you're right
I like Lancer as a “low numbers” game anyway lol
also yeah MAP would definitely be kind of un-lancer with how shockingly rare flat +1s and so are
Also Aux-weapons users would lose more than they already am
yyyep
there would have to be some special stuff for aux weapons (Agile trait? Mount based MAP?) but then we're getting almost unnecessarily complex
Pedantic rules correction : Hostile characters just straight-up are obstructions.
Oh I missed that message, yeah they are. So if you run into one it becomes their problem they're an obstruction
Unless they're smaller
I didn’t know that
I actually had the same thought at first but I'm pretty sure every hostile character is an obstruction, no matter the size
They just don't cause engagement if they're smaller
Rather than FAQ I think it needs a wording update
I added it to my bug tracker, because it's possible for an atlas to be unable to ram a size 1 character because they can run between it's legd
It's also quite a bit worse on the average character now. It needs you to have at least 6 speed for the knockback to be better and it doesn't give accuracy which is huge
Only if you hit
Still a lot of action compression. Spending the extra quick action to ram in the core book can also miss and you're out 2 actions instead
We've had a dropout for the playtest
Date an time: <t:1769367600:F>. Session should be 3-5 hours with time for feedback after
What's going on: I'm Al, you might know me. I want to run the first playtest for my reworked talents and see how they function and if there's any glaring issues
Player count: 4, (3 slots taken, 1 remaining). First comes first served any excess will go onto a waitlist
Build restrictions: LL6, first party content only. Reworked talents only. Make a build treated as if you were playing in a campaign and it's expected to play as if in a campaign as well.
House rules: will be using Kai's NPC rebakes, Maria's alternate structure and stress table and captain Morgan's
Play limitations: Core power will be a roll of among the players, highest gets core. Efficient players are then given core (3 efficient and 1 not will not guarantee they get core). All overcharge will start at 1d6
LCP: The LCP is within the Google drive of the #1433168090371461241 and is very early access. Be weary with it breaking and please call out if it breaks your COMP/CON beforehand. If I update content please also be careful as I'm new to this and there's potential I mess with breaking content such as IDs
Please reply to this message with a ping if you're interested
@grim rain here's the post about it
hey
Sick
Woo! Glad you could find a replacement so fast.
Had another dropout... We need another 
third time's the charm lets go
sorgy
God it sucks how much I want to be there but morally can't afford to because I have classes 5 hours later and need sleep
I hate being a reasonable person. This is why the 0 engi displacer swallowtail exists.
Your classes are more important
P 32, bottom left is the relevant text, and yeah you're right it's kinda weird
meant to reset to 4 on full repair?
frag sig plus damage
it's fragsig but a little to the left really
oh yeah mb
calibannibal time
Any direction
i cartwheel toward the enemy as we both fly backwards like a midair kick-combo in a bruce lee movie
Nelson with skirmisher and core just kicking someone 3 times
And following them
Wait let me read caliban
Caliban is explicitely knockback
It now means you can't spinning kick squads
i believe if you want it to be knockback you want it to read "knock the target back"
eg. tempest drone
i think that's reasonable
however, spinning kicking every guy in the squad is objectively hilarious
although the idea of a mech swatting a guy away hard that 10 other guys also fly backwards is very funny
Spinning Kick: The target is knocked back 2 spaces in any direction.
Don't forget none of them are harmed
yeah that works too
watch yo tone mf
what even are the logistics of stunning an entire squad? fuck if i know
Which fragsig can't do
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
https://images-ext-1.discordapp.net/external/fd4XtHOdTern3RuvsOUhoed6LUvD4-vZWhXpr962z7E/https/media.tenor.com/TyI7ymZPrKUAAAPo/discombobulate-sherlock.mp4
Piss it didn't work
the fuck
i see the vision
oh it was 10 discombobulates wasnt it
Yep
Changelog for brawler heavyweight
Just a quick q on rank 2 :
If you are in a Nelson and have bonus damage on an improvised attack, would using flurry of blows would also get rid of it on hit ?
Currently reads as "yep, no damage is no damage"
Yeah that's cringe
I'd do "No Base Damage" if thats the case then
Yeah that's what I was thinking
so it doesnt eat Nelson, MC, Atlas traits for nothing
Yeah, lmao
like sure whatever, have your 2AP damage rams
what I'm not sure about is if you put it with Siege Ram does it also inherit the AP tag
I'm inclined to think no
Congratulations, now it does 2 damage or reliable 2 damage 
Yeah
yeah it doesnt stack so its basically worthless
i guess its a thing you can do
Siege ram is still good tho
More consistent
V.0.2.0 I might have given nuc cav overkill too
Overkill Ram
its thematic at least
in a talent about living on the edge and redlining your reactor i'm surprised at how safe you can make it
chill at exactly half heatcap and take no more
i like it, nuccav feels way too safe crb for what it gives and how it's flavoured
like yeah exactly this
honestly half of the fault of that is fuel rod gun
why is there a clear heat tool in the gain lots of heat and play risky talent
we have fusion reactors in these things and you're leveraging that to generate excess heat and energizing your munitions and you're telling me that generates no heat in the reactor at all?
I think it's neat
it is! its just eh to me flavourwise
like tokugawa getting all that range extension
Level 1: minor reward for DZ
Level 2: major reward for DZ
Level 3: make tool that makes playing into DZ safer
Remove meta from the equation and go purely on the flavour text and vibes. Nuclear cavalier is one of my favourite talents
It's tainted by how meta and abusable it is but remove that and I can look at my guy with the same glorious eyes that saw it for the first time when I was simply flipping through the CRB for the first time
my point about how nothing in the talent generates more heat still stands on flavour
that was me with the tokugawa when i read it
what great flavour and vibes
then i saw how the average tokugawa player runs it and gave up
Look I've seen two Tokugawas, one was brutal but ultimately fine but this is in a valk rework world
And the other... 
i love standing still and firing 2 smartguns every turn
yeah lmao
My first experience with a Tokugawa: ruthless, slain everyone in combat 1 of Dustgrave without being touched...
Second experience with Tokugawa in second fight of Dustgrave:
Expose self -> annihilate grunt
L + berserker charge + chain axe + crit + shred + structure + exbatts popped + 6 exbatts damage + doubles to 12 + structure
Ally comes in to save:
L + aggression + targets Tokugawa + hits + structure + snake eyes
I've always been a high risk high reward player
2nd round of combat 2 
every experience except one I''ve had with tokugawa was negligible risk enormous reward which makes me dislike it
LMAO
Infiltrator invis Tokugawa that hides them consumes 50 billion infection markers
the one time i've seen tokugawa run melee staying exposed i actually like the gameplay of it, and felt like i was doing a lot in my saladin to keep him alive
Spending 80% of my actions to keep him alive because if he dies the party DPS drops to 1d3 per round
perhaps the dumbest thing you can do with infection markers
support tokugawa
Turn them to burn
the ultra with 100 infection marks asking the players to put him out of his misery (he's charged staked so he cant do jack)
He can't do WHAT 😳
It's a death counter bastion
if the players have applied that many marks without learning that they deserve to have their damage eaten
Pankrati ideas:
Level 1: as a protocol you may select a character in LOS to be your quarry, this lasts until either die or you select a new character (maybe even until death)
If your quarry is slowed or immob you gain +ACC against them.
If you swap your quarry you're deemed a coward and your previous quarrys damage becomes irriducable Vs you
Level 2: 1/scene QA pankrati charge. Straight line double boost, no interruptions. Any forced movement breaks it, must end adjacent to your quarry. On success, skirmish them and slow them
Level 3: idk but probs not Base level 3
wait can pank charge be interrupted raw
yes
oh for fucks sake
it's miserable
Every movement can RAW
you can interrupt it with more movement
you can shuffle off to the side to pankrati around buildings
Can thank valk for the idea for level 2. Honestly him saying that's what he'd do to pankrati charge has shaped up a lot of how my actions compression ideas work
close enough welcome back Sudden Charge pf2e
honestly my main gripe with base pank2 is that it's free
It's better than some core powers, let alone efficient ones
(sudden charge is 2 strides and a strike in pf2e for two actions, for those unaware)
poor Death's Head
2/3rds of a turn
yeah, this here is 1/scene though so i think it being less expensive is okay
also keep the "can't initiate adjacent to an enemy" imo
Oh is that a thing
i dont want this to be used as an escape tool personally
Eh this change is still months off
true
I just have ideas for them and wanna write them down
Then I can revisit later
Level 2 house guard my thoughts are to axe the soft cover bubble and make it so that the character is basically just a block of terrain, so if a cover line goes through them it's soft cover and characters can hide behind them. They don't block LOS but I also had thoughts of them having a reaction which is if a character targets another character behind the HoG player and the HoG player would block LOS they would gain a reaction that is infinite uses per round which allows them force the hostile actions to target themself or originate from themself
No they wouldn’t it’s not a weapon attack
That’s actually why Improvised attacks feel so bad in CRB- not being weapons = few talent synergies
Nuc cav just says ranged or melee, not explicitely weapon
hello its me writing in 2 months late to talk about skirmisher because i dont understand the point made here and i think the rework has missed a part of what made skirmisher work
Pros of shortened names for LCP talents:
- Has less wrapping and looks less jank as talent names aren't as long
Cons of shortened names for LCP talents: - Can't search for the talent name, must use their new name
in that at its core its a hit and run talent that youve taken the run part out of
Lmao, the 2 month reply
id just like to understand the reason behind the replacement of skirmisher 2 because im confused by it
I think the thing with skirmisher 2 is that it wasn't used for hit and run it was just used as a tool to get more movement with no threat. And you could do it in every skirmish including over watches sycllas etc so your slow mech suddenly became extremely fast
The run has been turned into the big defenses against overwatch so you can get away
/reactions in general
i understand that but the talent itself was already so anti-overwatch (skirm3 being a straight auto-miss) that the replacement of it with another anti overwatch feels like a wasted opportunity to double down on the hit and run playstyle it looked to be made for (granted if not used for)
I mean in terms of what it was made to be for. It had 2 talents devoted to avoiding attacks and 1 that gave you a flat movement regardless of your mechs actual speed. 2 feels more like the outlier here
and Skirmisher 1 has direct antisynergy with skirmisher 2
which i dont htink should exist in any talent
id argue the opposite actually
the synergy is in that hit and run in that it makes it a lot safer to run up to your target, with skirmisher 2 giving you the disengage after you make your attack
Ehhhh? In theory I can see that being the design intent, in practice it just. Doesn’t. Al changing the soft cover to only be active while moving was definitely a good call imo
I’d need to check the tALent rank 2 to remind myself what it does tho, but I don’t think it discourages a hit n’ run playstyle
yeah idk personally,
Yeah so Skirm 2 is basically “brace but without the drawbacks and it only triggers on reactions,” and I don’t really see how that doesn’t encourage a Hit n’ Run playstyle
i have never once seen that talent used in that way in almost two years of playing and gming this game
every time it's just free movement
i've seen skirmisher 1 to good effect but never with skirmisher 2
I will say however- changing Skirm 2 to be from any reaction damage rather than just attacks that hit could be good, because one of the big reaction attack culprits (archers) deal reliable damage
Skirmisher:
- I don't disagree with the framing that skirmisher is a "hit and run" talent, I agree that's what it's meant to be in concept when in truth it has two separate outcomes: level 1 and 3 help with "and run" whereas level 2 is instead "hit and reposition"
- I believe there's already enough tools in the game that assist with the hit part that working on the "and run" part assists with build synergy and means that other avenues are allowed. Hit and run, support and run, etc.
- unfortunately, I admit CRB skirmisher 2 is fun. Unfortunately I don't see it as healthy which is why it's gone.
- this is the V0.1.0 pass, not everything is gonna be perfect. I'm tentatively watching skirmisher to see how it fares. It might be very weak at the moment but I want to see if it is good or if it's just arse, which it might just be. It can be changed. Id rather not bring lockbreaker back but I have thoughts on how I'd change it if it's the only way to make the talent live
my point isnt that skirm 2 is flawless but the rework turns it into something that is completely defensive (and not very useful imo)
Plus for the Kai Rebake sentinels also deal Reliable so it’d be a neat bit of synergy
id rather put more limits on the move 2 to encourage a more hit and run playstyle instead of as a utility
If I were to tackle the issue of Skirm 2 being too “hit” focused and less “run” focused, I’d probably add some sort of Engagement restriction onto the CRB version, but I think that wouldn’t be nearly as clean and still have some of the same problems
Plus, Nelson still exists
Nelson essentially having the same effect but as a frame trait and slightly more/less restricted kinda throws a wrench into arguments encouraging keeping Skirm 2 around
i think my main consensus is that id rather see the fun part of the talent left in but changed than the defensive parts that encourage more passive play
the 2 movement is really interesting and its a shame to see it go
If you changed Skirm 2 to be like “you must start and/or end this movement engaged” then all it does is change the range band it operates at- it’s still probably equally as problematic
I’m getting a bit off topic into my own musings that’s not important rn
Yeah basically that's it. It's fun but unhealthy, movement is a thing I've clamped down upon within the talents. And I think skirmishes are unfortunately a pretty potent action and if I were to add movement to... It's like 1 of the 2 actions that kills people
I will say, tbh, that all 3 ranks of Al Skirmisher do feel like “the same thing but done differently” and it doesn’t exactly feel like it’s building on its mechanics but rather just giving you more and more ways to “blunt the effect of triggering a reaction”, which I can see being redundant once you get far enough in
Like I said it could be arse
I'm very willing to take it round back and send it to the glue factory then come back with something else
unfortunately i find movement gimmicks to be the most fun part of lancer so i think thats the root of my issues
How come Skirm rank 3 got the glue factory btw? It seemed rather good to me
I will again point to the Nelson in the room and say “that’s still here.” Perhaps making the movement gimmick something only one frame can do rather than all frames is for the better?
The Al version of Skirm 3 just feels like it adds obstacles to that same effect for an effect that… didn’t really need to have obstacles to its effects in the first place
I don't think base skirm 3 has room to coexist with some of the other stuff that exists in Alents, e.g. Fast Shot
Level 1 grants soft cover to increase dodge chance when running away
Level 2 grants resistance as a method to reduce lethality if an attack goes through
Level 3 is incentivised and changed as a tool so you control when an attack misses rather than it being the first, you control when it happens
If changing level 3 rather than axing it I could probs make the dodge die work on any attack rather than only reactions. Or make it only reset if it forces a miss
Oh I guess I didn’t read fast shot yet oops
its definitely a lot more limiting to have your movement gimmicks tied to one frame than a a talent
Can u elaborate
It’s a very specific movement gimmick tho
free upticks on high noon die on turn
reworked skirm uses the reaction, so you don't get to fast shot (unless you're a gorgon
)
Level 3 allows it
Unfortunately quick hand may be just better for skirmishing than skirmisher 
misread you as saying all movement gimmicks mb
?
oh you can use some gross order of operations, i guess it ticks off of hit not attack, mb
i still think that it being a guranteed miss on crb skirm3 is too much combined with standoff compared to a die system for reworked
I think its such a niche to put a full talent into
If i were to suggest a tweak id make it so the score is equal to or higher than the skirmisher die so that a 6 always scores
if youve managed to take 5 hostile reactions for some ungodly reason without rolling any luck you deserve a guaranteed at that point
@haughty dust im mr ideas guy but if you wanted to keep the dice which is fun and the move two you could have the move two be on triggering a hostile reaction
it would be a lot more niche than normal skirmisher 2 and be more fun than a flat damage resist
Yeah valid
Yeah move 2 on the dodge is a nice idea
i came up with it after hitting my head with a ratchet so take that as you will
happy with it tho
I think I will
Skirmisher:
Rank 1 - same
Rank 2 - trigger on attack not hit, gain resistance and move 2
Rank 3 - make dodge happen if value is equal to or higher not just higher and only reset on forced miss
i think it would be a really fun perk because the die encourages you to keep risking mad dashes
you might not even need the resist on 2
triggering on attack is the key though that sounds fun
Yeah having the movement be a strictly defensive benefit seems better- plus Ace 1 gets something similar and it isn’t unbalanced so like same diff
That's the intent
That's basically why I hadn't suggested the move on the reaction yet : I thought about it, but then realised "wait that's just Ace again" and decides to try and search for something else
Unfortunately ace would be really good for skirmisher
But unfortunately ace 1 is cool
And if I remove ace 1 I think Water dragon will behead me
I'd also highly encourage you to have skirm rank 3 to say "you also force the attack to miss" instead of the miss being a replacement to avoid reliable shenanigans making it technically possible for the miss to be worse than a hit with resistance
For a rank 3 as situational as this, I don't think that's too powerful an effect
The thing is there are enough differences that I think it’s distinct. Ace 1 requires you to be flying and for the attacks to miss- Skirm 2 requires a reaction attack to be made (hit or miss) and is just always active
I personally feel they can coexist
Skirm 2 is only on hit actually but yeah
Like yeah after you all mentioned it sure, as long as skirm 2 does get the "ignore reactions and engagement" treatment
It’s being changed to account for reliable damage
Mentioned here
Right I don’t think Ace 1 ignores reactions so that would be good
It doesn't, yeah
It only kinda does because if you're doing your job right no-one's gonna get an overwatch off on you 5-10 spaces up in the air
Skirmisher is probably gonna end up with so much synergy with standoff
Is that bad?
The humble aerial specter
height 50 piledriving specter
Perfectly timing their fall so they're falling airborne with threat
I mean... Ultra hover propulsion Cataphract
Also an ace heavyweight would be so funny. Just don't fall prone, idiot
I don't really see why actually ?
standoff wants you to be attacked a lot to keep getting return fire/fast shot off, so the main pain point is needing to get shot more
what better way to get shot than to provoke many overwatches
oh right youre immune to prone while flying how did i not see this prior
Spelling it out, heavyweight is deffo overturned rn
that may be an issue with the heavyweight stuff having self prone as a downside
I need to see it in play to know how I can nerf it
suplex flavouring inbound? you and the target immediately stop flying and fall to the ground?
For rank 1 sure, but past that you only have one reaction per turn so not really, they're kinda competing for the same resource
no
at 5+ high noon die you can fast shot for as many aux weapons as you have
That's not the intent
that's how it reads, no?
Right. And as soon as you use Skirm 2/3 you can't do anything else after. So there's no combo past skirm 1
okay now im lost i thought that was it too
it refunds your reaction so you can fast shot another turn no?
and also lets you say overwatch thar same turn
Yes
If a breacher multi attacks you, you may shoot them twice, once for each attack. If someone rams and skirmishes you can attack them twice, once for each attacm. If someone attacks you with a single attack, you cant react to that attack with as many weapons as you have available and can only react once
That's the intent
right yeah thats how i interpeted it i just was confused now
Unless you're Gorgon... In which case... Fml
what i was saying was get overwatched by many things
Ok cool yeah
Having playtested the IGF Ruiner vet trait with that, self prone is uh. Not a very meaningful consequence imo
That was my intent I misread
we're all saying the same thing 
elaborate on this i havent read act 2
Knocking yourself prone for heavyweight is purely because I want to elbow another mech on the floor
many such cases 
It's not a cost, I just think it's fucking hilarious
Heavyweight is ridiculously overtuned rn
But that's better than being unusably bad
potemkin command grab
entirely valid
There was (sincerely hope it’s a was) a Vet trait that allowed a new NPC (the Ruiner) knock itself prone in order to auto hit rams. It could also get a sorta spaceborn 2 effect where it can get up from prone w/ only one space of movement.
I felt dirty using it. My players felt it was unfair being hit by it. I forgot the trait also gave rams bonus damage. ‘Twas not very fun.
And unless Al is reworking Spaceborn 2, it’s going to probably be consistently feels-bad with the PCs
hmmm i see what you mean
idk about the spaceborne 2 rework since its non core so if it ever comes it will be a while away
I think making it only able to grapple instead of ram or grapple is already a good way to make it more focused (and less versatile, because that's the thing of fast blows or whatever its name is)
Even then I think it's overtuned
Maybe yeah, that's just one idea to start the process
Right now you're using a full action to perform a grapple and follow up with an improv attack. The improv attack has had its damage increased to be above that if a heavy weapon but not as extreme as a superheavy. So you're basically merging a grapple with a skirmish in one that anyone can do regardless of weapon mounts
feels like kinda a non-change cus of titan mesh imo
You're assuming you'd need to grapple someone twice/ram someone twice. You're also assuming you'd bother taking a nothing CB when the whole point of your talent is to do that already
Ticks down brawler die more
Also now you have 2 accuracy because they're grappled and prone
Yeah. And you can already do that now then
but the point being made is that restricting heavyweight to just one of the two options doesn't really matter
I want to see how it is CURRENTLY in play. It's overpowered I know but I want to see how bad
on that topic...
what would be the talents you're most "concerned" about Al
be it in strength or otherwise
okay other than ace 3 i knoiw that one
The change doesn't make the worse case worse while improving any other case, so like who cares
If you're gonna take titano anyways nothing even matters at this point
I might be getting tilted at this actually which is a good sign for me to stop arguing about it.
So, sorry if any part of that sounded rude
Ace 3
Hacker backdoor
Siege specialist concussive: looks like a ball ache
Both drone commanders
Brutal: might always be shit but I think it can always just be fun
Infiltrator: it might just be underpowered and I'm coping
Skirmisher
Both brawlers
Juggernaut 2
Gunslinger: 24BG - level 2 and 3 with missile racks
Hacker diverse portfolio 3
Heavy gunner suppression with Sheavies
Heavy gunner decimation
Vanguard spearhead
okay im not sure how many i can cover in one playtest but i'll see
backdoor was something I was looking at being a lot of things per action
And maybe both duelists but they're kinda on the tier of I want to see them played as much as everything else tbh
a trojan is an invade, pseudo-lockon, and impair
oh siege specialist concussive 3, that thing
I am so ready to take backdoor around the back and send it to the glue factory
I want it to work because quick hack queues from cyberpunk are my inspiration but I can see so many problems stemming from it id rather just kill it than fix jt
The trojan concept is really good though, it's a good angle to try and make the talent from
oh, i'm just seeing something
Overloaded:
it's not a free action or anythign to overload the shot
i can overload a heavy gunner shot?
this is kind of funky i want to see if it is at all useful
I think I can axe the lock on effect from backdoor
I think making it so you can only ever apply one trojan at a time could also be a good qol idea
Less stuff to track (especially if you bring a Chomo with this)
Also, a quick thing about rank name overlap : skirm 1 and ace 2 have almost the same name, and decimation 3 could stand to be the full "Until death do us part" because Exemplar 3 is already "To the death"
i skirmish, proccing skirmisher2 and my skirmisher trait on my skirmisher-type frame
Yeah that
am I marrying the decimation target???
fwiw i agree i just think it's funny
I mean. It's already named Until Death so like, that's implied
I was staring at decimation for so long like "WHAT THE FUCK DO I NAME YOU"
This is already a thing
Rank 1 - Distaste
Rank 2 - Hatred
Rank 3 - Annihilation
" A character may only have one trojan at a time."
Yeah, I'm saying instead maybe you can only have one out at a time
Not sure about it, but could reduce overhead (especially once at rank 3)
Oh wait fr ?
Ye
Yeah it's probably fine then
Water yet again coming in with the save
Annihilation feels a little off brand with the other names being about hating the guy, but I like it getting more verbose to more accurately convey how much you fucking hate that cataphract who's trying to walk towards you
Abhorrence?
You could do a funny and make it execrate
To me it's between Loathing and Abhorance and Execrate
While on the topic of names, the second brawler split's name feels really weak (my one and only source being that I cannot for the life of me remember it, so grain of salt and all that) so would you consider making "flurry of blows" the name of the talent itself, instead of the second rank, and having rank 2 be like. "Martial Arts" or something martial arts related
Dexterous Attacks. There, pulled a random ability name from 5e monk since that's what we were already doing for that rank. I'd say it fits pretty well
I mean
Decimation is about killing peeps very hard, obliteration is also about killing them hard... Distaste is the only one that isn't
was talking about water's suggestion with annihilation feeling slightly out of place there
I see
A stance that I agree with btw, and we came up with some better ones as you can see up there
- Discombobulate
- Obliteration
- Annihilation
You're making me regret not having nitro to Joyous the hell outta you
Real
It's fine, reCaste can do it for you
I'm gonna change up all the talent ranks so everything's called discombobulate
where's cat, I know she has like 10 different joyous emotes ready at any given time
i gotchu
More seriously though Decimate -> Obliterate -> Anihilate does work but I still think Distaste -> Hatred -> Loathing or Distaste -> Loathing -> Abhoreance is better, especially since it's extrapolating on a rank you named because this is your tAlent and I also think the idea of theming it around hating that one guy super hard is really fun
fuck that one guy in particular - the talent
Distaste -> Loathing - > fuck that guy
Hold up ! Their writing kinda fire !?
Me calling an ability "fuck you" and then someone comes out the Woodworks and goes "yeah well that's already an ability name"
(It's me I have it on a charcter of mine)
Still can't believe it made it into the release version
At least I think it did
Fuck that guy is fun and is a plan that can work but I think it has more dissonance than the current name tbh
wait huh
what is this about
also are we allowed to swear in talent names
Oh wait you were serious ?
I was thinkin' we were just joshin' around
you know how some peopel get about swearing
There's a bond power in the firebrand called "fuck you"
oh lmao
Sunzi literally has "shits about to get real dark" in the flavour text
errrm, mx GM, there can't be a talent called Scroingus. Well you see, one unnamed NPC in a draft of an unreleased content pack has it noted that that's their mech's name. So you'd be doubling up on naming which could cause massive confusion
As long as the swearing doesn't rival vivziepop it's fine
I've been trying to keep it out of the doc, outside of brutal because it deserves it
as a shit action the Asshole may Fuck and Piss
lancer if it was by vivienne madrano or however you spell it
New heavy gunner talent ranks just dropped
Because if we're serious I'm Loathing -> Abhorrance 100% of the way
I was until I wasn't. Then it just felt cringe
It'd work if all the ranks followed the "swear at your oponent" theme
So rank 3 dropping an f-bomb feels like a proper punchline
- Bastard
- Fuck you
- ********
But I still think increasingly verbose ways to hate someone is it's own kind of funny (and also better for these)
I'm gonna get cancelled
i like the idea of naming one of the ranks just asterisks
[REDACTED]
your compcon censored it because it was THAT vulgar
It's a funny bit, I'd love to do it. I don't think it fits
oh i agree yeah but you know i do things for the funny
Orator alt talent 
Union policy states that the following transcript cannot be reproduced without proper redaction; failure to comply risks a collapse of the Utopian Pillars and carries a charge of Treason against most major governments
Orator 1 where you just read propaganda in a monotone voice
Then Orator where you just yell FUCKING IDIOT, DIE BASTARD STUPID MOTHER FUCKING *******
swear word so bad it destroys governments 😭
Anyways, what about this one (and the message immediately after it) ?
Yeah probably
Like I admit some of the names aren't good. Just because I couldn't let flavour bog me down when making it
Talking about names and flavour...
Gungljnger 24BG
How are the talent ranks for that
I kill with my heart is gone which makes me sad. But I loved the concept of them being like you're having a chat or a debate too much
Convincing Argument is maybe a little similar to Orator's Convincing Rhetoric?
that's like my only note
Future me problem
real af
Level 3 + "Doesnn't stack with invisible"
Me with my Standoff Skirmisher Raleigh walking about like I own the place. Never taking overwatch because if the GM decides to I can turn around lock them in the eyes and tell them to shit themself as a reaction
Keeping an eye on Pandemic 3. It was originally designed where infection markers MUST be consumed when damage is applied. But now it's infection markers MAY be consumed when an attack or save happens... So keeping infection markers for free burn or easy shred might be too good. But alas I'd like to observe it in play because it could just be fine™
But an idea I have is "mark a character as a protocol with infection markers you provided, they become "Festering" when a festering character would remove their infection markers. Instead half them and remove festering"

Changelog:
V0.2.0
Centimane Pandemic:
- Renamed flavour of the talent to instead be all about THE LINE MUST GO UP
I do wanna ask Al- how come you’re keeping the OG talents in the name rather than putting them in the description? For the LCP at least.
I want to see this absolutely annihilate someone using 1 stress for all rules
"Oh hey, Ultra pyro... You gonna vent heat next turn?"
2 4 i r r i d u c a b l e d a m a g e
L + Ratio Ultima Regum
ohhhh thats where Heat Hap was
Yeah, if you missed you took heat equal to half your heat hap
Decimation, Obliteration, Annnihilation
Distaste, Loathing, Abhorrance
Both are really good
I think "...ion" makes the first group work quite well too
The first also kinda sounds like... You know a mantra or something
I think Loathing isn't making it for me
Does that word mean what I think it means actually ?
The words for "Destroy you" theme I think are cooler, but the theme of "I hate you" goes hard
in english mantra is like a chant or something you repeat, usually as a spiritual or religious thing
unfamiliar with the word in french though
Yea yea I was checking myself
Fun thing about that : it's a borrowed word in french too, so it's basically the same in both languages
Problem is mainly I wasn't sure what it meant regardless of language
Heavy Gunner: The Ick
Heavy Gunner : ew.
I find surprising that Loathing would be the problematic one
guih fuck, if saying "I hate you I hate you I hate you I hate you I hate you I hate you" didn''t ggo hard I could have easily made a decision 😩
Yeah exactly
At least you have a fallback with the second option if we don't find anything new
Was my original suggestion, so sure I don't mind
Yeah I just read it again lmao
"What Acronym should I give Heavy gunner?"
"HG of course"
"What acronym should I give Hacker and hunter"
"Huh... Probably HA and HU"
"What acronym should I give Siege specialist?"
"... I don't wanna call it that"
"SiSp"?
no...
SgS?
😩
Slay ghe Spire
LL6, what is the maximum amount of X die you can have 🤔
9 total talent ranks right ? So 3.
Oh wait, do you count dice that aren't just counters for this ? Because then it's a different story
Like, are we talking brawler/stormbringer/High Noon only or also leader, duelist, optimization etc. ?
As many numbers as possible
V0.2.0
- Find it in the google doc under pins
Changelog
https://docs.google.com/document/d/1uns6ThLaR3_Z6vbsDRSxZ_FsrhAqxD8MwpCkIA0ScHo/edit?usp=sharing
V0.2.0 All text: Wording, clarity, grammar and highlighting improvements - TODO Use more standardised capitalisation and bold text for keywords - TODO Both of these changes was done by a massive proofread from Cat, thanks Cat :> All mutually exclusive talents: Changed LCP to use talent name acro...
Hmm
I just realized I have more thoughts, but for now I'll just say that maybe reckless charge should be renamed, since we have reckless attacks already (and those deserve the reckless qualifier a lot more)
I'm gonna
Reckless explode
Unless there's glaring issues I'm probs not gonna touch the doc or the LCP until after the playtest
Oh of course
Just you know, writing all this down so I don't forget
Other thought, considerably more important this time, you need to define how adding reliable to stuff that already has it works for NewCav, because that's not codified anywhere actually
To be fair, reckless is a very good word
Oh I like the new skirmisher a lot actually
Don't know if it's any good, but it at least sounds really cool now (and is very digestible now, it's great)
Oh stormtrooper 1 only says " the first time you attack a flanked character", so it's actually a single-use disposable talent rank
Incredibly funny until fixed
The intent is that it becomes reliable 2, if the weapon already has reliable 2 or higher nothing happens
Eh
We'll have to see but I think then it might only be strong situationally
Which isn't the worst even if it's true, I'd just maybe like it doing a bit more on average
That overkill should already help a bit in that regard though
Intent:
- boosts DPS on hit. But only if the foe is armoured because AP which limits how much DPS it's capable of
- boost DPS with average damage with overkill
- boost DPS on miss with reliable
If the attack is reliable, congrats it's ap now. If the attack is AP, congrats it's reliable now. This means it doesn't gain as much benefit as a regular weapon with neither however
But that's a sacrifice I'm willing to make by having methods of boosting DPS without boosting direct damage
Also your ram can be reliable 2 ap now
I see the logic- if it has a higher Reliable Value then the benefit is that that damage is now AP
Yeah
Yeah sure. Just worried it could end up underwhelming for a rank 2 with a condition attached I guess.
Me: "Hey you just finished a playtest for ur stuff... You should probs take a small break then get back to doing some patches then ask around for a playtest group again"
Also me: "TIME IS OF THE ESSENCE! ARRANGE A PLAYTEST GROUP NOW!"
Mood
I wish I wasn't in college so I could run pickup games every week v_v
My talent rework is just trying to say Pump Agi 50 billion times
Hacker: Open source
-# Hacker backdoor replacement, brainstormed ideas
-
level 1: When you invade an ally, you may forgo the effects of the invade to install an executable into their mech until the end of their next turn. A character may only be under the effects of one executable at a time. As a protocol or a free action at the end of a character with an executables turn they may remove the executable to take the effects of the Invade
-
level 2: your executables now expire at the end of the scene. Additionally when a character activates an executable they may gain immunity to one of the following parts of the invade:
-
an applied condition
-
an applied status
-
all heat
-
all damage
-
level 3: When you invade a character under the effects of a hostile tech action and an executable, you may forgo the invade to immediately activate the executable. If you do so the targeted character may remove the effects of one hostile tech action
A bit messy but I reCaste planted a seed to convert backdoor into a support talent and I remembered allied invades is a whole thing that could do with support
Backdoor is cool, but as mentioned during the playtest all it does is makes the already best invade option better (HOR_OS 1)
I could honestly axe the part about executables and just grant new other bonuses
so at tier 1 it's implied that you can pre-invade allies before a scene
because of the clause of the start of tier 2
otherwise I quite enjoy this
t3 is possibly quite strong (see: mini PEBCAC with no risk)
immunity to heat from an invade i don't think does anything if installing the exe still classes as a willing invade
No? Combat actions + effects cannot be taken prior to a scene initiating, period
Lancer outright does not have “prep time” as a thing within its core rules- if you wanna do anything related to combat, either use a reserve or be in combag
so why state it in t2 at all
my point is that it's either redundant text or implies that exe's carry between scenes before that tier
When you invade an ally, you may forgo the effects of the invade to install an executable into their mech until the end of their next turn.
The clause on the second rank is there because at the first rank the executable only lasts for one turn
it's like Bolster and Sysop, Bolster by default lasts until the end of the beneficiary's next turn, Sysop 1 makes it last longer
And like Bolster, there's no way to "preload" it onto someone out of combat because there's no "turn" in combat to track
It's like the effects of Sysop 1
👍
In my defence it was 3am and I had arisen in a haze; didn’t see the line in t1 about it lasting 1 turn
I like, genuinely love this
Level 3 needs some work, and I'd have some things to clarify with 2, but this is already so, so far ahead of backdoor
Hmm. Alt idea for a rank 3 : when someone with an .exe is targeted by a hostile TA, they can choose to eat the .exe to delay the effect of the tech action to apply at the end of their next turn instead
rank 2 with terrify to not impair your Sekhmet friend that got too close
My questions for rank 2 are for the immunity to heat/damage clauses : do they only apply to initial effects or also to like, duration stuff ? Mainly eject slag.
Also, maybe add a clause for how to sort out durations, also for eject slag.
But yeah most invades that deal heat/damage as part of their effect don't come with an upside for allies even if those were to be negated
So rank 2 doesn't really give you much more than a duration upgrade.
Building on this perhaps, for Rank 3: When an ally with an .exe is hit by a Tech Attack, as a reaction they may perform an Invade, ignoring sensors, applying the effects of their .exe on a success.
Eh
Not that big of a fan personally. Loses the support archetype flavor in exchange for just more invading ennemies
But yeah allowing allies with an .exe to use the invade option in it themselves (instead of only as the target) is an interesting idea to explore. I'd like to explore other ideas first though.
Yes, it'll have immunity to damage from eject slag
Heat and damage could be compiled under 1 bullet points then... That'd be better
Yeah, especially given how few options exists that both deal any of them and that you'd still want to give to an ally
(I mean, I've seen a friendly sear in my time, but then the point is to take the heat so negating it isn't that useful)
Potentially, my ✨ vibes ✨ based balancing in my head hopes it isn't as good as PEBCAC
PEBCAC:
- 1 LL dip
- 2 SP
- QA
- the funny d6
- all tech actions
This:
- 3 talent rank
- 0sp
- 2 QAs
- no funny d6
- one tech action
Not interested in my delay idea ?
Oh I was just responding to another message
I mean fair just wondering
Let me read it
I think the issue I have right now with this talent
Is it's quite similar to sysop
My opinion on Sysop for the sake of the talent rework:
- it's cool, probs not being changed much
Maybe that talent rank, but the rank 1/2 effects are very different to all of sysop
Yeah
Like, you've found the good idea now, just need to refine it a bit more
I just really don't know what to do about rank 2 not giving that much (due to limited first-party options), and rank 3 in general needing some fleshing out
Rank 2 allows:
- eject slag not effecting the target
- balance control lockout not inflicting prone
- terrify not impairing (only useful really in sekhmet example
- eject power cores for AOE damage
- eject slag immunity
Hmmm, it ain't much but it grants some versitality...
But I don't think it's enough to justify a talent rank
Even with the indefinite duration, which is more broadly applicable.
(also, you put eject slag twice)
Yeah because it's the best combo
The only reason I don't care that much about epc is that if I ever run this, it'll be with Valk's stuff, and the burst damage is removed in there.
But in a context where epc is still a thing, it's not bad either; pretty equivalent to WoK's burst damage thing
EPC is not worth it for a burst of 2 damage
I just put it there because you can do that
You cal also give them dominions breadth
I mean, a burst of damage at the end of your turn so you can position yourself in the middle of everyone during it isn't nothing.
It's not much, but situationally it could be pretty nice
V0.3.0
Find it in the google doc under pins
Changelog
https://docs.google.com/document/d/1uns6ThLaR3_Z6vbsDRSxZ_FsrhAqxD8MwpCkIA0ScHo/edit?usp=sharing
V0.3.0 Juggernaut Rename Reckless charge to Juggernaut charge Had too much overlap with Reckless attacks name Removed movement requirement to perform a juggernaut charge and replaced it with slow until the end of the next turn The concept so far of a merged ram and boost into one quick action sh...
Please drop it
sorry :(
NGL, I was getting quite annoyed when people were taking the piss out of me missing a grammatical mistake in one of the many talents
my bad chief, won't happen again
TY
Such talented individuals - Talent rework playtest 2
Date an time: <t:1770577200:F>. Session should be 3-5 hours with time for feedback after
What's going on: I'm Al, you might know me. I want to run the first playtest for my reworked talents and see how they function and if there's any glaring issues
Player count: 4/4. First comes first served any excess will go onto a waitlist, please react to this message if you are interested
Build restrictions: LL6, first party content only. Reworked talents only. Make a build treated as if you were playing in a campaign and it's expected to play as if in a campaign as well.
House rules: will be using Kai's NPC rebakes, Maria's alternate structure and stress table and captain Morgan's
Play limitations: Core power will be a roll of among the players, highest gets core. Efficient players are then given core (3 efficient and 1 not will not guarantee they get core). All overcharge will start at 1d6
LCP: The LCP is within the Google drive of the #1433168090371461241 and is very early access. Be weary with it breaking and please call out if it breaks your COMP/CON beforehand. If I update content please also be careful as I'm new to this and there's potential I mess with breaking content such as IDs
Anyway now I need to run off to the shops and grab food before I am playing Lancer in an Hour 💀
I assume the date is meant for next sunday
uhhh is the date wrong on this? i assume next sunday right
You would be right
damn recaste got there first with the snail react, im loosing my touch
take me to snurch
losing your time as well
perhaps you might be out of your head when the snail's not around
Cool, got the players needed for the playtest. LMK If you also wannna go on the waitlist
BING BONG, IMA COMIN
oh wait
Anyone who wants in on a waitlist I guess I can give first dibs to the next pplaytest :P
I yearn
I yearn for the heavy melee
I yearn for good talents for hacking
Executioner seems really fun for a pseudo-taunt mecahnci
Via headtaker
Yee
Once again, I can't reasonably do Sundays so this is out for me. Just manifesting my interest so you know it's because I can't and not because I don't want to.
I was gonna put out a call for the Sat and Sun but I'm busy that Sat :P
It's fine, dw
With any luck, I'll be battlegrouping it up over on 7th fleet anyways
if a gorgon uses laws of motion 3 and gets a nat 1 or 2 on itself does it stun
Yes It shouldn't roll, it auto hits
oh it does?
I don't think that's currently on the LCP, is it part of an existing rule that you can autohit yourself?
cool 👍
one more question - you can only target self with LoM3 boosting, but do blasts still effect those nearby
noted
to clarify, an attack with blast loses it's blast when targeting yourself with LoM3?
Essentially yeah
Intent is yes, wording might say otherwise but I don't see any edge cases I can't just say "that doesn't work"
“Cannot effect any other character”?
Only target yourself implies that
true, but sometimes "target" is used to refer specifically to the centre of an AoE whilst still letting the rest of the AoE occur
.
unrelated: Does Laws of Motion 3's wording:
"Lastly you may choose to target yourself with your own Launchers, to do so you always count as a hostile character to yourself for the sake of the attack"
allow for you to proc 24 Bullet Greeting 3's:
"Each time you hit a hostile character with an Auxiliary ranged weapon, reduce the value of the gunslinger die by 1"
You do have to take self damage to gain charge, but I can appreciate it's still a strong interaction in that case
Lmao
Yeah... No
That's not how I interpret it
I mean, what you hit yourself once, tick up your die by 1 and no one else and potentially unload your weapon?
¯_(ツ)_/¯
so it's legal milord?
Yeah, I changed it to hostile characters then said you're a hostile character 
But it only targets yourself which... Doesn't sound great
dr gun's magic spell of shoot myself in the face is back online bay-bee
Can you please run through why you believe this is a strong interaction?
Yes
Also you're a hostile character to yourself for targeting yourself the attack, not for Scylla
scylla procs on hostile character targeting you with an attack?
Yes, you're targeting yourself and treating yourself for the attack roll as hostile. But you're still not hostile
Blame marathon arc bow
I see what they mean actually, I see the line of reasoning where that doesn't work
my thought was activate scylla -> skirm (aux/aux) -> scylla (aux) -> scylla (aux) -> integrated (aux) with vijayas lets you hit yourself 5 times with an aux and fill gunslinger
all on self
You're hostile for targeting specifically but still not hostile to yourself
Yes
ahh
Gracefully worded
sadge but fair
Not sadge
balanced, instead
Blame emperor
also that
balanced, definitely, but it's sad that for balance reasons you cannot shoot yourself in the face 5 times and then missile launcher (because it would be funny)
The hostile character clause and no aoe clause is only there so you can't shoot yourself and 2 other people with a marathon arc bow AND overshield yourself from it
Because the arc bow is a launcher
fair enough
barrage (mrack/mrack, mrack/mrack) + free mrack from 24BG (all on self) still works though I guess
not sure why you would target self instead of enemy
This is also an interaction which I as a GM and writer of the talent rework am likely to throw a brick at you
Nope
for RAI or RAW?
24BG is only hostile characters
So LoM3 ticks it up because sure IG
But any further don't
Raw
"Each time you hit a hostile character with an Auxiliary ranged weapon"
I dont think LCP has any hostile only req. on it
What're you trying to get at here?
sorry - to clarify, my thought was that you could make all the attacks using GS2 on self using LoM3 to proc GS3
yeah im stupid
-- IPS-N Caliban @ LL6 --
[ LICENSES ]
IPS-N Nelson 3, IPS-N Caliban 3
[ CORE BONUSES ]
Reinforced Frame, Sloped Plating
[ TALENTS ]
Juggernaut - ATRW 3, Nuclear Cavelier - ATRW 3, Skirmisher 2, VG: Spearhead 1
[ STATS ]
HULL:2 AGI:4 SYS:0 ENGI:2
STRUCTURE:4 HP:18 ARMOR:3
STRESS:4 HEATCAP:7 REPAIR:6
TECH ATK:-2 LIMITED:+1
SPD:5 EVA:12 EDEF:8 SENSE:3 SAVE:14
[ WEAPONS ]
Integrated: HHS-075 “Flayer” Shotgun
Integrated: Fuel Rod Gun
HEAVY MOUNT: HHS-155 CANNIBAL
[ SYSTEMS ]
Ramjet, Rapid Maneuver Jets, Armament Redundancy
Step 1, find a target
Step 2 juggernaut ramjet boost through however many walls it takes to ram them into oblivion
Step 3 follow
Step 4 they're prone and vanguard so now you have a flat roll on the cannibal, you also took 5 heat so blast them with both barrels at nuc cav
Step 5 you're slowed. Whilst slowed reload your weapon and clear your heat
Step 6 repeat
Flayer and FRG as backup
-- IPS-N Raleigh @ LL6 --
[ LICENSES ]
IPS-N Raleigh 2, IPS-N Caliban 3, IPS-N Nelson 1
[ CORE BONUSES ]
Integrated Weapon, Reinforced Frame
[ TALENTS ]
Skirmisher - ATRW 3, GS: Standoff 3, Exemplar - ATRW 3
[ STATS ]
HULL:2 AGI:4 SYS:0 ENGI:2
STRUCTURE:4 HP:24 ARMOR:1
STRESS:4 HEATCAP:7 REPAIR:6
TECH ATK:-1 LIMITED:+1
SPD:6 EVA:12 EDEF:7 SENSE:10 SAVE:13
[ WEAPONS ]
Integrated: M35 Mjolnir
INTEGRATED WEAPON: Hand Cannon
AUX/AUX MOUNT: Hand Cannon / Hand Cannon
FLEX MOUNT: Hand Cannon / Hand Cannon
HEAVY MOUNT: Bolt Thrower
[ SYSTEMS ]
Hardpoint Reinforcement, Rapid Maneuver Jets, Personalizations, Manipulators
Guide: be a little shit, Draw as much overwatch as possible and retaliate with quick draw. Then give people exemplars mark just so you can punish them for attacking anyone
-- IPS-N Blackbeard @ LL6 --
[ LICENSES ]
IPS-N Blackbeard 3, IPS-N Zheng 2, IPS-N Nelson 1
[ CORE BONUSES ]
Titanomachy Mesh, Reinforced Frame
[ TALENTS ]
BL: Heavyweight 3, Exemplar - ATRW 3, HU: Pounce 3
[ STATS ]
HULL:0 AGI:4 SYS:0 ENGI:4
STRUCTURE:4 HP:20 ARMOR:1
STRESS:4 HEATCAP:8 REPAIR:5
TECH ATK:-2 LIMITED:+2
SPD:7 EVA:12 EDEF:6 SENSE:5 SAVE:13
[ WEAPONS ]
FLEX MOUNT: Tactical Knife / Tactical Knife
MAIN MOUNT: Tactical Knife
HEAVY MOUNT: Tactical Knife
[ SYSTEMS ]
Total Strength Suite II, Synthetic Muscle Netting, Reinforced Cabling, Bulwark Mods, Total Strength Suite I
This build exists because if it works it proves heavyweight brawler is overpowered
See: the weapon mounts
training-weights-aah build
Wanna know something funny ?
My mind had not concieved for even a second that I would be on break by then. So actually I could have made it.
Anyways yeah if the next playtest after that is within 2 weeks, put me in (the waitlist), coach !
I will also make a case for a Tier 1 playtest at some point, LL3 or 4
Yeah, LL0 is also on the list
Unfortunately there's just a shit ton of data to go through LL6 is a good way of going through said data
Yeah, taking a bunch of stuff at once at first
Can always refine the smaller things later
whilst this is a stupid idea, is it technically possible to deploy jericho cover "adjacent" directly in front and diagonally up to form a height 2 size 1 tower for ATRW-Tactician?
see; my beautiful drawing
Ask rules questions, but no
#rules-questions 
If you want something that's actually made for this check out the FORGE subs' tower thingy
or two Kobold Blocks on top of each other
my first thought was actually kobold fortnite tower for tactician (whilst invis), but the despicable action econ makes it only really viable with the core power which isn't consistent. I'm aware that lack of cover and terrain is the last thing to worry about with al's maps but some form of consistent set-up would be nice now you can't just hover over your enemies to display superiority
Ok so both the terrain pieces need to be placed at the same time and adjacent to eachother. The Jericho can't be placed on a deployable that doesn't exist yet so they need to be placed on valid floor
However I think it's very funny and I'd allow stacking them
Thinking about Siege specialist Concussive
Delayed blast is a cool concept but when waiting 20 minutes for returns that can just fall flat it sounds anti-climactic
In a similar manner how Pinakas can be from the one mission and feedback I've seen of that when one of my players was slingingg them around
It's a lot of words, might not bee too good and might be quite feelsbad
What if instead it was "You may overload your shot, this gives your weapon reverse Ordnance
Once the action resolving this weapon finishes, you end your turn immediately
But it gains bennies
The biggest issues I can see with this are the Howitzer, Hurricane cluster projector, siege cannon and Tachyon lance which are the 4 Ordnance cannons
The 3 super heavies should be "fine", it means that firing that gun is the ONLY thing you can do that turn
Lost my train of thought mid way through typing that... It's quite different however for a howitzer
Ordnance and reverse-ordnance stack right? meaning you can only fire the weapon and that's it?
since it's both the first and last thing you need to do in the turn
Yes
Wait did the Chud Template actually get published?
My Chud Barricade
that i hate
Wait does that just mean that it does nothing?
Did the Chud template actually get an LCP?
Huh
what the fuck is "chud" tempalte
Can we get this published in GFF4
GFF4?
Games For Freaks 4
Receive enlightenment from Tom Lancer
Congrats GFF4 finally has lancer content: the chud template
What if you, wanted to work on Al's Talent rework
But God said:
"LIBERATE CYBERSTAN"
V0.4.0 >:D
Find it in the google doc under pins again
Changelog
https://docs.google.com/document/d/1uns6ThLaR3_Z6vbsDRSxZ_FsrhAqxD8MwpCkIA0ScHo/edit?usp=sharing
V0.4.0 Ace Removed fall damage immunity This took up most of the text for the talent level. And was easily made redundant as the most likely sources for falling are immobilisation Overhauled level 3, now you may begin spooling your engines to perform the 3 times speed flight as a protocol next tu...
Try not to kill the PCs (challenge level impossible) - Talent rework playtest 3
Date an time: I'm sorry but my Saturdays are just always busy... <t:1771786800:F>. Session should be 3-5 hours with time for feedback after
What's going on: I'm Al, you might know me. I want to run the third playtest for my reworked talents and see how they function and if there's any glaring issues
Player count: 0/4. First comes first served any excess will go onto a waitlist, Prioritising those who haven't yet been in a playtest yet if that's fine with you lot :>. React to this if you're interested
Build restrictions: LL6, first party content only. Reworked talents only. Make a build treated as if you were playing in a campaign and it's expected to play as if in a campaign as well.
House rules: will be using Kai's NPC rebakes, Maria's alternate structure and stress table and captain Morgan's
Play limitations: Core power will be a roll of among the players, highest gets core. Efficient players are then given core (3 efficient and 1 not will not guarantee they get core). All overcharge will start at 1d6
LCP: The LCP is within the Google drive of the #1433168090371461241 and is very early access. Be weary with it breaking and please call out if it breaks your COMP/CON beforehand. If I update content please also be careful as I'm new to this and there's potential I mess with breaking content such as IDs
I'm in
but give my seat up if others that havent played yet want in
ah wait youve alreadu included that
Edited the message
React to it if interested
Tries typing stuff in game chat, realises I'm trying in discord :joyous:
I am going to scream. It is inevitable.
It is in fact, already happening.
Don't worry it's fine. Even if I could play I'd have already been kidnapped by one of the three battlegroup games I'm owed that I just racked up.
But still.
RAHHHHHHHHH
inb4 it's the same group again 😭
@spiral ore and @visual rivet Also expressed interest last time
teheheheh maybe... maybe...
Should be able to make it work yeah
What talents do you most want tested right now?
Well now I’m signing up just to spite you in particular
Hey Oki and Leo, I said if you want to sign up and can react to it please react to the message. It'll make my job easier
For overloaded attacks from sgs: concussive, when does the drop prone take effect? Before or after the attack resolves (e.g. does the enemy dropping prone then give the attack accuracy?). I'd imagine after the hit resolves but better to check
Before, so yes they'd get accuracy
neato
on bunker buster, does shrapnel count as your 1/round jackhammer or is that in addition ?
im assuming yes but i'd just like to clarify
yes
Works for me but me not knowing grammar isn't out of the question
in what regard?
The commas just look wrong
They don't look so to me
Fair enough...
I do tend to do overly long sentences though, so I might be biased
If you wanted to, you could probably drop the second comma
Additionally, 1/scene you can do X
Think of it like "Additionally, on Monday you can do X"
Or "Additionally, you may 1/scene do X"
My vanguard rework where you only get accuracy on mondays 
Time to move all session to monday for no particular reason
Just edit the internal clock of your GM's computer to always be Mondays 
I have places to be so I'm just gonna throw out the changes I have rn so peeps can have a gander because I'm not finishing my V0.5.0 changes soon
Massive attack overhauled, and levels 1 and 2 have been swapped
Hmmm. Why's Massive attack and Focus servos agi saves ?
Especially since making one of those a hull save would cover all the HASE stats and lancer likes doing that
because massive attack is AGI in the CRB
Also hull saves are the most common in the talent rework
Hull: 7
Agility: 4
Systems: 3
Engineering: 3
(doesn't mean Servos couldn't have been hull but ^)
I wanted to make PI not use hull lmao
Because I was near the end of the rework and I was like "Why the fuck have I used so many Hull saves"
Yep yep.
I shrimply did not crunch the numbers beforehand, that's a big enough difference between hull and all the rest to adress
Duelist: Spearwall
- All levels have been changed. Talent no longer worries about being adjacent to your allies and now worries about attacking enemies who are engaged with an enemy or within their threat. This concept has been declared as an enemy being “under crossed blades”
- Working with adjacency had weird issues as adjacency is hard. Even if this isn’t a specific target required and can be any ally on the front line. I believe ally adjacency is easier in frontline than backline due to holding and taking objectives. However it gives a weird profile having a pet goblin on a size 3 character just having increased threat
Working on allies threat also doesn’t punish your allies for not wanting to be adjacent with larger threat melee weapons- Level 1 is now 1/round and not on the first attack of the round
- Level 2 requires the target to be under crossed blades to gain the increase to threat and knockback instead of being adjacent to the ally
- Level 3 no longer deals half damage and requires the target to be under crossed blades
*looks at stormtrooper
flanking as in Pathfinder 2e flaking
the threat 8 melee toku sitting in the center map enabling their spearwall allies 😭
this isn't to degrade the talent, it looks really cool
if a tokugawa wants to sit in the centre of the map Exposed, then be my guest
does rank 1 need an LoS clause? I'm not exactly sure how the current wording interacts through walls
like obviously shoes will be thrown, and maybe it's an FAQ thing or accepting that there's bad-faith interpretations of stuff
For spearhead. No, I had an idea and didn't implement it but the LOS stuff stayed
my point was that it doesn't currently have an LoS clause, but again already talked myself out of it being necessary
if a player told me their crossing swords against a guy through a wall, there's a whole shoebox of projectiles being thrown their way
oh yeah...
i always forget nanocomp
nanocomp warpike is i guess a thing
which makes the toku thing actually kinda scary
V0.5.0 Juggernaut Change LCP level 3 quick action to match document Crack shot: Stormtrooper Counterfire from level 2 now impairs the target and disables reactions This is very similar to heavy gunner, however does not come with reaction attacks and requires a resource to use unlike HG. Now it is...
Try not to kill the PCs for real this time - Talent rework playtest 4
Date an time: I'm swapping it up, I have a train earlier in the day but I bet I can make this session anyway<t:1772910000:F>... I also promise I won't crashout right before this one as well
. Session should be 3-5 hours with time for feedback after.
What's going on: I'm Al, you might know me. I want to run the fourd playtest for my reworked talents and see how they function and if there's any glaring issues
Player count: 4/4. React if interested. I'm going to bed soon so if there's more than 4 people by the next time I check I'll have to figure out whoever is in
Build restrictions: LL6, first party content only. Reworked talents only. Make a build treated as if you were playing in a campaign and it's expected to play as if in a campaign as well.
House rules: will be using Kai's NPC rebakes, Maria's alternate structure and stress table and captain Morgan's
Play limitations: Core power will be a roll of among the players, highest gets core. Efficient players are then given core (3 efficient and 1 not will not guarantee they get core). All overcharge will start at 1d6
LCP: The LCP is within the Google drive of the #1433168090371461241 and is very early access. Be weary with it breaking and please call out if it breaks your COMP/CON beforehand. If I update content please also be careful as I'm new to this and there's potential I mess with breaking content such as IDs
React if interested
Anyway... 🛌
Can I ask why juggernaut charge slows you afterwards ?
Because I wanted to make it not just better than boosting
Boost but only in a straight line for a free ram if used well is just better than boosting every round. And if it's something you wanted to do already such as on a nelson then there's no reason not to do it
I wanted it to not be only upsides and was curious if self slowed could help with that
Or if it was too much of a downside
Hm…. Self-slow until end of turn is a rules region I hadn’t considered before… i.e. no more movement shenanigans for the rest of the turn
End of next rather than current
Current is an idea...
But then you can still juggernaut charge with little consequence every round
Actually, it's currently until start of next
You could add a minimum distance moved (or maximum distance required) for the ram
It did
Law's of motion