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Post by Axlotl on Mar 4, 2023 1:02:53 GMT -5
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Post by Axlotl on Apr 3, 2023 17:17:24 GMT -5
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Post by Zugarth on Apr 26, 2023 16:37:38 GMT -5
Outstanding work, as always Axlotl!
I've noticed a couple of minor issues:
- Gray Wolf, Grizzly Bear, Mountain Lion, Rattlesnake, and Sarii, should have Supporting Character: Animal. They currently have Human.
- Objective: Kuhtaamia, has Marine and Rogue restriction. The gaming text says your Indigenous Main Character. Shouldn't the restriction be Indigenous? Or, have I missing/forgot something?
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Post by Axlotl on May 6, 2023 13:27:28 GMT -5
Good eye on the SCs.
For Kuhtaamia, that is intentional. I'm sticking with faction restrictions for Objectives now, and as of this set I'm now defining Police and Indigenous as sub-factions that can be used by two main factions. The Indigenous sub-faction can be used by Marines or Rogue players only. (Police is Corporate/Marine.) Individual scenarios can redefine those as full factions.
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Post by Axlotl on May 7, 2023 23:07:17 GMT -5
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Post by Axlotl on Jul 23, 2023 23:38:26 GMT -5
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Post by Zugarth on Jul 31, 2023 7:26:01 GMT -5
Gratz on the successful move and the new job Axlotl.
Interesting concept. Can a character have more than one Injury at the same time, and if so, is there a cap on how many a character can have on them?
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Post by Axlotl on Aug 2, 2023 16:21:57 GMT -5
One injury per region (leg, arm, head, body).
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Post by Axlotl on Oct 23, 2023 9:38:26 GMT -5
Ok. Been gone for a while as I had a PC die on me. It remains to be seen if the HDD is ok, but some of the set (all of the set?) hasn't been backed up. I've still been busy with other things, but if the HDD is alive I'm going to push to finish the set in November (if it isn't, it might take a bit longer). I've already cut the overall size of the set down a bit. Sorry for the immense delay (and the unmoderated spam).
In the future I'll consider approaching these sets a bit differently to avoid these sorts of delays. Maybe staggered smaller releases rather than full scale sets, something that can be "complete" sooner but still expanded. IDK.
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Post by Axlotl on Jan 5, 2024 14:34:12 GMT -5
Ok. After much delay I finally got around to getting my old HDD installed in a new computer and have restored access to my files. This was the last card I had created, which was intended as a preview of future mechanics and as a counter for the previously introduced Injuries. Rules: Prosthetics Prosthetics are found like any normal item. Prosthetics are assigned to a body part as described by keyword in the card text. (Arm Prosthetic, etc.) To use a Prosthetic it must be Linked to a character either by rotating the recipient and rotating a medic or by rotating the recipient while being at an infirmary or lab location. To signify a Prosthetic has been linked it is rotated. Linked Prosthetics cannot be readied under normal circumstances. A character cannot have a prosthetic linked to them if they already have a linked prosthetic of the same keyword. When a Prosthetic is linked to a character any injuries with a resource matching the Prosthetic keyword are discarded from the character. An injury is not a requirement for using a prosthetic. Modal Cards with the Modal resource have two mutually exclusive effects labeled Mode A and Mode B. The card will describe how the Mode is set or changes. Mark the current mode with a marker. I am still going to finish up this set, but I'm not going to give a timeframe for that, as I have completely failed to meet any timeframe I've previously set.
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Post by Axlotl on Jan 14, 2024 16:58:14 GMT -5
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Post by whiteumbrella on Jan 17, 2024 19:44:39 GMT -5
So, potential issues with being treated as a Vehicle I can think of just from the Atmosphere supplement: > "Destroyed" horse may, albeit only 16.6% of the time, permanently add the Damaged resource to the location. > They can potentially ram their way through any existing Barrier, other Vehicles, and Characters. Potential non-issue, though Ramming non-Barriers can damage the horse, and is inherently stronger than simple Close Combat attacks. > Binding weapons would be useless against a Locked Down Horse. > A Locked Down Horse would be better than an average character vs Traps (only -1, but still better) > Non-specific confusion: Is a Locked Down Horse still a valid target for Character (de-)buffing events? (+Resistance, +Power, +Defense). It's rules text explicitly states it doesn't benefit from Vehicle-specific buffs/penalties. > Non-specific confusion: If a Predator killed a Locked Down Horse, do they get the Supporting Character Honor (1), or the Vehicle Honor (0)?
How much different would it be to allow a Horse to instead Drag up to two Friendly characters at no additional Movement Point cost, and allow it a free Close Combat attack during the Movement Round (with or without To-Hit or Damage modifiers)?
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Post by Axlotl on Jan 17, 2024 21:40:00 GMT -5
Totally forgot about that damaged location rule. I'll have to think on that, or let it slip through as a weird quirk.
Ramming was intentional, as the very low power is a balancing factor for that.
Yeah, lock-downed horse is targetable by anything that can target a SC.
I'd say for the pred thing both apply, so its 1+0 honor.
The drag option is an interesting one, hadn't considered that, but I specifically liked the flavor of the "organic vehicle".
EDIT: Another idea occurred to me after the dragging, and that is that Alien Carrier establishes characters carrying other characters as if they were Items. Maybe that mechanic gets expanded into a proper rules concept. I might actually do that... it would be a lot cleaner.
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Post by whiteumbrella on Jan 17, 2024 23:17:21 GMT -5
A full Special Rule for, say, "Mounts" would make sense, yeah. Gives a lot more design space than squeezing it onto a card, as well. I'd say that route might be the best overall.
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Post by Axlotl on Jan 19, 2024 15:56:21 GMT -5
Revised War Horse: New rules for carrying: Some characters can carry other characters. To be carried, the to-be-carried character must pay 1 MP during the Movement round. At any time, outside of the Combat round, a character can stop being carried (its placed at the same location and its movement points are zero). Any character being carried by another character uses the carrying character's defense versus attacks. Carried characters can still attack as normal. If the carrying character dies or is captured, any carried characters stay at the same location and are no longer carried. A character can also be dragged into being carried for +1 movement point cost and the dragging character pays all movement point costs (IE you boost an injured character onto horseback). These rules apply to Alien Carrier as well as War Horse. This essentially changes the rules for Carrier picking up Huggers to these rules, instead of treating the Huggers like Items. This also clarifies what happens to Alien Carrier's Huggers if it is Captured. The core difference between getting dragged and getting carried is carried implies a difference in size between characters were being carried isn't particularly debilitating. Another new rule adjustment for Horse: Ramming was previously a Vehicle rule. Ramming is now considered a core attack type, usable only by Vehicles or characters that are allowed to ram by a card effect. Characters use Power + character Armor instead of vehicle Armor + Hull when ramming.
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