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Colton Horn

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A member registered Aug 24, 2022 · View creator page →

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There is a very, very minute difference between your measurements and mine with a map that I just tested with. Mine has differing dimensions from yours, as well. Combined with the fact that the variation here is so small, I'd say this example falls under the umbrella of what I meant when I said "With as much room for variation as the MCT allows for, I strongly doubt there's one universal set of settings for all possible maps." I'm glad these settings work for you though!

Also, re: "Scene Dimensions: 2310 x 1426 (the image itself is 2280 x 1408; don't know why this differs)," I would wager this is because when you set up the scene in Foundry, you used an image with 2310 x 1426 dimensions, *then* replaced the background image with your new map image. Foundry doesn't automatically update dimensions for scenes when you switch the background image (after the first time).

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If you're still struggling, try leaving the background of the  Foundry scene blank and dropping in the map image as a tile. You can then drag and drop to resize it to the grid (hold Shift so it won't snap to the grid).

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This is an incredible tool. I can't imagine trying to run custom games of Lancer without it.

Got this from RetrogradeMinis' Chop Shop Factions a while back and used them as a pirate gang in my campaign. There are so many tokens in this faction that it makes me wish they were all like this. Great work.

Hey there, you might want to take a look at my comment and try again. I just updated it with new settings discovered by a member of the Pilot NET Discord community, and they seem way better than my initial suggestions.

This is something I have never even thought to do before but wow, what a simple and effective solution! I'll edit my comment with this suggestion because it probably works even better this way. (Just make sure to send that tile to the back layer before adding any new ones, I guess.)

"File" at the top left > "Export."

This is detailed in the manual on page 2.

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Foundry VTT Grid Alignment Settings

EDIT: Splitch0 in the replies to this comment offers a different method that may be both simpler and better than mine! Check it out if you don't have any luck with my method.

1. First, set the MCT’s Hexagonal style to Regular instead of Roll20. (This setting reverts every time you restart the MCT, or navigate away from the Map Editor screen!)

2. Verify that your version of Foundry is v11 or newer. It made a big change to how hexes are measured in an earlier version.

3. Set up your scene in Foundry, select the exported map image as the background, and configure the settings as follows...

- Grid Type: Hex Rows - Odd
- Grid Size: 76
- Image dimensions: (same as image itself)
- Padding Percentage: 0.25
- Offset Background: Horizontal 38, Vertical 2 (you may need to play around with this depending on your map's dimensions)
- Turn Grid Opacity all the way down so that it's hidden.

The larger your map gets, the less accurate these settings get, as the offset gets more pronounced towards the edges of the map. With as much room for variation as the MCT allows for, I strongly doubt there's one universal set of settings for all possible maps. But these settings should work just fine, for the most part.

One of, if not the, best third party supplements for Lancer GMs.

1. Are you using Foundry V9, or V10?

2. If you’re using V10, was the world you’re using created prior to upgrading to V10?

INDEED!

"Chew on this!" :D

This is an excellent resource, especially for newer GMs. Hell, I've been running Lancer for just under a year and I'm still getting use out of this thing. The enemy paradigms are great not only because they're easy to just copy and paste into an encounter, but also because the tactical advice given for each one helps you see how NPC systems synergize with each other in a way that the core rulebook tends to lack.

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That optional rule for Structure Checks and Stunned is very intriguing to me. I assume it playtested fairly well? Did you encounter any surprising side effects as a result of players being able to use it?

Also, I have a quick question about the additional structure check that Stunned players can choose to take - I assume this second structure check results in the same consequences as usual? For example, let's say I'm a player mech and I've just lost my second Structure. I roll 2d6, getting both 1s. Per this rule, I become Stunned and I roll on the System Trauma result. My next turn comes around, and I take a single quick action. I then choose to attempt another structure check. I roll 2d6, getting a 4 and a 5. This means I take the System Trauma result, and then must roll 1d6 for that as well, destroying a weapon or system per this result. I may then take another quick action. Is this all correct?

It is my belief that this is the best first-party published adventure module for Lancer thus far. It contains a ton of vibrant characters, factions, general opportunities for roleplay, and a highly memorable story with some excellent twists and turns. The combat encounters range from moderate to quite challenging in difficulty, with a phenomenal boss fight at the end. I thoroughly recommend this one.

I second the Map Generator - it's a godsend. He also has a map making + editing program coming out relatively soon.

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Good stuff. I think the only thing that could be construed as a downside for this is that there's no map included. For a newbie GM still wrapping their head around Lancer, finding/making a playable map is usually one of the hardest parts.

Still, it's always great to have premade enemy comps and handholding for folks just getting into the game! And it's PWYW so I can't really complain. Keep up the excellent work, Kat.

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Great template for GMs who are sick and tired of Google Docs and OneNote as a campaign management tool, like me! Gives you enough to get started and show you a great way to organize everything, but obviously Notion itself allows you to customize it all in any way you want.

Edit, 2 months later: I can wholeheartedly say using a Notion project based off this template has made my life as a GM so much more convenient and manageable. One way of using it that I've found to be extremely useful is simply making tables and DBs that contain all the NPC classes/templates, sitreps, etc. from all the various supplements I own. Having a centralized repository for this kind of information makes planning encounters a breeze. For example, I can click to filter all the enemies of the Defender class and see all of them without having to flip through multiple PDFs, then add the one I want to an encounter just as easily.

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When I say that, I mean it's easy to take what the module gives you and change it around to fit it to a custom setting/story. It gives you the stuff you actually need to run sessions of Lancer, mainly the enemy compositions and battle maps, and just enough narrative framing for it all to make logical sense. The minimalistic story is admittedly a downside for those who want more interesting and complex roleplay in their sessions. But greater complexity means less plug-and-play, typically.

It's incredible that you've put all this up here for PWYW. Awesome contribution to the community, Shade Fish!

Just the Ebro.

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This module has excellent plug-and-play potential. It does come at the cost of an extremely barebones story, but for me that was no problem. The encounter design is also perfect for showing newcomers to Lancer how to make challenging + interesting enemy compositions, and how to set up battlemaps (something that No Room for a Wallflower notably did not do...at all). The GMing advice for running each combat encounter is extensive and also incredibly helpful for newbies.

My biggest criticism would be that I think the encounters are tuned to be *too* difficult, considering the fact that a moderately balanced encounter in Lancer is more like a hard encounter for newbies. Since this module is clearly marketed toward newbies, I think that's an issue. But at the very least, I suppose one can learn by being thrust into the fire!

If you want to GM Lancer but you're not sure exactly how to start, this book is a must-buy.

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I really liked this realm!

I found myself being drawn to using the weapons and gear that were found in this realm, partially because it restricts the Engraved to starting with only starting equipment + Grim Coast equipment, but I'm actually deciding to use one of the new weapons and pieces of gear going forward because I like the unique synergy they provide! I don't feel like they're too strong either; they feel just right.

My biggest criticism is that the final phase of the Rune Lord feels way too easy, especially since I was using the equipment that guaranteed I would always have at least 1 Move available per turn. I think it would be better if the Rune Lord dealt more Harm with their actions. Maybe include "Harm 1" in the first action set so that they're always dealing Harm, no matter what?

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I believe since rather than saying "Two Handed," and instead using the verbiage of "Mode," the Scythe is intended to only be used in one hand, and only in one mode at a time. So at the top of a round, you would decide whether to use it in Reap mode or Reave mode.

However, I do believe that this could use some clarification, because the very definition of Versatile in the rulebook indicates that this term essentially means "can be used in one or two hands." But I would still default to my interpretation above since specific rules within realms override the rulebook.

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Whew, talk about a meaty realm. There's so much to do in here, with so many unique mechanics and systems. Friendly NPCs? In my RUNE?! I think that aspect alone made this feel distinctly like a FromSoftware game in a way that, so far, no other realm I've played has been able to capture. Bravo! Needless to say, I really loved this one.

A note to other players: as the designer's warning says, this realm is not for those who are low on equipment/gear/runes!

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And now, the not-so-fun part where I nitpick and point out mistakes and typos that I noticed. If these are corrected, I'll come back and edit this comment to remove this part.

Sigil Clock - the rules for this clock seem to indicate that it fills to 6 segments and stays that way, until the Engraved does something that causes it to gain another segment, at which point it would then clear itself. Is this correct? If so, that could probably use some clarification since it contrasts against the normal rules for cyclical clocks.

Point 3 - the Fight's text lists one Soldier's location as A2 but it should be A3.

Point 3 - the lower diagram shows a 'C' character on the grid rather than an 'R' (to represent the unique enemy here).

Point 5 - the Fight's text is missing some permanent terrain spaces.

Point 6 - the Fight's text has the Engraved starting in the wrong space.

Point 8 - the enemies are listed only starting at C1 in the text.

Point 8 - the enemies keyed under the diagram are incorrect; they don't appear in the Fight at this Point.

Point 9 - the Fight's terrain descriptions are totally different than what the diagram shows.

Shaver's Heist - Wave 3 text lists Hound in the wrong space.

Shaver's Heist - "NPC Fate: Shaver" is listed as being on page 24, which is true if you enter that number in your PDF viewer. But the label on the page itself marks it as #23.

Surveyor Rolia - this NPC's card is only present in the separate PDF containing all the cards.

NPC Fate: Surveyor Rolia - the bullet points refer to the pieces of gear as "Mapmaker's Pen" rather than what's shown on the cards ("Cartographer's Pen").

NPC Fate: Shaver - In the first bullet point, Shaver is referred to with "she" as a pronoun. (This is the only exception, so I'm assuming Shaver's pronouns should be he/him.)

Question regarding the Draco Rune, and this may extend to other pieces of gear/equipment/runes that are similar.

When I use this rune for the effect that deals 3 Harm to all enemies, can I choose to have this Harm apply before enemies have dealt Harm to me?

The core RUNE rulebook, page 32, seems to indicate that any actions that aren't moving or attacking can be resolved before or after Harm is dealt from the attacks of the current round. So my question can also be worded as this: does activating a Harm-dealing rune count as one of these other actions that takes place whenever I want during this phase of combat; or must I apply this Harm simultaneously with all characters' attacks as usual?

My thinking: activating a rune which deals Harm means it should also be applied simultaneously with other attacks. I've been playing it the other way and thinking it was unbelievably powerful, but if my realization is correct, then it's a bit more reasonable in power level (although still very strong imo).

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(I'll come back and update this comment with my thoughts on the other realms in this collection as I play them.)

Dread Manse: I dig this concept of a meat grindery combat-centric mini realm. Personally, after I fully explored all the Points and died a few times, I found the temptation to rush straight to the boss was too strong to risk losing precious Health for the optional stuff, but lucky for me it paid off! (Edit: I missed the mechanic which allows you to heal, funnily enough.) Probably works nicely as a test chamber for builds, too.

Very solid realm. I think you did an awesome job with the balancing of the Fights. They are quite difficult, but with the right gear, Runes, and strategy, you can certainly overcome them without frequent death. Now, on to Basin of Defiance!

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I did notice a couple of mistakes in the text:

- Point 4 - Low Tide Fight: the Scout Commander is shown starting at B1 on the diagram, but the text says they start at D1.

- Point 7 - The text describing the Fights on page 16 should say "LOW TIDE: Permanent terrain (A2-3)..." rather than "(A2-4)...," assuming the diagrams are accurate over the text.

Just chiming in here, as I also think the sling could use some sort of tweaking. I picked it and the longsword as my starting build along with the striding boots. I played through the Grim Coast realm and I don't think I ever used the sling unless I literally had nothing else to do. There was just never a situation where using it would have been strategically better than using the longsword.

I got my ass handed to me so many times during that realm (I think the rune lord took me like 6-7 attempts). I first chalked it up to me being new to the game and not fully grasping the rules at that time, which was certainly true to an extent. But when I moved on to the next realm, this time using a longsword and shield, I found that I was doing WAY better in combat!

Perhaps that simply speaks to the necessity of having a shield, or at least some sort of weapon that provides Block, rather than the sling's weakness though.

Yes, here's a link that the artist shared on Pilot NET (publicly and freely). You might want to download copies in case this share link ever becomes inactive.

https://drive.google.com/drive/folders/1LmNFCaoJMdThqkP-ZQ8x0mm5r5KlPyG3

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I assume you're talking about WinRAR? You don't actually need to use that specific program to extract .rar files. 7-Zip works as well. (I just tested this on my machine and it worked.)

You may find 7-Zip to be easier to use and safer looking. It's also totally free and doesn't show a pop-up asking you to buy a license every time you open it. (Although to WinRAR's credit, it is an extremely well-known and reputable program.)

Certain realms have clocks which progress "after completing an action at any Point." Let's say I enter a Fight, but die. Does this mean I have "completed" the Fight action for the sake of that clock? Or is the Fight not considered completed?

(I think I know the answer, but I figured I would ask anyway.)

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In the Fell Woods, the Smasher's Pack trait states "If Smasher starts next to another enemy..." Does the word "next," as opposed to "adjacent," imply that this trait should activate when another enemy is adjacent to the Smasher in addition to when another enemy is sharing the Smasher's space?

Edit: After thinking on this a while since I've posted, I believe it should be treated as "adjacent," instead of some new term.

I enjoy providing handouts to my players that look professional and nicely formatted, and this template pack has been enormously helpful! The actual guidance it provides on how to use it is also an extremely nice touch. If you're interested in making third party homebrew for Lancer, or if you're just like me, then you'll definitely get a lot of value from this.

If anyone's having trouble getting the map grids to align in Foundry, see here:

https://www.reddit.com/r/LancerRPG/comments/10t1rsd/comment/j77npzm/?utm_source=...

(Credit to Perijove on Pilot NET for figuring this out!)

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There appears to be a typo in the description. It says "5 new regions for the Interpoint Map Generator..." but I believe there are only 4 in reality. (Reply here when fixed and I'll delete this comment.)

edit: nvm, see Ralf’s reply.

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I give serious props to Kai for all of the awesome GM advice and tips strewn throughout this module. And to all the artists and designers for including premade maps with measurements for Foundry and roll20. This has set a very high bar for Lancer modules!

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Edit: this comment is outdated, because this map generator is no longer the best tool for Lancer. See the Map Creation Tool:

https://interpoint-station.itch.io/lancer-map-creation-tool

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I'm coming back to this page after using this tool for a few sessions because it is that. damn. useful.

Seriously, I cannot understate how much easier my session prep is now. There have been several times in my current campaign where I've had a really fun idea for a combat encounter, but only a small amount of free time until the next session. If this tool didn't exist, I would have simply disregarded those ideas in favor of something I already had prepared. But now that's not a problem.

Ralf deserves a ton of credit for everything he has contributed directly to the Lancer community, and this undoubtedly ranks as one of the most valuable tools available for this game. (In fact, I would go so far as to say this is *the* most valuable tool for Lancer GMs, aside from the paid version of the core book obviously.)

The Interpoint sitreps are also really fun, and really unique. They provide a lot more flexibility in tying combat encounters to the narrative of your games.