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A member registered May 23, 2016 · View creator page →

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Ah good question!

You can still do the rest of the actions, it's just that if any card would be moved beyond the front or back, it would stop instead. So like if an action on the card moved the alien forward 3, and the alien is 2 cards back from the front of your hand, it would move to the front of your hand then stop. Hope that makes sense!

A thrilling page turner that was difficult to put down. Aaron quite deftly captures the terror and seeming insurmountable obstacles of rebellion and resistance to empire and the status quo. The nebulous and philosophical problems of capital and the modern imperial core are made very real with literal monsters, and the internal struggles of deciding how to reckon with your part in a machine of death are treated frankly and with aplomb. 

I was already a fan of Aaron's work. I cannot wait to see what he does next. 

I add them as soon as people make a purchase! However if you'd like it sooner and get it cheap there's my patreon, or you can contact me and I can get you a complimentary copy. 

I guess not!

It's nail polish.

Community copies are made available when folks make purchases. If you're looking for a cheap alternative you can back me on Patreonand get all my games. Alternatively you can email me and I can set you up with copies of some of my games.

Thank you!

An incredibly rich and powerful idea in a genre already saturated with different takes. I eagerly look forward to future developments. 

Thank you!

Indie Press Revolution will have some eventually, and I'll have extras from the Kickstarter on sale here once I've finished shipping them out to backers.

Hi! It's been a while but I believe that a stack with a Knight can only be reset with soft resets, since they have no value a hard reset wouldn't trigger them. 

Thanks so much!

They are SO WEIRD.

Thanks! The files are a bit unwieldy due to all the images. I'm uploading a different version right now that will hopefully help.

Two-Hand Path is everything I want from a single player RPG: a unique hook, razor sharp worldbuilding, and a central mechanic that is fun and creative. Even now I want to get back into those ghoul-filled streets and see the story told on my mage's hands. 

Thank you so much! That's very kind and I'm glad you're enjoying it.

Thanks so much!

The way I've played is definitely the former. If a rig doesn't have hover and at any time occupies a pit, that is an instant kill, both for enemies and your dead core. However I will say, given how the relevant rules are written, the way you have interpreted it is also valid.

You're welcome! Happy Killotining!

Those are descriptors for your character as they get hurt. Notice how they get more violent and desperate the further down they go? Shows how your character changes as they are revived in the next form. 

Those 4 squares at the end of each health track are bonus health unlocked if you buy the corresponding cyberware listed below them on the character sheet.

Yeah Miro is what I tend to default to these days. Roll20 ain't bad if you're just moving tokens around too, plus has playing cards already integrated.

Thanks so much!

And I totally agree with pairing this game with others or other settings. We made the setting of Kyr and other nations vague so that players can have agency in defining it during play, but that also means you could combine it with other things really easily!

Hell yeah. Can't wait to be flat broke in space again.

Not that I'm aware of! I'll be sure to post about it if I see one though.

Yes, you can't move through or end in a space that already has 2 threats.

Hey there!

- No. You get a single instance of each piece of starting equipment near the beginning.

- Not sure what you mean? The RIG Zine is just the digital version in physical format. And the digital version can be bought on this page.

Holy crap that's awesome!

Yes! Part of the Kickstarter for Rig was a supplement called THE GOOD SHIP TAROT, which was more encounters and locations this time aboard a long lost starship which left Recombinant Earth.

I'm hoping to have that done before the end of the year.

And there may be other games set in the world of Recombinant Earth in the future as well ;)

Yup!

I've actually been thinking about doing a new version now that I've learned a lot more about layout and presentation, and also I have a whole cyberpunk world this could fit into. Probably not this year, but at some point!

Oh heck thanks so much!

Hey there!

Q1: yeah this is indeed an error in the text. The heat vent does not require you to deal damage to clear heat.

Q2: The intro scenario with the starting equipment can be difficult. I did do some tuning with the starting core that does make that encounter challenging. Remember you start with 10 ammo.

Page 13 under Risking it and Risk Rolls:

"Your character can also push themselves by marking 1 stress and getting +1d to the pool before you roll."

Then use the threat described on the Jack entry for that area. So for example if you were in The Firmament and drew the Jack for the threat, the threat would be "Deleted Layer".

Yeah. So if say a target is 1 square away from you diagonally it is actually range 2 away. If the target was 1 square away orthogonally then that is range 1. Referencing the combat grid now: if you were on square A1 and a target was on square E5, that would be range 8.

Remember that all ranges and movement is counted orthogonally, aka you can't move diagonally when determining range.

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Congratulations! Just starting my first session now and would love a table of ship names!

You are very welcome!

That's a good question.

I think the original card tables... should work fine? I mostly streamlined the dungeons in v2 to fit in a printed zine and to cut down on the amount of layout work I would have to do. But to my knowledge it should work out to about the same number of encounters per dungeon, and similar types of encounters. Nothing right off the bat that strikes me as a problem, though it has been a while since I looked at the original rules so, delver beware!

Hey,

That's exactly what it means! You got it right.

Ah yes, I can see how that would change things!

Hey there,

1) A battle ends immediately when the last threat is destroyed.

2) Yes, all location features (pits, obstacles, difficult terrain) can be bypassed with hover.

3) Most churn etc. make allowances for how location features change or are added, otherwise it is up to you to judge.

4) The way I interpret threat movements is to always move them into spaces that are most advantageous. A certain amount of player interpretation is needed.

My experience was very different than yours, which is as expected. For example I like experimenting with different equipment when I get it and having a mix of different ranged and melee weapons. Other players find one build and they stick with it throughout the whole game.