Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

segeeslice

5
Posts
2
Topics
A member registered Aug 16, 2023

Recent community posts

Hello!

I just noticed the "Stun Needle Launcher" has slightly differing descriptions in the NPC stat blocks...

Electronic: Powered. Ignores shields. 2x penalties for being Damaged.
Shock: +2 ACC. Parts or weapons hit are Disabled for DUR rounds.

... vs the weapons stat block on page 192...

Electronic: Powered. -2 ACC when Damaged.
Shock: +2 ACC. Ignores shields. Parts or weapons hit are Disabled for DUR rounds.

Mainly pointing this out because the "2x penalties for being Damaged" bit confused me until I did more digging. At first I thought it incurred 2x penalties on opponents' components that it disabled. So the second description is much clearer to me.

The same "2x penalties..." verbiage is also on the Greeneye Gang focus probes.

Hello! Loving the book so far. Just one quick question on shield generators:

While a shield generator has capacity, does it also protect adjacent parts and/or itself from being "damaged"?

For example: say I have a processor adjacent to a shield with 10 capacity, and I take 4  damage on the processor. I understand I would the shield generator to 6 capacity & not lose HP, but is the processor still damaged as a result? If I instead took that damage to the shield, would it be damaged?

My assumption from reading is that a part cannot be damaged unless it results in a subtraction from HP (or by getting hacked, etc.) I just couldn't find a surefire answer in the rules. The armor section mentions "If DMG is reduced to 0, that square doesn’t count as having been hit", but this section never specifically mentions shield generators.

Thanks in advance!

That helps a lot, thank you so much for the quick clarification!! Really enjoyed reading the rules by the way, excited to try it out 🙂

An advice question/clarification request, for the creator or any others with GM experience:

How do you handle the levels of new characters? E.g. say a player has "leveled up" / advanced their character 10 times, and the character dies. When making a new character, should it also level up 10 times? Or maybe subtract one, to make it 9? Or don't do this at all, always starting at the base level? Especially in the context of longer campaigns.

I feel like I'm leaning towards the latter, just to make character generation very quick and keep an emphasis on capital & worldly gains over solely character advancement. But it also feels overly punishing for character death, and I don't want my players to feel too scared to do badass things.

Thoughts?

Great style & great ideas! Also reasonably formatted with just enough info to get the wheels turning without overloading you.

Personally hoping to run this with select few surviving taverns, each representing a different school of thought. (The players' capitalist hellhole may seem sad compared to the commies next door, or even the free-spirited anarchist sect may be enticing, but maybe they all have some dark secrets of their own...)

May even make some especially risky missions to explore abandoned taverns. Maybe the demon got loose in a tavern housing a large weapon manufacturing facility, opting for a high yield stealth mission, albeit one that's unlikely to produce oil (the demon ate it all by now..). Or any other number of ideas that could be respectfully borrowed from the Fallout games' vaults :)

With that said, some typos I noticed:

  • Page 3: "Reminicient" -> "Reminiscient"
  • Page 3: "Raucus" -> "Raucous"
  • Page 7: "Brass tax" -> "Brass tacks" (unless this is a joke I missed)
  • Page 8: "Dimmensional" -> "Dimensional"
  • Page 8: "Nessesary" -> "Necessary"